Patch note ideas (they’re kinda ridiculous)

Terret

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Terret

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What's the reasoning for decreasing the range of chargers?
Because in their current state, they would kill backline diversity, invalidating Splatlings, stringers and Explo, similar to what pencil does now
 

Terret

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Might be better to copy/paste the text directly and optimize the formatting a little bit
That would be a good idea. I’m admittedly on my phone atm though so may be a little bit before I can
 

mogo

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I think it's funny how you made respawn punisher no longer make respawns slower

Letting carbon rollers do horizontals in the air is crazy, though it might be more fair for the other ones

Bloblobber seems like a nerf, overall? I get that it's a rework, but it seems like it's losing more than it's gaining

Same thing with reefslider and inkstrikes

You can't nerf my boy nautilus like this, what'd he do to you : (

Toxic mist reducing special charge is a pretty cool idea actually

While I'm mostly just complaining, I honestly think most of these patch notes are a good idea. It's clear you put a lot of work into these, and I like the direction you took most of the buffs and nerfs. Outside of the nitpicks above, my only real complaint is that this patch would kill chargers entirely. 8% might not seem like that much, but I can guarantee you that every single charger would be C-tier or worse after this hypothetical patch.
 

Terret

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Hey y’all! I’m new here admittedly and I was curious on opinions with the google doc full of patch notes I created. https://docs.google.com/document/d/1t1iqv5gDEj6mqAOIcpP3D2UQTw_8gX2eR6zQkg-_pO4/edit
Changes to main weapons
  • .52
    • - Increased time to shoot from squid form by about 1 frame.
    • - Increased ink consumption by 7%.
    • Explanation: .52 Gal has been a hot topic and noticeably stupid as a main weapon, so toning back its ability to go back into uptime and have less uptime should resolve this.
  • N-ZAP
    • - Increased scatter of shots while on land by approximately 10% (5.5).
      • - This also includes midair shot-scatter reduction from intensify action ability. The midair ink scatter will now be farther from the effect of shooting on land.
  • Pro
    • + Decreased interval between continuous shots by 1 frame.
    • Explanation: It is clear Splattershot Pro has seen better days and it is clear as day Squeezer hard outclasses it, so allowing this weapon’s shot intervals to be shorter will allow it to compete more with other midrangers.
  • .96
    • - Increased time to shoot from squid form by about 1 frame.
    • + Increased likelihood the turf around player's feet will be inked when firing: 5 → 2.
    • + Increased damage per shot from 62.0 to 69.0.
    • Explanation: Due to the previous buff on .96’s ink efficiency, it was clear the consistency with start up nerfs on the .52 Gal was fair to apply to the .96 Gal. To compensate, the damage is significantly more reliable and feet will be painted much more reliably.
  • Jet
    • + The reduction in damage based on how long a shot takes to reach its target is now more gradual.
    • - Decreased radius of ink splatter at the point of impact by 15%.
    • Explanation: This is a starting attempt to make Jet Squelcher more of a fighting weapon. The kits at the moment are less than ideal for fighting however, so for now, a tone back of paint and more reliable damage on each shot.
  • Nova
    • + Decreased scatter of shots while on land by about 12%
      • + This also includes midair shot-scatter reduction from the intensify action ability. The midair ink scatter will now be closer to the effect of shooting on land.
  • Luna
    • + Expanded the radius within which a shot’s explosion does 50 damage by roughly 5%: 35.7 to 37.5
    • Explanation: This is to give the Luna Blaster a better means to compete with the Tri-slosher for an aggro frontline role.
  • Blaster
    • + Lightened weight class from middleweight to lightweight.
    • + Reduced the scatter of shots midair by approximately 25%.
      • + Also made midair shot-scatter reduction from the Intensify Action gear ability easier to activate even with a smaller number of gear abilities. The midair ink scatter will now be closer to the effect while shooting on land.
        • The effect gained from equipping the maximum number of Intensify Action gear abilities will not change.
  • Range
    • + Reduced the scatter of shots midair by approximately 25%.
      • + Also made midair shot-scatter reduction from the Intensify Action gear ability easier to activate even with a smaller number of gear abilities. The midair ink scatter will now be closer to the effect while shooting on land.
        • The effect gained from equipping the maximum number of Intensify Action gear abilities will not change.
  • Clash
    • + Increased damage of direct shots from 60.0 to 65.0.
      • + Also increased splash damage from 30.0 to 32.5.
    • + Lengthened the width of paint trail from each shot by 10%.
  • L-3
    • + No longer has shot rng when jumping.
    • + Increased damage from 29.0 to 31.0.
    • + Lightened weight class from middleweight to lightweight.
  • H-3
    • + Decreased ink consumption by about 12%.
    • + Decreased interval between bursts by 3 frames.
    • + Increased radius of ink splatter at their points of impact by roughly 10%.
    • Explanation: The improvements in ink efficiency and frame data are very necessary changes to allow H-3 Nozzlenose to compete with other midline and support weapons.
  • Squeezer
    • - Decreased maximum damage from 38.0 to 36.0.
    • + Now can swap firing modes by clicking L and no longer needs mashing. There will be a setting in case mashing is preferred.
    • Explanation: Squeezer is absurd as a main weapon and to give more competition for midlines, I am lowering its oppression. Also for accessibility concerns, this will be a case where the L button will have a use (I apologize in advance Flexlion users).
  • Carbon
    • + Can now choose between vertical and horizontal flick by holding B.
    • + Increase maximum damage from a horizontal flick from 100 to 115.
  • Splat Roller
    • + Can now choose between vertical and horizontal flick by holding B.
  • Dynamo
    • + Can now choose between vertical and horizontal flick by holding B.
    • + Increased minimum damage of vertical flick from 40.0 to 60.0.
    • + Ground splash range increased by 10%.
    • + The damage-rate reduction caused by distance has been adjusted. You can now cause 100.0 damage from farther away than before.
    • + Increased radius of ink splatters at their points of impact by 20%.
    • - Ink Consumption per flick 18.0% to 19.0%.
  • Flingza
    • + Can now choose between vertical and horizontal flick by holding B.
    • - Decreased radius of ink splatters at their points of impact by 5%.
    • + Adjusted distance at which damage from a horizontal swing begins to decrease. Increased distances at which damage exceeding 100.0 is dealt by roughly 7% and exceeding 50.0 damage is dealt by roughly 11%.
  • Swig
    • + Can now choose between vertical and horizontal flick by holding B.
  • Inkbrush
    • + Now can swap modes by clicking L and no longer needs mashing. There will be a setting in case mashing is preferred.
  • Octobrush
    • + Now can swap modes by clicking L and no longer needs mashing. There will be a setting in case mashing is preferred.
    • + Increase base damage of flicks from 40 to 42.
    • + Now has ink resistance while rolling (like the inkbrush).
    • Explanation: It is very clear Octobrush’s damage is a bit unreliable in its current state which is absurd considering the Tri-slosher outranges it so this small damage buff is meant to help with this.
  • Painbrush
    • + Now can swap modes by clicking L and no longer needs mashing. There will be a setting in case mashing is preferred.
    • + Decreased startup time from 23 frames to 20 frames.
    • + Now has ink resistance while rolling (like the inkbrush).
  • Squiffer
    • + Lightened weight class from middleweight to lightweight.
  • Charger
    • - Decreased range by roughly 8%: 25.75 units to 23.75 units.
    • + Decreased charge time by 3 frames.
  • Scope
    • - Decreased range by roughly 7%: 27.75 units to 25.75 units.
    • + Decreased charge time by 3 frames.
  • Liter
    • - Decreased range by roughly 8%: 30.76 units to 28.76 units.
    • + Decreased charge time by 6 frames.
    • + Increased minimum partial charge damage from 40.0 to 43.0
  • Liter Scope
    • - Decreased range by roughly 6%: 32.76 units to 30.76 units.
    • + Decreased charge time by 6 frames.
    • + Increased minimum partial charge damage from 40.0 to 43.0
  • Goo
    • + Lightened weight class from middleweight to lightweight.
    • + Increased damage of non-fully charged shots from 40.0/130.0 to 45.0/145.0 respectively
      • Adjusted the display of charge to account for this change.
    • + Now reaches maximum range after first ring is charged.
    • + Increase damage to Booyah Bomb armor from 1.3x to 1.7x.
    • - Increased interval between shots by 2 frames.
  • Pencil
    • - Decreased range by roughly 10%: 27.75 units to 24.75 units.
    • - Decreased width of paint trail by 10%.
    • + Increased damage from a fully charged shot from 68.0 to 70.0.
    • + Decreased charge time by 2 frames.
    • Snipewriter has been a notable presence in the meta to a very unhealthy extent due to its paint and cooler output for the range it has. Therefore, I decided to tone back the paint and range to decrease its dominance. To compensate, small increases in damage and charge speed will allow it to continue being relevant with more chip damage oriented compositions.
  • Tri
    • - Decreased damage of projectiles from 62 to 58.
      • + The minimum damage from fall off will not be changed.
  • Machine
    • + Decreased interval between shots by 2 frames.
    • - Reduced radius of ink splatter at the point of impact with a floor or wall by approximately 7%.
  • Blobblober
    • + Increased size of the bubbles by 5%.
    • + Increased damage of each bubble from 30.0 to 40.0.
    • - Decreased number of bubbles from 4 to 3.
    • - Decreased lifetime of the bubbles by 30%.
    • + Increased velocity of the bubbles by 10%.
  • Explosher
    • + Increased velocity of the sloshes without increasing range by 15%.
    • + Increased knockback done to Kraken Royale by 20%.
    • + Increased damage to Crab Tank’s armor by 2.0x.
    • - Decreased radius of the splash by roughly 5%.
  • Mini
    • + Lightened weight class from middleweight to lightweight.
  • Hydra
    • + Increased radius of ink splatter at their points of impact by roughly 12%.
  • Nautilus
    • - Decreased damage from 32.0 to 30.0.
  • Edit
    • + Reduced charge time of the first ring by 5%.
  • Dapples
    • + The roll from the drop roller ability now acts the same as this weapon’s dodge rolls when holding ZR while dropping (This does not consume a roll).
  • Dualies
    • + The roll from the drop roller ability now acts the same as this weapon’s dodge rolls when holding ZR and a directional input while dropping (This does not consume a roll).
  • Gloogas
    • + The roll from the drop roller ability now acts the same as this weapon’s dodge rolls when holding ZR and a directional input while dropping (This does not consume a roll).
    • + The shot velocity decrease when continuously firing will now be more gradual.
  • VDS
    • + The roll from the drop roller ability now acts the same as this weapon’s dodge rolls when holding ZR and a directional input while dropping (This does not consume a roll).
    • + Decreased ink consumption while rolling from 8% to 7%.
  • Tetra Dualies
    • + The roll from the drop roller ability now acts the same as this weapon’s dodge rolls when holding ZR and a directional input while dropping (This does not consume a roll).
  • Brella
    • + Increased maximum damage from 81.0 to 90.0.
      • + Increased damage of each pellet from 16.2 to 18.0.
  • Undercover
    • + Increased damage from contact of the canopy from 15.0 to 25.0.
    • + Increased damage from shots from 12.0/40.0 to 15.0/45.0.
    • + Increased shield HP from 200 to 250.
  • Bow
    • + Increased damage of the arrows at the second charge level from 35.0 to 40.0.
    • + Increased splash radius of the arrows at the second charge by 12%.
Changes to sub weapons
  • Curling
    • + Reduced the amount of ink consumed when using a standard ink tank from 65% to 55%.
  • Mist
    • + After leaving the toxic mist, opponents are still under the effects of toxic mist for 2 seconds.
    • + Squid roll no longer fully negates the effects of toxic mist.
    • + Can now reduce the opponent's special gauge by 3p per second they are under the effects.
  • Sensor
    • + Now identifies the weapon the player marked is using.
    • + Increased the radius of the area that affects enemies by 7%.
  • Sprinkler
    • + Now only has the first firing mode.
    • + Increased damage from sprinkler from 20.0 to 25.0.
  • Fizzy
    • - Increased the amount of ink consumed when using a standard ink tank from 60% to 65%.
  • Dart
    • + Tripwire now does damage (25 damage on contact).
    • + Now identifies the weapon the player marked is using.
    • + Increased radius of the projectile by 20%.
    • + A successful direct shot will now steal 10p from the target hit.
      • + If the direct shot results in a kill, steal 20p instead.
    • - Increased the amount of ink consumed when using a standard ink tank from 40% to 45%.
Changes to special weapons
  • Zooka
    • + Increase splash damage from 53.0 to 65.0.
    • - Increase startup of Trizooka by 10 frames.
    • - The special gauge continues to drain slowly, even after firing the final shot.
    • - Decreased damaged splash radius by 8%.
  • Bubble
    • + Is now throwable by pressing R (Can still be placed at your location by pressing ZR instead).
      • + Special power up ability now increases throw range.
      • - When thrown, it will not have a jumpable beacon.
    • + Special power up ability now increases the speed to super jump to the Bubbler’s beacon.
  • Missiles
    • - The user now glows brighter than before while the missiles are firing, giving an indicator on where the user is.
    • - Decreased target lock range from infinite to 36 units.
    • - Increased firing duration of the missiles by 25%.
    • + Increased number of missiles for one and two targets (10 to 12 for one target, 5 to 6 for two).
    • + There is slightly more of a delay between each missile landing.
    • - Decreased number of missiles launched upon four and five targets (4 to 3).
  • Rain
    • + Now gives 20 AP of Sub Resistance.
    • - Decreased duration from 8 seconds to 7 seconds.
      • + The effect duration gained from equipping the maximum number of Special Power Up gear abilities will be increased from 10 seconds to 11 seconds.
    • + Made it easier to activate the effect from the Special Power Up gear ability, even when the player only has a few items with that gear ability equipped.
  • Booyah
    • - Decreased HP of Booyah armor from 470 to 450.
    • - Decreased radius of explosion by 5%.
    • + Improved charge up scaling from teammates saying Booyah (First “Booyah” 12p, Second “Booyah” 6p, Third “Booyah” 3p, Fourth “Booyah” 2p, Fifth “Booyah” 1p).
    • + Can now roll after landing if the drop roller ability is equipped.
  • Kraken
    • - Can no longer be superjumped to.
    • + Increased width of ink trail formed by 5%.
    • - Increased knockback taken from certain weapons (Specifically brushes, rollers, Triple Inkstrike, Booyah Bomb, and others).
  • Wave
    • + Increased HP from 400 to 550.
    • + Now identifies the weapon the player marked is using.
  • Vac
    • + Increased maximum suction by 15%.
    • - Certain weapons may fill the ink vac up faster such as (Explosher, Chargers, Splatanas, Blasters, and Rollers)
    • + Players caught in the Vac now lose 3p per second of special gauge.
      • + This will still apply even when the caught player is in a transformation special like Trizooka, Crab Tank, Booyah Bomb, Inkjet, Ultra Stamp, or Kraken Royale, speeding up the rate that their special completes.
    • + Can pump ink at its feet by pressing the R button.
      • Doing this will decrease the amount of ink within the Vac by a near negligible amount (3%).
      • This will also have a minimum 0.75 second interval to prevent spamming it.
    • - Decreased the radius of the ink-shot explosion by approximately 20% when the amount of the opponent’s ink that was sucked up is at the minimum.
    • - Decreased the radius of the ink-shot explosion by approximately 10% when the amount of the opponent’s ink that was sucked up is at the maximum.
  • Wail
    • + Targets within a reasonable proximity from the wails will have other sounds around them at a lower volume than normal.
  • Pack
    • - Decreased radius that does 30.0 damage by roughly 3%.
    • + The radius that does 50.0 damage will be completely unaffected by this change
  • Stamp
    • + Now gives full protection from the front while in rush mode.
    • + Increased knockback done to Kraken Royale by 30%.
    • - Decreased outer hitbox damage from 40 to 35.
  • Crab
    • - Decreased range of both firing modes without decreasing velocity by 4%.
    • - Reduced duration of the special from 8 seconds to 7.5 seconds.
      • Increased the extension rate of the duration of the Crab Tank when using the Special Power Up gear ability.
        • As a result of these changes, the duration of the Crab Tank when maximizing use of the Special Power Up gear ability remains the same as before.
  • Shark
    • + Now ignores splash walls in its path.
    • + Can now negate bombs in its path.
    • + Can now roll after the explosion to shorten the endlag if the user has the drop roller ability.
    • - Increase the time frame before you become invincible by 10 frames.
    • - Increase time to start up by 15 frames.
  • Strikes
    • + Can now enter swim form while the special is active.
    • - Decrease the radius of the area damaged by 5%.
    • - Decrease the damage inflicted by about 20%.
    • + Damage will be adjusted to still do the same damage to certain objects (Crab Tanks, Booyah Bombs, etc.)
  • Cooler
    • - No longer gives Special Saver.
    • - Decreased the amount of Quick Respawn and Quick Super Jump from 57 AP to 29 AP.
    • + Now has UI to indicate time until the cooler effects wear off.
  • Chumps
    • + Decreased time for the decoys to explode by 0.5 seconds.
    • + Increase the number of decoys from 12 to 14.
    • + If the user has the Stealth Jump ability, the stealth jump will also apply to the landing decoys.
  • Screen
    • + adjusts the audio effect to help with accessibility (and visual if that is still an issue).
    • + Increases damage from contacting the screen from 30.0 to 45.0.
  • TSD
    • + increased splash damage from each landing from 60.0 to 70.0.
    • + Increased radius of Splashdown when super jumping by 5%.
Changes to gear abilities
  • Tenacity
    • - No longer charges your special when conditions are satisfied.
    • + Now instead gives an amount of Sub Resistance Up, Special Charge Up, Ink Resistance Up, Sub Power Up, and Special Power Up whenever conditions are fulfilled (5 AP if one, 15 AP if two, 30 AP if three).
  • Haunt
    • - No longer extends respawn timer or depletes special on haunted opponent.
    • + Instead, the punished target will receive -6 AP of Run Speed Up, Swim Speed Up, Sub Power Up, Special Charge Up, and Special Power Up for 20 seconds. They will still be a haunted target and the effect can be extended by 5 seconds if they are splatted by the haunt user again within the time they are punished.
    • - Decreased the maximum number of targets from 4 to 2.
  • RP
    • - No longer extends respawn timer whenever you or a punished opponent is splatted.
    • + it will still do depletion on the special meter.
    • + The punished targets receive -30 AP of qsj while respawning and 20 seconds after they respawn.
    • - The user will receive -30 AP of qsj, and scu for 20 seconds after respawning.
  • Thermal Ink
    • + Splash damage from main weapons now also trigger the thermal ink effect.
  • Stealth
    • - Increased the distance opponents can see marker from by 10%.
 

Terret

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I think it's funny how you made respawn punisher no longer make respawns slower

Letting carbon rollers do horizontals in the air is crazy, though it might be more fair for the other ones

Bloblobber seems like a nerf, overall? I get that it's a rework, but it seems like it's losing more than it's gaining

Same thing with reefslider and inkstrikes

You can't nerf my boy nautilus like this, what'd he do to you : (

Toxic mist reducing special charge is a pretty cool idea actually

While I'm mostly just complaining, I honestly think most of these patch notes are a good idea. It's clear you put a lot of work into these, and I like the direction you took most of the buffs and nerfs. Outside of the nitpicks above, my only real complaint is that this patch would kill chargers entirely. 8% might not seem like that much, but I can guarantee you that every single charger would be C-tier or worse after this hypothetical patch.
I admittedly gave Carbon that buff for the sake of consistency. Now that you say it, I think I might have made a monster.
Blob I’m currently on a goal to try to make it healthier before buffing it, hence why it’s a net negative at the moment.
Reefslider was a similar concept and I admittedly thought eating bombs and walls would be healthier than the ability to panic it. I’m still hesitant on removing endlag so that’s where the drop roller idea came from.
Strikes I personally feel are a little ridiculous at maximum value and would be way too easy to reach it with swim form given to vBrella and ESPECIALLY vbucket. As for why add swim form, it’s because Strikes have a major issue of anti synergy with almost ALL of the weapons that have it. So I wanted to tone back displacement on players while keeping its ability to shred specials.
Naut I’ll admit, it’s in part a bias against it as a Squiffer main
Chargers I tried to nerf an amount that would make range still a strength. I know it’s a lot so I buffed charge speed to try to compensate. It may not be enough though
 

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