OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 891
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
The more games of Anarchy Battle I play, the more snowballs and lockouts I'm forced to endure, the more I believe in this one idea.
The stages in Splatoon 3 do not favor defenders whatsoever. The average stage leaves each team with a only tiny strip of turf over a ledge that enemies are physically unable to reach. Some stages don't even have that, and let enemies go wherever they please. Even if enemies don't push up that far, there are no useful routes for the defending team to use to flank. Nearly every spawn area in the game has multiple ledges that players are required to drop off of, and ledges in general favor players camping beneath them. Spawn camps across most of Splatoon 3 are as bad as the worst spawn camping maps from previous games, because players spawning in literally can't go anywhere, while the attacking team can go virtually, or in some cases literally everywhere.
Fixing this overarching issue of stage design is impossible at this point. The developers would have to change nearly every stage in the game, massively extending spawn regions or moving objective goals further away from each team's spawn, removing ramps that let attackers push up to the enemy spawn or replacing them with defending sponges. The fixes won't happen. They will likely never happen.
So, we're left with the need for alternatives, and the only alternative that will definitely work to resolve this issue is the simplest one available: Handicap the attacking team, and give benefits to the defending team.
This change is obvious enough. Spawn armor is pathetically weak. Even if it's an advantage, attacking players can easily beat spawn armored defenders with their own advantage of the ledges in each team's spawn. Not to mention that the armor can be pierced by special weapons like Trizooka, Ink Vac, and Reefslider. Spawn armor being completely unbreakable means players that just spawn in are guaranteed to win any fights the enemies try to take in their spawn unless they're able to wait it out. But that alone isn't enough. Not nearly.
While the team with the lead is in control of the objective* (or a team is in Danger in Turf War):
*This does not apply until the first checkpoint has been cleared in Tower Control and Rainmaker
With these fixes in play, the game would feel infinitely better. Spawn camping on the whole would be dead in the water. Pushing would be more difficult and require more advantages. Choke points would actually do their jobs, limiting progress until a team decisively wins a fight, and not just serving as a barrier that requires specials to break through. Failed pushes would be punishing, giving the other team more room with which they can still use their specials while counter-pushing. Winning in the moment comes at a cost.
Feel free to discuss these changes if you want. They may sound mad, but I'm certain they'll grow on you.
Thanks for reading, and have a wonderful day.
The stages in Splatoon 3 do not favor defenders whatsoever. The average stage leaves each team with a only tiny strip of turf over a ledge that enemies are physically unable to reach. Some stages don't even have that, and let enemies go wherever they please. Even if enemies don't push up that far, there are no useful routes for the defending team to use to flank. Nearly every spawn area in the game has multiple ledges that players are required to drop off of, and ledges in general favor players camping beneath them. Spawn camps across most of Splatoon 3 are as bad as the worst spawn camping maps from previous games, because players spawning in literally can't go anywhere, while the attacking team can go virtually, or in some cases literally everywhere.
Fixing this overarching issue of stage design is impossible at this point. The developers would have to change nearly every stage in the game, massively extending spawn regions or moving objective goals further away from each team's spawn, removing ramps that let attackers push up to the enemy spawn or replacing them with defending sponges. The fixes won't happen. They will likely never happen.
So, we're left with the need for alternatives, and the only alternative that will definitely work to resolve this issue is the simplest one available: Handicap the attacking team, and give benefits to the defending team.
Spawn armor is completely unbreakable
This change is obvious enough. Spawn armor is pathetically weak. Even if it's an advantage, attacking players can easily beat spawn armored defenders with their own advantage of the ledges in each team's spawn. Not to mention that the armor can be pierced by special weapons like Trizooka, Ink Vac, and Reefslider. Spawn armor being completely unbreakable means players that just spawn in are guaranteed to win any fights the enemies try to take in their spawn unless they're able to wait it out. But that alone isn't enough. Not nearly.
While the team with the lead is in control of the objective* (or a team is in Danger in Turf War):
The leading team loses 65% of their special gauge when splatted
The other team loses 35% of their special gauge when splatted
The leading team cannot activate special weapons
*This does not apply until the first checkpoint has been cleared in Tower Control and Rainmaker
This change is what I most desire to happen in Splatoon 3, after invincible spawn armor. A team that is definitively winning should not be able to use special weapons. Too many times I've had to deal with Inkjets, Ultra Stamps, Trizookas, Crab Tanks, Big Bubblers, Triple Inkstrikes, Triple Splashdowns, Reefsliders, Ink Vacs, Zipcasters, and Kraken Royales while already barely scraping together a defense in a spawn area comparable to a sinking ship. My team certainly doesn't have specials. So why can the other team, the winning team, use theirs? No justifiable reason. Don't even try.With these fixes in play, the game would feel infinitely better. Spawn camping on the whole would be dead in the water. Pushing would be more difficult and require more advantages. Choke points would actually do their jobs, limiting progress until a team decisively wins a fight, and not just serving as a barrier that requires specials to break through. Failed pushes would be punishing, giving the other team more room with which they can still use their specials while counter-pushing. Winning in the moment comes at a cost.
Feel free to discuss these changes if you want. They may sound mad, but I'm certain they'll grow on you.
Thanks for reading, and have a wonderful day.