Random balance changes you want

Grushi

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Maybe this isn't a great idea but what if stealth jump slowed down your jump like it did in Splatoon 1?
Perhaps it wouldn't be as harsh so you could counter act it with only a few subs of qsj but I think this could be interesting because it makes the ability more similar to ninja squid and it nerfs 1 sub of qsj being a get out of jail free card
And if you still want to run a tiny bit of qsj you could just run drop roller which wouldn't receive the nerf
I'm very worried with any stealth jump nerfs since the ability is very important for aggressive weapons but if you want to nerf the jump time I think qsj should stack better on it. Not so well as to make one sub of qsj negate the nerf but so full qsj builds on stuff like roller don't get gutted.

Me? Running tent with one main three subs qsj??? Never heard of it
 

DzNutsKong

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My thing is just why would we nerf Stealth Jump? It's arguably the single best ability in the game but something being the best isn't necessarily a bad thing. Gear building doesn't feel restricted by its existence and the only unhealthy change you could say it makes to the meta is that it works with Tacticooler to make pushing a bit tougher than it should feel, which is more of a Tacticooler problem than anything else. Drop Roller and Object Shredder aren't as commonplace but both have weapons that prefer them despite how strong Stealth Jump is. If anything I personally think the only changes that should be made to rebalance gear abilities are buffs to the fringe or useless ones like Tenacity.
 

OnePotWonder

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Really, Stealth Jump should be a standard feature of super jumping. It should obviously have a much larger visibility radius if it requires no gear, however the ability could still exist to decrease the visibility radius down to what it is currently.
 

isaac4

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This is too big of a change to be on this thread but since we're talking about changing Stealth Jump, what if that was just how jumps worked regularly? I think that could introduce some of its own problems but it would be nice to have even more gear freedom since you wouldn't need one of your main abilities to be SJ.
 

Grushi

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Really, Stealth Jump should be a standard feature of super jumping. It should obviously have a much larger visibility radius if it requires no gear, however the ability could still exist to decrease the visibility radius down to what it is currently.
Aye I agree. It'd be cool if all jumps get the stealth jump effect but with twice the visibility radius, that way you can run it for aggressive weapons, weapons that don't die as much aren't required to use it, object shredder is more viable, and the weapons that don't have to run stealth jump aren't indirectly worse because of this change.

This would really only make your landing safe from chargers, bombs and tristrikes and stuff but that alone is a lot better.
 

Catloafman

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I don't actually think its a good idea but it would be more interesting imo for gear building because you have to choose between drop roller or having to run more qsj
I think this would have been a interesting idea if it was in game from the start but changing it to it isn't a great idea cause stealth jump is kinda necessary
 

isaac4

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Here's another Machine change I want that probably fits the title of the thread.
I'm not even sure what to call this specific issue but this needs to go.
arbqbbpkanfqa4haru3m_20240916221619 (1).jpg

The paint trail from a Machine slosh shouldn't be disappearing into the Splatoon abyss.
It doesn't always happen but it happens enough to call it a real problem with the weapon. Bamboo also has a similar issue from what I've seen but I don't know why it's like this.
 

OnePotWonder

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Here's another Machine change I want that probably fits the title of the thread.
I'm not even sure what to call this specific issue but this needs to go.
View attachment 13289
The paint trail from a Machine slosh shouldn't be disappearing into the Splatoon abyss.
It doesn't always happen but it happens enough to call it a real problem with the weapon. Bamboo also has a similar issue from what I've seen but I don't know why it's like this.
This happens when a weapon's droplet pattern consists of fewer large splatters rather than many smaller ones. Ink splatters can only land on a single surface, and if the gap between their centers is wide enough, certain ramps or other small bits of terrain can fit in between those gaps can end up not being painted. At least, that's how I understand it working. They would have to change the droplet patterns of weapons like Machine and Bamboo if they want to fix this, because I can't think of an easy way to make it so individual droplets can cover multiple surfaces.
 

isaac4

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They would have to change the droplet patterns of weapons like Machine and Bamboo if they want to fix this, because I can't think of an easy way to make it so individual droplets can cover multiple surfaces.
I'm sure they could fix it though.
The only reason I think they haven't is because they don't think it's important enough to warrant changing.
I wonder if S1 and S2 had the same issue.
 

OnePotWonder

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A change probably better suited to the next game; making bomb paint less consistent. It's a bit ridiculous how bombs can ink a perfectly filled-in circle along with having lethal and/or combo damage. I would make their paint more like Booyah Bomb's: having a swirl with a filled-in center but only stripes along the sides. I would also remove the random ink splatters that fly outside of their explosion radii because those are absolutely overkill.
 

isaac4

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Decrease the pfs on Nautilus 79 from 210p to 200p.
The special isn't good enough to warrant being that expensive, especially on a weapon that doesn't have good paint output.
 

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