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I know this site has been pretty dead for a while, but I don't have anywhere else to post this, so here we go.
This post will just be how I feel about the current state of the game.
The Meta
Dualies, Dualies, Dualies, oh my! I don't know why it took so long, but people have finally realized that the Enperries are better than the Tentatek Splattershot, at least most of the time. Better movement, better painting, the ability to easily dodge opponents, and all of TTek's strengths. The Kensa Dualies were already amazing pre-patch, but with the Baller buffs they've become even better. I don't know what their deal with buffing Baller is. It was fine in 1.0 and didn't need any changes, at least in my opinion.
Another really good weapon is the Kensa Rapid Blaster, also with Baller. The main and special would be solid enough, but they gave this thing Torpedo (random thought, but they couldn't come up with a creative name for Torpedo) and it went from good to absolutely ridiculous. It's like the Splat 1 Grim Range Blaster, but it combos even better. Torpedo damage + an indirect is usually enough to kill an enemy. Sometimes the chip damage doesn't fall in your favor and you need another indirect, but it's still an insane combo.
I never thought I'd ever see the day that Undercover Brella of all things became a high tier weapon, but here we are. With the huge Armor buffs, and the fact that it has Torpedo, Kensa Undercover is a big threat in the correct hands. Not mine, but I've had to fight enough of them to know their power.
Kensa Machine is strange. People have decided to drop the version with Stingray, and are instead using the one with Splashdown. Odd. The Fizzy Bomb carries this weapon, with its long range, high chip damage, and movement availability. Throwing a Fizzy into certain zones can neutralize them, and the bomb outputs crazy amounts of pressure. Combine this with Machine's high chip damage potential and you have an excellent weapon capable of exerting tremendous pressure.
You scoffed at and questioned me when I put Ballpoint at the top of my tier list. Look what's happened now. The Ballpoint Nouveau is top tier on most lists and the Vanilla isn't far behind. The Ballpoint itself is probably the best main weapon in the game, with Hydra range, Splattershot killtime, Mini speed, and Nzap painting. A good Ballpoint can play just about any role or position on a team. The kits directly support this, with the Nouveau having Beakons and Inkstorm to support a more backline playstyle, and the Vanilla with Toxic mist and Injet working better for aggression.
There are more meta weapons but I don't feel like making this an essay.
I'm sure you can see a few trends here. Torpedo, Fizzy, Baller, and Armor rein supreme. Armor will probably get countered by something in the future, that's just how competitive works, so I don't think it needs to be nerfed. Here are the things that need changing in my opinion:
Fizzy Bomb: Increase ink used to 65%
Decrease max damage to 93.3
Torpedo: Decrease movement speed by 30%
Decrease painting by 15%
Baller: Increase damage dealt to Baller for these weapons; Rollers, Aerospray, Jr., Sploosh, .52, Jet, Pro, and probably some others.
Inkjet: Despite it starting to slide a little bit from where it was, Inkjet is still very good and will probably need a nerf after the pseudo invincibility meta ends.
Decrease movement speed by 10%
Ballpoint: Decrease movement speed in both modes by 15%
Midweight->Heavyweight
Short range time to kill; 11 frames->13 frames
Long range time to kill; 17 frames->19 frames
Carbon: Increase kill range to what about 1m Main Power Up gives you. Adjust MPU accordingly.
Kensa Rapid Blaster: 200->220 p for special.
So besides Torpedo, Fizzy, and Ballpoint, not much needs to be changed. Getting the balance right in a game like this is very difficult and I applaud whoever handles the patches, they've done a great job.
Recently I've read flc's wonderful paper on team comps and the flow of the game called "Fluid Properties and Roles". It's helped my team improve exponentially over a very short period of time, and I'd post it if I had the link on me. It should be on flc's twitter.
As a whole, I think Splatoon as a game is doing really well right now. We are starting to see more orgs interested in the game here in the west, and since content updates have stopped, dedicated players can fully dedicate themselves to exploring the intricacies of the game without having to worry about new content getting dumped on them and ruining their findings.
That's all I have right now, but you know I'll be back.
Stay Fresh!
This post will just be how I feel about the current state of the game.
The Meta
Dualies, Dualies, Dualies, oh my! I don't know why it took so long, but people have finally realized that the Enperries are better than the Tentatek Splattershot, at least most of the time. Better movement, better painting, the ability to easily dodge opponents, and all of TTek's strengths. The Kensa Dualies were already amazing pre-patch, but with the Baller buffs they've become even better. I don't know what their deal with buffing Baller is. It was fine in 1.0 and didn't need any changes, at least in my opinion.
Another really good weapon is the Kensa Rapid Blaster, also with Baller. The main and special would be solid enough, but they gave this thing Torpedo (random thought, but they couldn't come up with a creative name for Torpedo) and it went from good to absolutely ridiculous. It's like the Splat 1 Grim Range Blaster, but it combos even better. Torpedo damage + an indirect is usually enough to kill an enemy. Sometimes the chip damage doesn't fall in your favor and you need another indirect, but it's still an insane combo.
I never thought I'd ever see the day that Undercover Brella of all things became a high tier weapon, but here we are. With the huge Armor buffs, and the fact that it has Torpedo, Kensa Undercover is a big threat in the correct hands. Not mine, but I've had to fight enough of them to know their power.
Kensa Machine is strange. People have decided to drop the version with Stingray, and are instead using the one with Splashdown. Odd. The Fizzy Bomb carries this weapon, with its long range, high chip damage, and movement availability. Throwing a Fizzy into certain zones can neutralize them, and the bomb outputs crazy amounts of pressure. Combine this with Machine's high chip damage potential and you have an excellent weapon capable of exerting tremendous pressure.
You scoffed at and questioned me when I put Ballpoint at the top of my tier list. Look what's happened now. The Ballpoint Nouveau is top tier on most lists and the Vanilla isn't far behind. The Ballpoint itself is probably the best main weapon in the game, with Hydra range, Splattershot killtime, Mini speed, and Nzap painting. A good Ballpoint can play just about any role or position on a team. The kits directly support this, with the Nouveau having Beakons and Inkstorm to support a more backline playstyle, and the Vanilla with Toxic mist and Injet working better for aggression.
There are more meta weapons but I don't feel like making this an essay.
I'm sure you can see a few trends here. Torpedo, Fizzy, Baller, and Armor rein supreme. Armor will probably get countered by something in the future, that's just how competitive works, so I don't think it needs to be nerfed. Here are the things that need changing in my opinion:
Fizzy Bomb: Increase ink used to 65%
Decrease max damage to 93.3
Torpedo: Decrease movement speed by 30%
Decrease painting by 15%
Baller: Increase damage dealt to Baller for these weapons; Rollers, Aerospray, Jr., Sploosh, .52, Jet, Pro, and probably some others.
Inkjet: Despite it starting to slide a little bit from where it was, Inkjet is still very good and will probably need a nerf after the pseudo invincibility meta ends.
Decrease movement speed by 10%
Ballpoint: Decrease movement speed in both modes by 15%
Midweight->Heavyweight
Short range time to kill; 11 frames->13 frames
Long range time to kill; 17 frames->19 frames
Carbon: Increase kill range to what about 1m Main Power Up gives you. Adjust MPU accordingly.
Kensa Rapid Blaster: 200->220 p for special.
So besides Torpedo, Fizzy, and Ballpoint, not much needs to be changed. Getting the balance right in a game like this is very difficult and I applaud whoever handles the patches, they've done a great job.
Recently I've read flc's wonderful paper on team comps and the flow of the game called "Fluid Properties and Roles". It's helped my team improve exponentially over a very short period of time, and I'd post it if I had the link on me. It should be on flc's twitter.
As a whole, I think Splatoon as a game is doing really well right now. We are starting to see more orgs interested in the game here in the west, and since content updates have stopped, dedicated players can fully dedicate themselves to exploring the intricacies of the game without having to worry about new content getting dumped on them and ruining their findings.
That's all I have right now, but you know I'll be back.
Stay Fresh!
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