OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
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- 936
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- Marooner’s Bay
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- He/Him
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- SW-2068-8904-6306
The roller class is an incredibly mixed bag, having light weapons, heavy weapons, meta weapons, and bottom tier weapons. Figuring out how to balance the class would have been a chore, if not for one useful tidbit given to us by the developers:
The intention of the roller class is for them to be close-range fighters, and strong painters. This is made evident enough by the more recently introduced members of the class; Flingza Roller and Big Swig roller are both clearly designed to be paint supports. Those of you who know me know that I love the support roller archetype, so obviously I will be expanding upon it with horizontal flick paint buffs to other rollers.
But then, I hear you question, what about the rollers that are already good? Carbon Roller, Splat Roller? Reducing their main weakness would most certainly make them too powerful. You didn't think those buffs came for free, did you? While I do like the support rollers, I can't say the same about the sharking, slinking slayer rollers. The problem I generally have with the roller class is simple: Their horizontal flick one-shot hitboxes are far too generous. So, that will be where I take my compensation. Without further ado:
Carbon Roller
Range at which horizontal flicks do 100 damage reduced by 20%
Horizontal flick paint increased by 30%
Slightly narrowed vertical flicks' collision detection with enemy players
Starting off hot with Carbon Roller, the biggest nuisance in the class. I'll be upfront, I absolutely despise the consistency buffs that this weapon got in the 8.1.0 patch. You can't react to a Carbon roller in the time it takes them to execute a flick, so their flicks should be hard to hit. The nerfs/reversions to lethal range and flick hitbox are compensated by a paint buff to make the weapon less of a liability to solo queue comps with low paint. Carbon was fine before its buffs. It will be fine again.
Splat Roller
Range at which horizontal flicks do 100 damage reduced by 10%
Horizontal flick paint increased by 20%
Splat Roller gets a simpler, less drastic version of Carbon's rework. It currently has plenty of one-shot range to spare and very underwhelming paint. What with it being a sharking weapon, the lethal range difference won't be devastating for it, and the paint buff will slightly improve its special output to compensate. Still a strong slayer, but now also functional as a secondary support.
Dynamo Roller
Range at which horizontal flicks to 100 damage reduced by 10%
Horizontal flick paint increased by 20%
Minimum vertical flick damage increased from 40 to 60
Rinse and repeat; with Dynamo Roller getting nearly identical changes to Splat Roller, alongside a much-needed sniping buff for the weapon's vertical flicks. The lower lethal range does a lot to make the weapon less irritating with regard to random horizontal flick one-shots over uneven terrain, and to compensate, the weapon's paint is finally fixed, once and for all. I see this version of Dynamo being a marked improvement from what we currently have in the game, both for those using it and those fighting it.
Flingza Roller
Range at which horizontal flicks to 100 damage reduced by 10%
Horizontal flick paint increased by 60%
Minimum vertical flick damage increased from 40 to 45
Permutations and combinations, more of the same for Flingza Roller. (I promise it will get interesting with Big Swig.) Flingza is the first roller I've been actively playing, and let me tell you, the horizontal flick paint of this weapon is possibly the most pathetic thing in this game. An Angle Shooter probably paints better on average. As important as its horizontal is even compared to other rollers, I for one would gladly sacrifice a chunk of lethal range for actually reasonable paint. The extra vertical flick damage is an added bonus, because why not?
Big Swig Roller
Maximum horizontal flick damage increased from 70 to 75
Minimum vertical flick damage increased from 40 to 45 (with scaling)
Finally, Big Swig Roller. Two quintessential buffs to make the weapon much stronger. First of all, 75 damage on the weapon's horizontal flicks lets it combo off of the damage of 28 damage weapons, Heavy Edit, and Dousers, making it a much better janitor. Secondly, better minimum damage and scaling on its vertical flicks, officially giving it the strongest vertical flick in the class. Big Swig's dynamic of having an easy-to-hit 40 damage hitbox and precise, long-range vertical flicks easily make it the most interesting roller to fight with, and fight against. After these changes, all it needs is a decent kit.
Thanks for taking the time to read through this. Do you agree with my vision? Or do you have your own ideas? Feel free to share feedback.
The next thread will, of course, be covering chargers. I have some interesting ideas regarding how to balance the backline ones.
From now 'til midnight, have a wonderful day!
"The Splat Roller represents the roller class of weapons that excel at close combat and inking turf."
-Sheldon Shellendorf
The intention of the roller class is for them to be close-range fighters, and strong painters. This is made evident enough by the more recently introduced members of the class; Flingza Roller and Big Swig roller are both clearly designed to be paint supports. Those of you who know me know that I love the support roller archetype, so obviously I will be expanding upon it with horizontal flick paint buffs to other rollers.
But then, I hear you question, what about the rollers that are already good? Carbon Roller, Splat Roller? Reducing their main weakness would most certainly make them too powerful. You didn't think those buffs came for free, did you? While I do like the support rollers, I can't say the same about the sharking, slinking slayer rollers. The problem I generally have with the roller class is simple: Their horizontal flick one-shot hitboxes are far too generous. So, that will be where I take my compensation. Without further ado:
Carbon Roller
Range at which horizontal flicks do 100 damage reduced by 20%
Horizontal flick paint increased by 30%
Slightly narrowed vertical flicks' collision detection with enemy players
Starting off hot with Carbon Roller, the biggest nuisance in the class. I'll be upfront, I absolutely despise the consistency buffs that this weapon got in the 8.1.0 patch. You can't react to a Carbon roller in the time it takes them to execute a flick, so their flicks should be hard to hit. The nerfs/reversions to lethal range and flick hitbox are compensated by a paint buff to make the weapon less of a liability to solo queue comps with low paint. Carbon was fine before its buffs. It will be fine again.
Splat Roller
Range at which horizontal flicks do 100 damage reduced by 10%
Horizontal flick paint increased by 20%
Splat Roller gets a simpler, less drastic version of Carbon's rework. It currently has plenty of one-shot range to spare and very underwhelming paint. What with it being a sharking weapon, the lethal range difference won't be devastating for it, and the paint buff will slightly improve its special output to compensate. Still a strong slayer, but now also functional as a secondary support.
Dynamo Roller
Range at which horizontal flicks to 100 damage reduced by 10%
Horizontal flick paint increased by 20%
Minimum vertical flick damage increased from 40 to 60
Rinse and repeat; with Dynamo Roller getting nearly identical changes to Splat Roller, alongside a much-needed sniping buff for the weapon's vertical flicks. The lower lethal range does a lot to make the weapon less irritating with regard to random horizontal flick one-shots over uneven terrain, and to compensate, the weapon's paint is finally fixed, once and for all. I see this version of Dynamo being a marked improvement from what we currently have in the game, both for those using it and those fighting it.
Flingza Roller
Range at which horizontal flicks to 100 damage reduced by 10%
Horizontal flick paint increased by 60%
Minimum vertical flick damage increased from 40 to 45
Permutations and combinations, more of the same for Flingza Roller. (I promise it will get interesting with Big Swig.) Flingza is the first roller I've been actively playing, and let me tell you, the horizontal flick paint of this weapon is possibly the most pathetic thing in this game. An Angle Shooter probably paints better on average. As important as its horizontal is even compared to other rollers, I for one would gladly sacrifice a chunk of lethal range for actually reasonable paint. The extra vertical flick damage is an added bonus, because why not?
Big Swig Roller
Maximum horizontal flick damage increased from 70 to 75
Minimum vertical flick damage increased from 40 to 45 (with scaling)
Finally, Big Swig Roller. Two quintessential buffs to make the weapon much stronger. First of all, 75 damage on the weapon's horizontal flicks lets it combo off of the damage of 28 damage weapons, Heavy Edit, and Dousers, making it a much better janitor. Secondly, better minimum damage and scaling on its vertical flicks, officially giving it the strongest vertical flick in the class. Big Swig's dynamic of having an easy-to-hit 40 damage hitbox and precise, long-range vertical flicks easily make it the most interesting roller to fight with, and fight against. After these changes, all it needs is a decent kit.
Thanks for taking the time to read through this. Do you agree with my vision? Or do you have your own ideas? Feel free to share feedback.
The next thread will, of course, be covering chargers. I have some interesting ideas regarding how to balance the backline ones.
From now 'til midnight, have a wonderful day!
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