Return of Splatoon Hot Takes: Game Balance Edition

OnePotWonder

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We haven't had one of these threads for a while and I figure this could be a good place for me to share some of my smaller ideas for potentially divisive changes to the game. In fact, I have one right now to start us off:

Players should not be able to hide in their ink while their special weapon is ready, with special flame particles giving away their position.

Sharking on the whole is already an annoying strategy that isn't particularly difficult to do and can potentially lead to bad play habits. It being less effective while the user has their special prepared seems like a fair nerf to the strategy, especially with there being so many specials that players can use to near-instantly kill an enemy on activation. Not to mention that sharking as a strategy only ever applies to already-strong short range weapons / fast-splatting midlines, so this nerf would only have a positive impact on weapon diversity.

Feel free to share your own hot balance ideas below. The more, the merrier!
 
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missingno

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I think losing the ability to shark any time you have full meter would have a number of undesirable consequences, because now it's forcing you to spend your special early to get rid of it. This disproportionately favors fire-and-forget specials that can safely be popped right away, and hurts specials that you have a reason to hold onto, or specials that are too committal.
 

Algae

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The only things I see this idea nerfing are splashdown and inkjet. The former won't ever be high-tier, and the latter's super healthy for the game anyway.
 

DzNutsKong

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I don't think there's nearly enough emphasis in this community on letting things in a given meta develop.

Unless I'm mistaken, in the long stretch of time between when Trizooka got nerfed to 53 damage on its outer hit (mid-October 2023) to the attempt at ending the midline meta (end of August 2024), there weren't really any big balance patches to do anything about this. A bunch of weapons were added that would effect the meta, but the true best team comps ended up being with weapons we had access to the whole time. Things like Slosher, Splattershot, Snipewriter, Heavy Edit, Squeezer, Stamper, 52 Gal, Splattershot, Range Blaster (I know people played both but their job would be interchangeable here). The big thing is Neo Splash being buffed to 200p but I could argue that change wasn't an absolute deciding factor for the comps it ended up being on.

While these weapons definitely were used beforehand for the most part, the meta was still seeing a lot of very gradual shifts over time up until even the very end of it. For a while Heavy Edit was mostly written off as being an option top players were forcing themselves to play since Pencil had gotten boring but the closer we got to that patch, the more people started to see genuine merit in running it over Pencil. People were still experimenting with super fast diving comps even after the typical two midline + support shooter + Cooler anchor comps had been figured out.

If Nintendo were to release patch 9.0 earlier then we wouldn't have been able to see any of this, and for what benefit? Most people's issue with most top-level metas is stagnation which there absolutely wasn't with pre 9.0 meta. Even with the template I laid out just a second ago there was still a lot of variety within those kinds of comps. I don't think an optimal team comp was ever really found even within those options I mentioned earlier and the Heavy Edit stuff was all comparatively super recent as well. Is it not super cool to anyone else to see meta developments like that?

It's looking like we're gearing up for a lot of interesting things happening in the current meta as well. Reefslider is now considered to be a pretty good special by a lot of top-level players basically out of nowhere. It's not been good at that level yet so maybe further counterplay will be developed, maybe it'll be deemed not worth it, maybe more comps can be built from it and maybe more application will be found for it than we currently know of. If it falls off then there'll be a whole ripple effect as a result with the most basic example being Big Bubbler potentially getting stronger or Triple Inkstrikes needing to be used differently or Crab Tank popping up more. Seeing things like this develop is super cool to me and it's only possible with the slower patches that Nintendo has been doing.

There are a handful of exceptions to this for me, mainly the early-game Splash meta and Trizooka. Splash meta made it apparent pretty quickly that experimentation wouldn't be happening and Trizooka still has way too little counterplay even at top level. Really though I can't think of any other Splatoon 3 examples where I wouldn't have been content just sitting and waiting to see what happens. Even now the current best specials have some small, but clear drawbacks that I could totally see other strategies popping up or being optimized for at top level.
 

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While I do agree that sharking can sometimes be a problem I think that this would entirely Nerf specials that are cool down reliant like zip Caster or bubbler But it would be better if it was more something Time-based like the longer you are In ink, the more frames you have in between unsubmerging and attacking (For the first 7 seconds, no penalty)
 

isaac4

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I'm pretty sure this would count as a "hot take" so I'll just say that I currently find Splat Zones to be the most boring ranked mode.
Not that I hate the mode itself though but my opinion on it has gone significantly down since the start of this season which might just be due to my growing hatred of Big Bubbler and Reefslider.
You could then argue that my real problem is just with the specials themselves but it doesn't change the fact that it makes Zones much more boring for me compared to the other ranked modes.
 

OnePotWonder

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There seems to be some confusion regarding my original suggesion.

I think losing the ability to shark any time you have full meter would have a number of undesirable consequences, because now it's forcing you to spend your special early to get rid of it. This disproportionately favors fire-and-forget specials that can safely be popped right away, and hurts specials that you have a reason to hold onto, or specials that are too committal.
This change doesn't force you to get rid of your special. It does encourage it, yes, on certain heavy sharking weapons, but I figure most would hardly have to change the way they play. Sharking isn't exactly a mainstream tactic for most weapons. The main idea beyond nerfing an annoying, often counter-productive tactic is that the change would discourage players from making risky up-close plays while their special is prepared, helping players build better habits.

The only things I see this idea nerfing are splashdown and inkjet. The former won't ever be high-tier, and the latter's super healthy for the game anyway.
The idea in terms of special balance was to nerf Triple Splashdown, Ultra Stamp, and Big Bubbler. The former two because they're near impossible to react to in disorganized play and often lead to unavoidable deaths unless you're aware of the shark's presence. The latter because it's Big Bubbler; annoying, overtuned, and prevalent on two sharking weapons.

Inkjet isn't really the type of special you should be sharking in with. It's a valuable entry tool with more than enough range to get value even if popped a distance away from the front line, plus it has a vulnerable recall. I would chalk this up to the point about building good special use habits. It's plenty easy to get into a good Inkjet spot without sharking; if you have to shark, you're probably being too risky.

While I do agree that sharking can sometimes be a problem I think that this would entirely Nerf specials that are cool down reliant like zip Caster or bubbler But it would be better if it was more something Time-based like the longer you are In ink, the more frames you have in between unsubmerging and attacking (For the first 7 seconds, no penalty)
I'm having trouble following your logic. Why would the sharking penalty affect long duration specials? The giveaway particles are only present while the special is ready, not while it's in use. Perhaps I should have clarified that.

And while I respect the creativity with your alternate solution, it's best not to mess with weapons' startup parameters (and it would be difficult to make players aware of compared to a clear visual giveaway).
 

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I see those as issues pertaining to special design moreso, though Ultra Stamp is set apart from other chasing specials by its use of stealth. Triple Splashdown should be slowed to its release-day state and give the user protection from oneshots to capitalize on its new qualities. Big Bubbler... yeah, it's not made with reliable counterplay in mind, but I don't get what makes a roller or toothbrush better for stealth when the special makes them an unholy, stationary tank. Lastly, Inkjet is more effective when popped from behind cover; that makes your landing point harder to see and lets you surprise the player who poses the biggest threat to you (but I concede that the range an Inkjet shot goes before any human can react is decent).
 

OnePotWonder

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Lastly, Inkjet is more effective when popped from behind cover; that makes your landing point harder to see and lets you surprise the player who poses the biggest threat to you (but I concede that the range an Inkjet shot goes before any human can react is decent).
Well, that's just the point. If you're behind cover, the enemy still isn't able to see you, so there isn't really much of a difference there in stealth capabilities. The anti-sharking nerf more punishes panic or planned panic Inkjets that leave their recalls out in the open.
 

Grushi

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This is a weird one, but I don't hate the idea of weapon kits being designed around getting 9 specials per game. At least in theory

Most of the time, I see people complaining about weapons (mostly shooters) being able to spam specials throughout a game, to the point where you can't go 20 seconds without seeing another one getting popped. Stuff like junior being 180p, vanilla L3 being 190, or zap 89 being 170 to name a few.

But when looking at the game casually, I don't think that's inherently a problem. Having weapons built around farming a bunch of specials holds some appeal, it gives them a gimmick in a comp. So for some examples, for stuff like vL3, cJet, Zap 89, vanilla Inkbrush, custom Junior, or Sorella Undercover, I don't mind the special spam that much.
These weapons don't inherently have that strong a presence on the map, so being complete special spammers isn't that big a deal.

But mostly it's about the special getting spammed. Any special with cheese factor getting spammed is an absolute nightmare to fight in certain modes. Strikes, Bubble, Slider, Kraken, Vac, Booyah Bomb, you know the ones. I think weapons being able to spam those is hell and I hate it.

So, tl;dr, I don't think weapons being special spammers is necesseraly that bad. There'll always be weapons that can get a bunch of specials and others that only get like 3 a game. Special spam can be an interesting gimmick as long as the special in question has good counterplay, so I get why nintendo makes these kinds of kits, even if it seems kind of dumb.
 

OnePotWonder

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This is a weird one, but I don't hate the idea of weapon kits being designed around getting 9 specials per game. At least in theory

Most of the time, I see people complaining about weapons (mostly shooters) being able to spam specials throughout a game, to the point where you can't go 20 seconds without seeing another one getting popped. Stuff like junior being 180p, vanilla L3 being 190, or zap 89 being 170 to name a few.

But when looking at the game casually, I don't think that's inherently a problem. Having weapons built around farming a bunch of specials holds some appeal, it gives them a gimmick in a comp. So for some examples, for stuff like vL3, cJet, Zap 89, vanilla Inkbrush, custom Junior, or Sorella Undercover, I don't mind the special spam that much.
These weapons don't inherently have that strong a presence on the map, so being complete special spammers isn't that big a deal.

But mostly it's about the special getting spammed. Any special with cheese factor getting spammed is an absolute nightmare to fight in certain modes. Strikes, Bubble, Slider, Kraken, Vac, Booyah Bomb, you know the ones. I think weapons being able to spam those is hell and I hate it.

So, tl;dr, I don't think weapons being special spammers is necesseraly that bad. There'll always be weapons that can get a bunch of specials and others that only get like 3 a game. Special spam can be an interesting gimmick as long as the special in question has good counterplay, so I get why nintendo makes these kinds of kits, even if it seems kind of dumb.
Definitely an interesting take. I do think special spam builds can be fun, but the specials being spammed have to be chosen with the utmost precision and care to avoid displeasing anyone. While 170p on N-ZAP '89 is dumb and ridiculous, I am a bit relieved that out of all of the shooters, that's the one they chose to give 170p. Chumps are only ever a true nuisance in Turf War.
 

OnePotWonder

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I have several ideas to reduce snowballing and the effectiveness of lockouts. The hottest one would most likely be special dead zones; making it so there's an area around each team's base where enemy specials cannot be used, which changes size based on which team controls the objective and is in the lead.

Either that or reworking special gauge penalty when splatted to be based off of lead / control of the objective. (I'm thinking 65% penalty for getting splatted if your team has lead and control of the objective, 35% penalty for getting splatted while the other team has lead and your team doesn't have control of the objective, standard 50% otherwise.)

My mildest take in this regard would probably be making spawn armor unbreakable.

Optimally, all three of these would be stacked together. With a 35% special penalty when splatted, enemies incapable of using specials, and full invulnerability for a few seconds on respawn, lockouts would be easier to break out of than ever. Nintendo wouldn't even have to fix the maps' awful, attacker-favored spawn regions. Though that would also help. (Barnacle TC layout makes me lose braincells.)
 

Smash Arena

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If I had to give a hot take, I would say that Aerospray is underrated as a weapon for getting splats. Over the years I have spent a lot of time mastering its fighting capabilities, and usually I can earn #1 Enemy Splatter with it most of the time. Ninja Squid, close the gap, profit. Does better on a team with very high painting capacity as that allows far more stealthy gameplay.
 

OnePotWonder

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If I had to give a hot take, I would say that Aerospray is underrated as a weapon for getting splats. Over the years I have spent a lot of time mastering its fighting capabilities, and usually I can earn #1 Enemy Splatter with it most of the time. Ninja Squid, close the gap, profit. Does better on a team with very high painting capacity as that allows far more stealthy gameplay.
Well, that's the thing about Aerospray. Under perfect conditions, it can be great at securing splats. The problem is, a) The weapon has abhorrently high shot spread to the point where your time to splat is halved if you switch from painting to fighting without resetting your accuracy, unless you're in melee, and b) The weapon's kits encourage it to play around spam instead of even trying to fight things.
If you try to play it like Sploosh, it can potentially accomplish slayer-y things, but at that point, why not play Sploosh?

I've long advocated for an Aerospray rework, making it initially accurate with exponential spread increase over time, setting it apart from the other spray shooters and making it, y'know, actually have some skill expression. Then give it Burst Bomb again and suddenly it will actually play the video game like a functioning member of society.
I commend you for trying to do so with the weapon in its current state.
 

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Players should not be able to hide in their ink while their special weapon is ready, with the special flame particles giving away their position.
This one feels... kind of obvious? I don't mean that in a disparaging way, mind you - it's just that a glow effect while swimming with your special feels like something about special weapon design that Nintendo has to have experimented with internally at some point over the last 10 years. I assume they ran into the same problem already discussed in that it encourages forced special use - discouraging turf coverage is another possibility, too, and one that's even less desirable to have your players do when that's fundamental to how Splatoon works. It would also make Ninja Squid either completely irrelevant or completely mandatory, depending on how that interacts, which isn't ideal either. There's probably more, that's just what I could think of.

That said, I think the downsides would actually make it a great challenge parameter, especially during one-special challenges. It encourages special use, and since your special charges automatically you're going to have to use it sooner than later, which is probably exactly what they were hoping for with these challenges.

I don't think there's nearly enough emphasis in this community on letting things in a given meta develop.
A+ post, I'm in total agreement. If I were to add anything, it's that I believe Nintendo's small, incremental changes are generally a healthy thing for the game, too. Don't get me wrong - they absolutely have blind spots and can move TOO slowly on certain things (Trizooka is a perfect example!), but I feel in the hands of many other dev teams, we might not have seen these interesting meta shifts due to a heavy handed approach to balance.

I have several ideas to reduce snowballing and the effectiveness of lockouts. The hottest one would most likely be special dead zones; making it so there's an area around each team's base where enemy specials cannot be used, which changes size based on which team controls the objective and is in the lead.
I kind of dig this one, but I'm not sure A) how necessary it is with unbreakable spawn armor and B) how you could effectively communicate what this dead zone is.
Either that or reworking special gauge penalty when splatted to be based off of lead / control of the objective. (I'm thinking 65% penalty for getting splatted if your team has lead and control of the objective, 35% penalty for getting splatted while the other team has lead and your team doesn't have control of the objective, standard 50% otherwise.)

My mildest take in this regard would probably be making spawn armor unbreakable.
These two seem like pretty safe choices, though, I'm game for these. Though I suspect that since Nintendo only ever tried special penalties like that in 1 there might be something making them hesitant to go through with that again, I can't really see a downside to spawn armor being unbreakable.
 

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