OnePotWonder
Inkling Fleet Admiral
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This post has been in the works for a while, and I feel like I should finally get around to writing it out. Sub weapons have been distinctly split into two categories since the first game in the series; bombs and utilities. With the exception of Splash Wall, all bombs are more useful, more powerful, and overall better than all utilities. I am quite tired of this being the accepted status quo. The gap in power level between Toxic Mist and Splat Bomb is at least five times wider than the gap between Splattershot and Clash Blaster. It should go without saying that this is unacceptable.
So, I've outlined a collection of buffs and nerfs to even out the power of various sub weapons in an effort to make the game more fun while also improving weapon diversity. Without further ado, onto the changes:
Buffs (By Severity)
Sprinkler
Rotation speed during high power mode reduced from 33 to 24 degrees per second
This doubles the number of unique angles at which the sub fires
Displays a pop-up on the user's screen when destroyed by an enemy
Sprinkler is one of the hardest sub weapons to buff, since it's built entirely for inking turf. It benefits more from bombs painting less than any buffs it could personally get, though the QoL of removing the gaps in its high power paint and a destroyed pop-up help it somewhat.
Point Sensor
Point Sensor is the simplest item on the list. Lowering its ink cost makes it easier to use in tandem with its user's main weapon, as well as easier to spam and keep the other team located with. Uninspired, but effective.
Squid Beakon
Beakons are an interesting sub to balance due to their limited utility as Super Jump spots. Enhancing their enemy detection abilities by letting them highlight nearby foes gives them a bit more utility, and lets them do something significant even if their team doesn't jump to them.
Ink Mine
Toxic Mist
Toxic Mist is hopeless when it comes to being used in a general sense, so the path I'm taking it down is a direct object counter; letting it pass through barriers and passively shred objects in its area akin to its special weapon equivalent, Ink Vac.
Angle Shooter
Non-Lethal Nerfs (By Severity)
Splash Wall
The number one nerf needed for Splash Wall is lower HP making it easier to shred. A 25% nerf is not insignificant, so it would gain a bit more duration as compensation for the severity of the change. The other subs here won't be so lucky.
Fizzy Bomb
Fizzy Bomb nerfs are very simple. Decreased damage for both explosions, making it so all three explosions have to land and one has to direct in order for it to splat on its own. Additionally, uncharged Fizzies will be buffed and fully charged Fizzies will be nerfed with a new charge-cost scaling system, notably nerfing double Fizzy and putting the sub at a fair level.
With regard to the ink splatters, I'm talking about the small droplets of ink that fly out from a bomb explosion and land well outside its blast radius, only contributing to special charge. Bombs paint well enough without them; we don't need more special spam from supports with bombs.
Torpedo
Burst Bomb
If you though that change was something of a hot take, you really haven't seen anything yet.
Lethal Nerfs
Splat Bomb, Suction Bomb, Autobomb
Lethal bombs as a concept should not exist and should never have existed. The only other way to splat an enemy with only sub weapons (within the limitation of one ink tank) is to land two precise Burst Bomb directs, costing 90% of the ink tank compared to bombs' 70% or less in an AoE radius. 80 damage is more than enough for everything lethal bombs need to accomplish and it ensures that they won't splat a full health opponent without any follow-up. It combos with a Charger's tap shot, a Range's spark shot, a single shot from crEdit, and a single flick from Inkbrush. If you can't hit that after throwing out your Splat Bomb, you deserve to get splatted. This also guts these bombs' object damage, which is again completely valid considering no other sub weapons can shred objects (not counting my buffed Toxic Mist). If bombs had been originally released in Splatoon 1 dealing 80 damage, nobody would even think about potentially making them lethal. It would be a mad thought. Hence why I will be accepting no counterarguments to this change. I am in the right here, there is no convincing me otherwise.
Back to the rest of the changes.
Splat Bomb
I already covered this nerf when discussing Torpedo; it makes it easier to avoid the bomb when it's rolled.
Curling Bomb
In case you're wondering why Curling of all bombs got a greater damage nerf than the others, this is why. Paying tribute to its predecessor Seeker, Curling Bomb would gain the ability to explode on contact with an enemy, dealing 60 + 20 for a total of 80 damage.
Autobomb
Feel free to share your thoughts on these changes below, or share your own! This is every and all of the changes I would personally make to sub weapons and I'd be curious to see where yours differ and why.
Thanks for reading through this, and have a wonderful day.
So, I've outlined a collection of buffs and nerfs to even out the power of various sub weapons in an effort to make the game more fun while also improving weapon diversity. Without further ado, onto the changes:
Buffs (By Severity)
Sprinkler
Rotation speed during high power mode reduced from 33 to 24 degrees per second
This doubles the number of unique angles at which the sub fires
Displays a pop-up on the user's screen when destroyed by an enemy
Sprinkler is one of the hardest sub weapons to buff, since it's built entirely for inking turf. It benefits more from bombs painting less than any buffs it could personally get, though the QoL of removing the gaps in its high power paint and a destroyed pop-up help it somewhat.
Point Sensor
Ink cost reduced from 45% to 40%
Point Sensor is the simplest item on the list. Lowering its ink cost makes it easier to use in tandem with its user's main weapon, as well as easier to spam and keep the other team located with. Uninspired, but effective.
Squid Beakon
Now applies a thermal highlight to enemies in its detection radius
Beakons are an interesting sub to balance due to their limited utility as Super Jump spots. Enhancing their enemy detection abilities by letting them highlight nearby foes gives them a bit more utility, and lets them do something significant even if their team doesn't jump to them.
Ink Mine
Splash damage decreased from 35 to 30
Ink radius when placed down increased by a factor of 2.5
Deployment time halved
The main weakness of Ink Mine, outside of its lack of retaking power, is the fact that it leaves it user somewhat vulnerable. The combined buffs to its deployment speed and the ink it places down drastically increase its mobility. The damage nerf keeps it in line with nerfed bombs.Toxic Mist
Now passes through objects instead of breaking against them
Damages object over time at a rate of 90 DPS (1.5 damage per frame)
Toxic Mist is hopeless when it comes to being used in a general sense, so the path I'm taking it down is a direct object counter; letting it pass through barriers and passively shred objects in its area akin to its special weapon equivalent, Ink Vac.
Angle Shooter
Direct damage increased from 40 to 45
Direct hit tracking duration increased from 5 to 10 seconds
Trail damage increased from 0 to 20
Now pierces enemies and objects
I doubt anyone is surprised by this being the sub weapon to receive the most buffs. Extra direct damage and tracking are nice bonuses, but the main features are the trail damage letting it combo with main weapons like Splattershot Pro and Rapid Blaster Pro Deco, and the bonus feature of it piercing through everything other than terrain. Big Bubbler, Splash Wall, and Crab Tank would all be ignored by it, and its trail would extend through enemies hit by it directly.Non-Lethal Nerfs (By Severity)
Splash Wall
Base HP decreased from 800 to 600
Base duration increased from 7 to 8 seconds
The number one nerf needed for Splash Wall is lower HP making it easier to shred. A 25% nerf is not insignificant, so it would gain a bit more duration as compensation for the severity of the change. The other subs here won't be so lucky.
Fizzy Bomb
Direct explosion damage decreased from 50 to 45
Splash damage decreased from 35 to 30
Ink cost now scales based on level of charge, starting at 55% and increasing by 5% per charge level
Explosion ink splatters removed
Fizzy Bomb nerfs are very simple. Decreased damage for both explosions, making it so all three explosions have to land and one has to direct in order for it to splat on its own. Additionally, uncharged Fizzies will be buffed and fully charged Fizzies will be nerfed with a new charge-cost scaling system, notably nerfing double Fizzy and putting the sub at a fair level.
With regard to the ink splatters, I'm talking about the small droplets of ink that fly out from a bomb explosion and land well outside its blast radius, only contributing to special charge. Bombs paint well enough without them; we don't need more special spam from supports with bombs.
Torpedo
Minimum detonation time after being thrown increased from 60 to 75 frames
Splash damage radius removed in locked-on form
Pellet damage increased from 12 to 15
Explosion ink splatters removed
Torpedo gets two unrelated changes. The first, also applying to Splat Bomb later, increases the sub's detonation time when rolled to give enemies more time to respond to the threat. The second makes avoiding damage from locked-on torpedoes easier by removing their splash damage radius, with a pellet buff to compensate. Rapid Blaster Deco players possibly benefit from this change thanks to the new pellet combo.Burst Bomb
Splash damage radius removed
Explosion ink splatters removed
Yup, just entirely removing Burst Bomb's 25 damage radius. This added splash damage only makes the sub more irritating, letting it consistently finish off retreating enemies and limiting its ability to be put on weapons like the Bamboozler, the Rapid Blasters, or Brellas to avoid the overpowered combo. The sub is healthier with the splash radius gone.If you though that change was something of a hot take, you really haven't seen anything yet.
Lethal Nerfs
Splat Bomb, Suction Bomb, Autobomb
Direct explosion damage decreased from 180 to 80
Explosion ink splatters removed
Curling BombDirect explosion damage decreased from 180 to 60
Explosion ink splatters removed
Time for a bit of a rant.Lethal bombs as a concept should not exist and should never have existed. The only other way to splat an enemy with only sub weapons (within the limitation of one ink tank) is to land two precise Burst Bomb directs, costing 90% of the ink tank compared to bombs' 70% or less in an AoE radius. 80 damage is more than enough for everything lethal bombs need to accomplish and it ensures that they won't splat a full health opponent without any follow-up. It combos with a Charger's tap shot, a Range's spark shot, a single shot from crEdit, and a single flick from Inkbrush. If you can't hit that after throwing out your Splat Bomb, you deserve to get splatted. This also guts these bombs' object damage, which is again completely valid considering no other sub weapons can shred objects (not counting my buffed Toxic Mist). If bombs had been originally released in Splatoon 1 dealing 80 damage, nobody would even think about potentially making them lethal. It would be a mad thought. Hence why I will be accepting no counterarguments to this change. I am in the right here, there is no convincing me otherwise.
Back to the rest of the changes.
Splat Bomb
Minimum detonation time after being thrown increased from 60 to 75 frames
I already covered this nerf when discussing Torpedo; it makes it easier to avoid the bomb when it's rolled.
Curling Bomb
Explodes on contact with an enemy
In case you're wondering why Curling of all bombs got a greater damage nerf than the others, this is why. Paying tribute to its predecessor Seeker, Curling Bomb would gain the ability to explode on contact with an enemy, dealing 60 + 20 for a total of 80 damage.
Autobomb
Applies a thermal highlight to enemies caught in its blast radius for 6 seconds
Lastly, Autobomb will gain the ability to highlight enemies it damages to compensate for the greater impact of the damage nerf on it.Feel free to share your thoughts on these changes below, or share your own! This is every and all of the changes I would personally make to sub weapons and I'd be curious to see where yours differ and why.
Thanks for reading through this, and have a wonderful day.