I was going to say this is a balance issue and not a kit issue, but wall + an ink refill would be next to impossible to nerf without completely destroying all of the other wall kits. So you have a point there.
This is a good point as well. Strikes and wall really would go well together.
Neither .52 kit currently has a special that really suits it. And we are discussing two specials that would suit it very well. So the wall kit can get strikes, and the other kit can get wave breaker. Everyone wins.
Think about the ranges of the two specials. v96 could use its long range main weapon to play off of the range of the strikes in a way no other weapon can right now, without even needing a wall. They would be very good at moving opponents into your line of sight. Whereas with wave breaker, it wouldn't really be able to throw it far enough to stay as far back as it likes, especially without a wall.
For the subs, I think .96 and .52 deco can keep their current ones (from base splatoon). As much as I dislike sprinkler as a sub, .96 is probably one of the few weapons that actually synergizes with it, so it should be fine if we ever figure out how to fix sprinkler. Paint is a serious weakness of this weapon, so sprinkler would mean your teammates don't have to compensate for your lack of paint quite as much. And .52 with curling and wave would be such a cool and unique playstyle. The vanilla kit is slowed down by its wall and heavy ink consumption (especially without wail), but with a 45% cost curling and an ink refill, .52 deco could be very mobile and in-your-face. This mobility and aggression would also let it play off of the waves really well, since it wouldn't have any problem rushing an opponent who jumped over one or got hit by one.
I'm just now realizing the .96 kit was changed already so I'll go over that too. I don't think zooka really makes sense for it because it doesn't need that much help against long ranged weapons; it
is the long ranged weapon. And I don't see any point for sensor on it outside of helping to hit your zooka shots. It doesn't really add much to the weapon; location isn't a huge weakness for it, but paint definitely is.
The only other thing to figure out to go with this change would be what special to give ttek, since there shouldn't really be three shooters with strikes. Inkjet would synergize with it, but neo sploosh has splat bomb inkjet, and also it already had that in S2. Booyah bomb or reefslider could work for it, but I think the best choice here is triple splashdown. (especially with .52 deco having wave.) I know you already gave vshot TSD, but I think that's unnecessary since the current kit works on it really well; the problem is just that zooka is very overtuned. I do like the idea of TSD on shot, because shot plays at the range where that would be useful and it would combo well. (especially since you gave it 70 damage, right? i'm not making that up?) There are weapons that would benefit from a burst bomb much more though, plus I don't see any reason to get rid of the suction/zooka kit, which means TSD can go on the other kit. So vshot keeps its good kit, ttek gets a special that synergizes better with it, and the gals get to have strikes without overlapping with stuff.
| base game | riibalanced | this post |
.52 | wall / wail | wall / wail | wall / strikes |
.52 deco | curling / screen | curling / TSD | curling / wave |
.96 | sprinkler / vac | sensor / zooka | sprinkler / strikes |
vshot | suction / zooka | burst / TSD | suction / zooka |
ttek | splat / strikes | splat / strikes | splat / TSD |