OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 891
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
Allow me to express an opinion. The shooter class is far too privileged, and the strongest shooters should be nerfed heavily to the point where they're no longer relevant in the meta. Here's why.
Shooters, particularly those with short range, are the first class a player has access to in the game. This naturally means that said shooters are supposed to be balanced in a way that makes them strong options for new players. And new players have access to one game mode: Turf War. Shooters are built to ink tons of turf, more than any other class in the game with few weapons that can contest them. This is mostly fine on paper, since it gives shooters a unique identity as a class and a clear strength, thus a reason to be picked. The problem is that when shooters step outside of Turf War and into anarchy battle, this strength gives shooters access to a toxic play style of spamming special weapons. But that's just the start.
Shooters have better mobility than any other class in the game, which is also fine on paper even in tandem with their painting strength. Mobility offers a weapon the ability to skirmish, which is an excellent way to make up for a weakness in kill power. Except shooters don't have a weakness in kill power. Almost all shooters can consistently splat in under half of a second, even at their maximum range.
So, shooters have excellent paint, excellent mobility, fast times to splat, and on top of that excellent ink efficiency. So, then, how are these strengths balanced out; what are shooters' weaknesses? In a few cases, range. A few have longer times to splat. The class relies on line of sight, but that's not unique to it. Shooters like the Gals and Splattershot Jr. have accuracy problems, but Jr. has a large ink tank that allows it to spam bombs rather than fighting with its main, and both Gals have Splash Walls that make trying to approach them a death sentence. Then you have the two shooters I personally hate the most. Splattershot and N-ZAP both have zero noteworthy weaknesses.
In order to splat a shooter, you have to outrange it, play around cover, or splat it before it can react. Fail to do any of those things and the shooter gets a virtually free splat, be it a slayer or otherwise. This is the first half of the problem.
Going back to my original opening statement, shooters are the first class unlocked in the game and as such are balanced for beginners. This means that shooters are generally very easy to use. They have little in the way of mechanical challenges and their fighting style is anything but tactical. A shooter often feels like more of a hazard than a player. This alone comprises the second half of the problem.
So shooters are this beginner-friendly class with no weaknesses, easy to pick up with a strong presence in the meta. If this isn't absolutely ridiculous on every conceivable level, I don't know what is. Weapons like Goo Tuber and Dread Wringer are stuck in the low tiers while Splattershot Jr., the literal first weapon the players unlocks in the game, designed specifically to be good for Turf War noobs who want to paint everything and fight nothing, has a presence in the meta as a high tier. Splattershot and N-ZAP, both unlocked before anarchy battle is even available to the player, are top tiers. It's twisted. It's sickening. But it gets even worse.
The semi-automatic shooters are a subclass of weapon that takes the concept of shooters and executes them in a way where they aren't completely devoid of any depth or mechanical challenge. In addition to their consistent perfect accuracy, the semi-autos require perfectly-timed pulls of the trigger to operate at their peak capacity. This is a decently well-designed class of weapon. And out of the three of them, two are some of the weakest weapons in the class. This is not how you balance a game, Nintendo. Both Nozzlenoses, in spite of requiring twice the skill of full auto shooters, are weaker than Splattershot, Splash-o-matic, or even Splattershot Jr.. This makes me physically ill.
Short-range shooters need to be nerfed out of the meta. Weapons like L-3, Big Swig, Dread Wringer, and REEF-LUX should get actual kits that allow them to fill a team's support role. Weapons like H-3, Dynamo, and Goo Tuber should get buffs that make them relevant support options. Specials like Wave Breaker and Splattercolor Screen should be buffed into a state where they're viable supportive tools (and Screen's sound finally fixed). Short-range shooters; full auto shooters in general should be the last last thing any team considers running, because they don't deserve to be ran over literally anything else. (Except Clash Blaster, but that's off-topic.)
Weapons should be balanced based on how challenging they are to use. Otherwise, there's no point in playing challenging weapons.
I rest my case, have a nice day.
Shooters, particularly those with short range, are the first class a player has access to in the game. This naturally means that said shooters are supposed to be balanced in a way that makes them strong options for new players. And new players have access to one game mode: Turf War. Shooters are built to ink tons of turf, more than any other class in the game with few weapons that can contest them. This is mostly fine on paper, since it gives shooters a unique identity as a class and a clear strength, thus a reason to be picked. The problem is that when shooters step outside of Turf War and into anarchy battle, this strength gives shooters access to a toxic play style of spamming special weapons. But that's just the start.
Shooters have better mobility than any other class in the game, which is also fine on paper even in tandem with their painting strength. Mobility offers a weapon the ability to skirmish, which is an excellent way to make up for a weakness in kill power. Except shooters don't have a weakness in kill power. Almost all shooters can consistently splat in under half of a second, even at their maximum range.
So, shooters have excellent paint, excellent mobility, fast times to splat, and on top of that excellent ink efficiency. So, then, how are these strengths balanced out; what are shooters' weaknesses? In a few cases, range. A few have longer times to splat. The class relies on line of sight, but that's not unique to it. Shooters like the Gals and Splattershot Jr. have accuracy problems, but Jr. has a large ink tank that allows it to spam bombs rather than fighting with its main, and both Gals have Splash Walls that make trying to approach them a death sentence. Then you have the two shooters I personally hate the most. Splattershot and N-ZAP both have zero noteworthy weaknesses.
In order to splat a shooter, you have to outrange it, play around cover, or splat it before it can react. Fail to do any of those things and the shooter gets a virtually free splat, be it a slayer or otherwise. This is the first half of the problem.
Going back to my original opening statement, shooters are the first class unlocked in the game and as such are balanced for beginners. This means that shooters are generally very easy to use. They have little in the way of mechanical challenges and their fighting style is anything but tactical. A shooter often feels like more of a hazard than a player. This alone comprises the second half of the problem.
So shooters are this beginner-friendly class with no weaknesses, easy to pick up with a strong presence in the meta. If this isn't absolutely ridiculous on every conceivable level, I don't know what is. Weapons like Goo Tuber and Dread Wringer are stuck in the low tiers while Splattershot Jr., the literal first weapon the players unlocks in the game, designed specifically to be good for Turf War noobs who want to paint everything and fight nothing, has a presence in the meta as a high tier. Splattershot and N-ZAP, both unlocked before anarchy battle is even available to the player, are top tiers. It's twisted. It's sickening. But it gets even worse.
The semi-automatic shooters are a subclass of weapon that takes the concept of shooters and executes them in a way where they aren't completely devoid of any depth or mechanical challenge. In addition to their consistent perfect accuracy, the semi-autos require perfectly-timed pulls of the trigger to operate at their peak capacity. This is a decently well-designed class of weapon. And out of the three of them, two are some of the weakest weapons in the class. This is not how you balance a game, Nintendo. Both Nozzlenoses, in spite of requiring twice the skill of full auto shooters, are weaker than Splattershot, Splash-o-matic, or even Splattershot Jr.. This makes me physically ill.
Short-range shooters need to be nerfed out of the meta. Weapons like L-3, Big Swig, Dread Wringer, and REEF-LUX should get actual kits that allow them to fill a team's support role. Weapons like H-3, Dynamo, and Goo Tuber should get buffs that make them relevant support options. Specials like Wave Breaker and Splattercolor Screen should be buffed into a state where they're viable supportive tools (and Screen's sound finally fixed). Short-range shooters; full auto shooters in general should be the last last thing any team considers running, because they don't deserve to be ran over literally anything else. (Except Clash Blaster, but that's off-topic.)
Weapons should be balanced based on how challenging they are to use. Otherwise, there's no point in playing challenging weapons.
I rest my case, have a nice day.