OnePotWonder
Inkling Fleet Admiral
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- Jan 31, 2024
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I've been thinking more and more about this one particular idea as time has dragged on. The current pace of play in Splatoon 3, especially in higher levels of play, is simply too fast. While some of this comes from the prevalence of shooters, dualies, and splatanas in the meta, the main culprit and the special enabling all of those fast weapons is Tacticooler. A special mandatory for victory in high level play, and a special that cranks up the speed of the game to eleven.
Does Tacticooler need to be nerfed? I certainly think it does, but I can't speak for anyone else.
I have three ideas of varying severity to nerf Tacticooler and lower the speed of play. You might agree with any or none of them. Whatever ends up being the case, I'm curious to hear what you all think.
Tacticooler - Slap on the Wrist
This is the least of the changes, and the one I see most people agreeing with. Tacticooler allowing players to maintain 100% of their special charge on death has been a complaint ever since Tacticooler meta began, and it's still a problem today. Tacticooler would still be required for top level comps with this slap on the wrist nerf, but it would take the edge off of its immense power.
Tacticooler - Sizeable Nerf
Taking things a step further, Tacticooler could instead not save any special points at all. This would add back consequences to getting splatted with the special's buffs active, and discourage players from making risky plays relying on Tacticooler as a flawless safety net. With this more meaningful nerf I could see Coolerless comps being viable in some cases, but the special would remain in top tier.
Tacticooler - Killer Nerf
Taking things another step further, we finally get to what I think would be best; an extreme change, removing Tacticooler's Special Saver effect and reducing the special's Quick Respawn effect. With this, I see Tacticooler finally not being necessary for top level comps, the special finally brought down to the level of the others, and with it the pace of play slowed to a significantly more reasonable speed. Fast comps with multiple Splatanas and Dualies would fall out of favor. More backline options would open up. Outside of that, the meta would likely remain mostly unchanged, with Crab Tank, Trizooka, Big Bubbler, and Triple Inkstrike dictating the flow of play.
Tacticooler would still be pickable even with its limited respawn abilities; top players have mastered making use of its speed, Intensify Action, and Quick Super Jump benefits over the course of its reign, and it would still enable more aggressive comps with weapons like Splat Roller, but it would not support its team so flawlessly like it does now, and not be necessary for slower, midline-focused comps.
Thanks for taking the time to read this thread and (hopefully) share your opinion on it.
Have a wonderful rest of your day!
Does Tacticooler need to be nerfed? I certainly think it does, but I can't speak for anyone else.
I have three ideas of varying severity to nerf Tacticooler and lower the speed of play. You might agree with any or none of them. Whatever ends up being the case, I'm curious to hear what you all think.
Tacticooler - Slap on the Wrist
Points of Special Saver granted reduced from 57 to 29
This reduces points saved on death from 100% to 90%
This is the least of the changes, and the one I see most people agreeing with. Tacticooler allowing players to maintain 100% of their special charge on death has been a complaint ever since Tacticooler meta began, and it's still a problem today. Tacticooler would still be required for top level comps with this slap on the wrist nerf, but it would take the edge off of its immense power.
Tacticooler - Sizeable Nerf
Points of Special Saver removed completely
Taking things a step further, Tacticooler could instead not save any special points at all. This would add back consequences to getting splatted with the special's buffs active, and discourage players from making risky plays relying on Tacticooler as a flawless safety net. With this more meaningful nerf I could see Coolerless comps being viable in some cases, but the special would remain in top tier.
Tacticooler - Killer Nerf
Points of Special Saver removed completely
Points of Quick Respawn reduced from 57 to 29
This reduces respawn time reduction from 4 to 2.9 seconds
Taking things another step further, we finally get to what I think would be best; an extreme change, removing Tacticooler's Special Saver effect and reducing the special's Quick Respawn effect. With this, I see Tacticooler finally not being necessary for top level comps, the special finally brought down to the level of the others, and with it the pace of play slowed to a significantly more reasonable speed. Fast comps with multiple Splatanas and Dualies would fall out of favor. More backline options would open up. Outside of that, the meta would likely remain mostly unchanged, with Crab Tank, Trizooka, Big Bubbler, and Triple Inkstrike dictating the flow of play.
Tacticooler would still be pickable even with its limited respawn abilities; top players have mastered making use of its speed, Intensify Action, and Quick Super Jump benefits over the course of its reign, and it would still enable more aggressive comps with weapons like Splat Roller, but it would not support its team so flawlessly like it does now, and not be necessary for slower, midline-focused comps.
Thanks for taking the time to read this thread and (hopefully) share your opinion on it.
Have a wonderful rest of your day!