Inky Corruption
Full Squid
- Joined
- Sep 30, 2015
- Messages
- 36
- NNID
- ShaneTC
This is something I've been internally debating for the longest time but am unable to figure out an answer to, so here I have come to ask: what is the board's overall consensus on the Special Saver as an ability?
I have seen Special Saver mentioned on occasion where some users have stated they run this ability, but I want to raise the question as to why? There are numerous abilities available that could otherwise fill a more immediate role in your loadout, be it more mobility, better efficiency when using your main- or sub-weapon, faster special charge and so on. The immediate role of the Special Saver is to preserve as much of your special gauge as possible in the unfortunate event that you get splatted (or clumsily trip over a ledge). On the other hand, if you don't die then the Special Saver becomes a dead ability.
From what I gather, it works better as a comeback ability, allowing you to preserve larger portions of your special gauge so that you may rebuild your special quicker for the potential comeback. For those of you who use Special Saver in your loadouts, have you personally experienced games where Special Saver has allowed you to mount a comeback from a desperate situation? Is it truly worth the ability slot(s) to keep an insurance against the odds? How does it play out in organised team compositions - is there a dedicated comeback engineer? Do specific abilities combo well in conjunction with Special Saver? Does this ability function better for the solo squid or the squad kid? These are all questions I am dying to hear answered.
Feel free to discuss the viability of the Special Saver as an ability and what you feel works best with it. Below I have provided a visual graph of the Special Saver ability effects, sourced from the 2ch Splatoon Wiki. For convenience sake, the formula for calculating the effect of Special Saver from a full gauge can be viewed above the graph.
Default Required Points:
Inkzooka: 220
Echolocator/Kraken: 200
Killer Wail: 160
Others: 180
I have seen Special Saver mentioned on occasion where some users have stated they run this ability, but I want to raise the question as to why? There are numerous abilities available that could otherwise fill a more immediate role in your loadout, be it more mobility, better efficiency when using your main- or sub-weapon, faster special charge and so on. The immediate role of the Special Saver is to preserve as much of your special gauge as possible in the unfortunate event that you get splatted (or clumsily trip over a ledge). On the other hand, if you don't die then the Special Saver becomes a dead ability.
From what I gather, it works better as a comeback ability, allowing you to preserve larger portions of your special gauge so that you may rebuild your special quicker for the potential comeback. For those of you who use Special Saver in your loadouts, have you personally experienced games where Special Saver has allowed you to mount a comeback from a desperate situation? Is it truly worth the ability slot(s) to keep an insurance against the odds? How does it play out in organised team compositions - is there a dedicated comeback engineer? Do specific abilities combo well in conjunction with Special Saver? Does this ability function better for the solo squid or the squad kid? These are all questions I am dying to hear answered.
Feel free to discuss the viability of the Special Saver as an ability and what you feel works best with it. Below I have provided a visual graph of the Special Saver ability effects, sourced from the 2ch Splatoon Wiki. For convenience sake, the formula for calculating the effect of Special Saver from a full gauge can be viewed above the graph.
Code:
x = [Main] * 10 + [Sub] * 3
[Reduction Multiplier] = 0.5 - ((0.99 * x) - (0.09 * x)^2) / 60
[Default Required Points] * [Reduction Multiplier]
Inkzooka: 220
Echolocator/Kraken: 200
Killer Wail: 160
Others: 180

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