Oh my god, these buffs are terrifying. One main of Main Power Up is enough to boost the Splatling damage per bullet to (what I assume is) its damage cap of 33.3. Three bullets is going to be enough to KO someone with even the slightest residual damage on them, from say, touching enemy ink on the ground? Say, from throwing a Cloud? Imma run this on my Ballpoint Nouveau build for sure.
This is reminiscent of stacking Damage Up on the S1 Rapid Blaster. I guess I’m all for it.
If my understanding of the game’s mechanics is worth a damn, the damage buff to the Splat Charger still will not make it KO with less than a full charge, but because the Goo Tuber is programmed to already achieve this, the damage buff on it will let it OHKO at even lower charges. Just like the pre-nerf snipers in Splatoon 1, stacking Main Power Up on the Goo Tuber will be the new mobile charger meta until they nerf it again.
It’s also nice to see that they’re listening to feedback a bit and they’re giving the E-Litre an avenue to regain its lost range from the first game. I wouldn’t say that the introduction of this ability is “game breaking”, but it’s definitely meta-shifting, in a lot of ways towards the way the first game worked, only without the Defence Up to counter the effects. This should be interesting, at least until we settle on a new meta.
Luna blaster "high damage radius of explosions" - does that mean directs?
The translation is a little weird, but I’d assume they increased the radius at which you can deal the maximum indirect damage.