aloevera
Inkster Jr.
What is a hot take about Splatoon 3 that will have you like this?
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i think it can be with marker tbhBig Swig could have been a genuine threat if it didn't get wall/marker.
Sprinkler is good for dropping into weird corners of the map or spawn so you can pick up a free 20-30p of special charge for basically free. On weapons like vanilla s-blast, it's the weapon's best source of passive paint and makes it way less dependent on its teammates for moving around.This is going to come more from a place of ignorance rather than a hill I'm willing to die on but....
I don't get why sprinkler exists. What is it's purpose? It seems so useless. Just charging your special poorly before someone shoots it?
ideally a strong sprinkler paints over an area the opponent wants to be in, even as they try to paint back over it. and it forces them to break it. can stall pushes if you can get decent spots. the problem is that decay makes this use case a lot more niche as youd need to constantly replace the sprinkler, and without specific safe sprinkler positions it just gets shredded instantly (should have more hp imo).This is going to come more from a place of ignorance rather than a hill I'm willing to die on but....
I don't get why sprinkler exists. What is it's purpose? It seems so useless. Just charging your special poorly before someone shoots it?
that's kinda the point of blob. it's a flowchart weapon, the point is to find a few very strong spots on each map where your blobs are hard to avoid or need to be pushed through, some sort of choke, and stand in that one spot spamming shots into it. it can't take fights normally all that well so it kinda needs to aimlessly fire into relevant areas and hope people run into the slow bubbles. what separates a good blob is knowing when to rotate, and their ability to improvise when this gameplan falls apart, which can be genuinely difficult. it isn't zero skill, just, yeah the skill floor is very low, as is its nature.BLOBBLBER TAKES 0 SKILL TO USE!!!
if you happen to be next to the wall 99% of the time it will kill you. The amount of times I’ve died from someone aimlessly peeking over a ledge, not knowing anyone there is immeasurable.
hard disagree. as bad as some kits are, there are people that enjoy them, and removing an option someone likes from the game is not acceptable under any circumstances imo.Devs should hold votes on if they should update existing, unpopular kits (see: reef deco)
Fair, everyone has their favorite, I’m just a bit saddened by some of the kits in this gamehard disagree. as bad as some kits are, there are people that enjoy them, and removing an option someone likes from the game is not acceptable under any circumstances imo.
Give it burst and it's overBig Swig could have been a genuine threat if it didn't get wall/marker.
actually im kinda hoping next kit gets a lethal or somethingGive it burst and it's over
While I agree with the sentiment, I dislike characterizing the devs as stubborn. We don’t know what the development of splatoon 3 is like, so we can’t know the attitudes the devs have on some of these things.I think that the devs need to be willing to change kits post launch. Balance is a very difficult task, and I don't think it's unreasonable that the devs make mistakes during the initial reveal of kits. That's why we have balance patches. Because balance is often a task best performed through trial and error. The fact that the devs are locked into mistakes they made at the beginning of the game makes it more difficult to balance the game and can cause aspects that weren't the primary abusers to get hit by collateral damage.
Sloshing machine was a balanced weapon in previous games, but became broken on launch S3 because it got a kit of fizzy/booyah bomb. In order to finally stop the weapon from being the uncontested best aoe weapon, it needed a big hit to it's firerate that will affect any other kits machine has/will have in this game. It would have been much cleaner if they could have just addressed the source of the problem. Beyond that, kits being static means that any special that turns out bad is going to kill a bunch of kits over the course of the game through no fault of the mean.
I've played games that would swap around secondary abilities between the characters depending on balance. It worked out fine, and the game unquestionably has a better distribution of these abilities now than it did at launch on the base roster. It's overall better for the game if neo sploosh gets something actually useful even if little timmy likes it.
I don't think custom kits is the solution to kit issues like a lot of people think. It would break too many aspects of the game and I honestly feel that variety would go down, not up. But I do think the devs stubbornly refusing to ever change their mind on kits is a problem.