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Splatoon Patch 1.3.0

Patch 1.3.0 for Splatoon will be available early next week. It includes Splatfest fixes and gameplay changes.


On June 30, 2015, new update data for the Splatoon game will be available for download. Users will be required to download this update prior to using the software's online multiplayer features.
First, we’ll start out with discussing the Splatfest fixes.

  • When there are more members on one team than the other and the match-making process takes too long, members from the same team will be able to battle each other
    • Members will still receive Splatfest Points even when they battle against members of the same team
    • Note: Only the results from matches against the opposing team will be included in the overall Splatfest results

  • Adjustments have been made to allow some players at random to participate as early as 5 minutes prior to the official start time of Splatfest in order to make for a more pleasant gaming experience (Note: All players will be able to participate once the event begins)
    • This adjustment was made to lighten the server load at the beginning of the Splatfest

  • Adjustments have been made to the number of Super Sea Snails distributed to members of the losing team that have earned either of the top two Splatfest rank titles
Nintendo has been hard at work during the delay of Splatfest making sure the matchmaking will be as smooth as possible. The division of players into 2 Splatfest teams is ideal, but if the timer in a matchmaking lobby is exhausted and an opposing party cannot be found, matchmaking will set up a battle between players of the same team. Now here’s how this is going to work: You can still earn Splatfest points while competing against the same team but, the games played between allied teams will not impact the final result of the Splatfest competition.


The next fix Nintendo has presented is an attempt to mitigate congestion when Splatfest finally pops off. Players will be able to participate in the event (at random) a full 5 minutes before the official launch time. When its party time, players should be able to find games quickly and smoothly due to the 5 minute relief period. Lastly, for Splatfest changes, Nintendo has taken mercy on the unforeseen losers of the contest. The number of Super Sea Shells given to players on a losing team who receive “Champion” and “King/Queen” (top 2 Splatfest titles) ranks has been increased.

Now on to the game changes. I'm glad to and/or sorry to break the news that these are mostly nerfs to existing gear abilities, with a couple special weapons changes. Cheer or sob into your tentacles at your discretion.


  • Kraken: The amount of knockback is increased when taking damage from an opponent while using Kraken

  • Inkstrike: The amount of area covered will be more consistent regardless of where it lands
The inkstrike has been changed in order to make it a more balanced weapon. The surface area covered by an inkstrike varied depending on what kind of terrain it was raining down on. Now, with Patch 1.3.0, the amount of turf covered by an inkstrike is more consistent, regardless of location on the map. The Kraken received a small buff that increases the knock-back of a Kraken jump.


  • Ninja Squid: Swim speed will be lowered when using this ability

  • Stealth Jump: The amount of time it takes to Super Jump will be longer when using this ability

  • Ink Resistance Up: The effects with respect to the amount of damage and speed when moving through enemy ink will be adjusted
Here come the nerfs. The first victim is the Ninja Squid ability. The swim speed granted by Ninja Squid has been reduced. The 2nd ability to receive a nerf is the Stealth Jump which now has a longer charging time to jump. Lastly for game changes is a nerf to the Ink Resistance ability. This ability will now grant a reduced amount of damage resistance and movement speed reduction when players are stuck in enemy ink.

The patch notes conclude with a cryptic treat that professes other game content has been fixed for a more pleasant game experience.

What do you think of the buffs and nerfs? Any more you special weapons or gear abillities you would like to see changed? Lets hear it in the comments below.
 

Comments

On the one hand, Ink Res and Ninja Squid are kinda OP. On the other, it feels like it's hard enough to make escapes as is...

Eh, don't think they'll go too overboard.
 
lol its so easy to read krakens, this nerf really does nothing to krak-ons if they know how to accurately observe where the enemy is going in order to do two things, Kill or push to areas that you can easily cover up (preferably the enemies side of the map because after your kraken ends you can roll over areas and capture part of their spawn area.) If kraken players are smart they will not use the kraken mostly for kills.
 
I am so glad they haven't nerfed any guns. To be honest there is ALWAYS a way to counter each weapon. Is the process annoying because that means you may have to die to the weapon a couple times to figure out the best strategy against it? Maybe, or you can learn the weapon yourself and discover its weaknesses. I do think everything is pretty well balanced.

My point is that I really hope this doesn't turn into Smash 4 where everyone is crying nerfs, it's really annoying and imo makes the game look bad that things are always changing. Idk just my opinion.
 
What really needs addressing is the roller and the Luna blaster:

1. Roller has a hitbox behind it and on the sides. Maybe roller run speed like the ninja squid ability has been nerfed?
2. Luna Blaster is said to have a short range but does not account for the range with the blast radius. Players using the blaster simply jump and shoot with no need to aim and still are rewarded an easy kill.

There's no way around these weapons other than getting the hell out or spacing yourself very well.
 
What really needs addressing is the roller and the Luna blaster:

1. Roller has a hitbox behind it and on the sides. Maybe roller run speed like the ninja squid ability has been nerfed?
2. Luna Blaster is said to have a short range but does not account for the range with the blast radius. Players using the blaster simply jump and shoot with no need to aim and still are rewarded an easy kill.

There's no way around these weapons other than getting the hell out or spacing yourself very well.
The key component of any blaster, whether playing as or against one, is range. Sure it's basically a shotgun which means it should be useful up close, but it's slow enough that close quarters fighting puts the blaster at a disadvantage. Utilize ambushes, get in their face, and take them down before they can maneuver around you.
 
Rip Kraken fans May 2015- June 2015

Anyways, the Aerospray should be nerfed into a 6 shots to splat(19 damage minus Defense), due to his maxed fire rate, In my opinion
 
D
This update looks pretty good. I'm excited for the Inkstrike buff.
 
The Ninja Squid nerf is harsh. It's pretty much unbearable to play with unless you back it up with a Swim Speed Up. I like this change.
 
My precious Stealth Jump... You were only a month old!

Nah, the nerf isn't too bad. I also like the Kraken nerf, it's not fair that the Bubbler had the knockback and the Kraken didn't. I wonder if this will be the only balance patch that gets released for the game...
 

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