Dessgeega
Egyptian Goo God
- Joined
- Feb 23, 2016
- Messages
- 2,535
- Switch Friend Code
- SW-3756-0533-5215
This is basically a rant, don't mind me :p
Something I've seen a lot lately on various websites is people claiming these new subweapons are unbalanced or OP. No? I guess the logic sort of makes sense to people new to the game, but I'm hearing this from veterans too. These specials are mighty, but they aren't going to shatter matches the way the first game's specials did. I shall now break it down.
Inkzooka. Instant death tornado with a tall hitbox. Replaced by Inkjet, a blaster with infinite range that grants flight but also makes you a flying target.
Killer Wail. A wide stage-length tunnel that causes instant death if touched. Replaced by Sting Ray, a narrow wall-piercing laser that can be aimed but requires hitting several times to kill.
Bubbler. Oh, the bubbler. Invincibility for 4.5 seconds while still able to act normally, you can only be pushed. Replaced by Ink Armor, which provides protection from one attack for each separate team member.
Kraken. Invincible squid form with an instant death melee attack. Replaced by Baller, which works similarly but lets you be harmed and can only kill foes with the special-ending explosion. Might be wrong on that last bit, but I doubt running into people will do much.
Echolocator. Your team sees the enemy team for 9 seconds. Replaced, sort of, by Tenta Missiles and it's lock-on effect.. There's still plenty of echolocator effects in the game still, but they don't just apply it to everyone now.
Inkstrike. Remotely paint a location, instant death for anyone in the center and possible death by damage for anyone too close. Replaced by the Ink Storm, which is akin to a sprinkler, and somewhat by the Tenta Missiles, which also marks it's landing point and disables movement while firing. The Splashdown also has a similar effect, but requires being close and you can be splatted during it.
Bomb Rush is basically unchanged and left you open if you threw nonstop, so not much to say there.
Kinda got long-winded there, didn't I? The general trend here is that the specials provide new perks or work in unique new ways, but on the whole they are weaker than the first game's specials, and that's a good thing. The skill ceiling is much higher here. For example, anyone can pull out a bubbler and charge forth without much thought, but it'll take good timing and spatial awareness to really turn the tide with a use of Ink Armor.
The specials were one of the most polarizing things in the first game, and so far it seems like Nintendo is attempting to minimize the all-or-nothing affairs that popped up last time with specials and Damage Up and what have you. Of course, I could be completely wrong and various "One True Strategies" will pop up again, but I'm optimistic about this new, less obscenely mighty assortment.
Something I've seen a lot lately on various websites is people claiming these new subweapons are unbalanced or OP. No? I guess the logic sort of makes sense to people new to the game, but I'm hearing this from veterans too. These specials are mighty, but they aren't going to shatter matches the way the first game's specials did. I shall now break it down.
Inkzooka. Instant death tornado with a tall hitbox. Replaced by Inkjet, a blaster with infinite range that grants flight but also makes you a flying target.
Killer Wail. A wide stage-length tunnel that causes instant death if touched. Replaced by Sting Ray, a narrow wall-piercing laser that can be aimed but requires hitting several times to kill.
Bubbler. Oh, the bubbler. Invincibility for 4.5 seconds while still able to act normally, you can only be pushed. Replaced by Ink Armor, which provides protection from one attack for each separate team member.
Kraken. Invincible squid form with an instant death melee attack. Replaced by Baller, which works similarly but lets you be harmed and can only kill foes with the special-ending explosion. Might be wrong on that last bit, but I doubt running into people will do much.
Echolocator. Your team sees the enemy team for 9 seconds. Replaced, sort of, by Tenta Missiles and it's lock-on effect.. There's still plenty of echolocator effects in the game still, but they don't just apply it to everyone now.
Inkstrike. Remotely paint a location, instant death for anyone in the center and possible death by damage for anyone too close. Replaced by the Ink Storm, which is akin to a sprinkler, and somewhat by the Tenta Missiles, which also marks it's landing point and disables movement while firing. The Splashdown also has a similar effect, but requires being close and you can be splatted during it.
Bomb Rush is basically unchanged and left you open if you threw nonstop, so not much to say there.
Kinda got long-winded there, didn't I? The general trend here is that the specials provide new perks or work in unique new ways, but on the whole they are weaker than the first game's specials, and that's a good thing. The skill ceiling is much higher here. For example, anyone can pull out a bubbler and charge forth without much thought, but it'll take good timing and spatial awareness to really turn the tide with a use of Ink Armor.
The specials were one of the most polarizing things in the first game, and so far it seems like Nintendo is attempting to minimize the all-or-nothing affairs that popped up last time with specials and Damage Up and what have you. Of course, I could be completely wrong and various "One True Strategies" will pop up again, but I'm optimistic about this new, less obscenely mighty assortment.
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