OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
- Messages
- 936
- Location
- Marooner’s Bay
- Pronouns
- He/Him
- Switch Friend Code
- SW-2068-8904-6306
I've been doing a fair amount of thinking about sub weapon balance recently, particularly in the area of Toxic Mist versus bombs. Why are bombs so much better at controlling space when Toxic Mist can block off an area for more than twice as long? I figured out the answer; it's paint. Bombs paint the area they're denying once their duration expires, meaning that in order to move through the bomb's space, you have to re-paint it. Compare that to Toxic Mist, which will likely be painted over by the time its duration runs out. Bombs' paint is way has kept them firmly above everything else in the sub weapon tier list to the point where I had a curious thought.
I thought, "Splat Bomb would probably be just as good as Toxic Mist if its lethal damage radius didn't exist." And the more I thought about it, the more I came to realize that it was a pretty accurate statement.
You can see where this is going. Bombs would be more balanced compared to other sub weapons if they didn't do lethal damage.
Splat Bomb
Direct damage reduced from 180 to 70.
Suction Bomb
Direct damage reduced from 180 to 85.
Autobomb
Direct damage reduced from 180 to 70.
Curling Bomb
Direct damage reduced from 180 to 70.
Now explodes on contact with enemy players.
Burst Bomb
Direct damage reduced from 60 to 45.
Close indirect damage reduced from 35 to 30.
Distant indirect damage radius removed.
Ink cost reduced to 40%.
Torpedo
Direct damage reduced from 60 to 45.
Indirect damage reduced from 35 to 30.
Explosive pellet damage reduced from 12 to 10.
Fizzy Bomb
Direct damage reduced from 50 to 35.
Indirect damage radius removed.
Direct damage radius increased by 20%.
With these changes, the lethal bombs become far less mandatory in team compositions, while Curling Bomb gets a decent-counter buff with new high damage combo potential. The changes to Burst Bomb and Torpedo leave most of their main weapon combos intact, with the only exceptions being Goo Tuber (which has a better second kit) and Carbon Roller Deco (which shouldn't have had that combo in the first place). Fizzy Bomb becomes far less lethal without completely losing its ability to splat an enemy that gets caught in all three of its explosions.
Alternatively:
Splat Bomb, Suction Bomb, Autobomb
Direct damage radius reduced by 15%.
Curling Bomb
Direct damage reduced from 180 to 70.
Now explodes on contact with enemy players.
Burst Bomb
Distant indirect damage radius removed.
Ink cost reduced to 40%.
Torpedo
Explosive pellet damage reduced from 12 to 10.
Fizzy Bomb
Direct damage reduced from 50 to 45.
Indirect damage reduced from 35 to 30.
Bombs' lethal or combo damage combined with their paint will always make them better than sub weapons that don't have either. Every sub weapon should have a use case over bombs, and if they want to directly compete with them, they need the tools to do so. Bombs could definitely be toned down as much as I suggested in my first set of changes, but the second set is obviously meant to be more reasonable.
Lastly, here are some changes for non-bombs to help them compete:
Toxic Mist
When the mist's duration runs out it covers turf with patchy ink.
Constantly slows by 30% and drains 10% of the ink tank per second.
Point Sensor
Passing through the border of the tracking cloud deals 30 damage.
Angle Shooter
Trail damage increased from 0 to 30.
Direct damage increased from 40 to 45.
Pierces through enemy players.
etc..
Sprinkler
HP increased from 120 to 200.
Ink cost reduced to 55%.
Thank you for reading and feel free to discuss below.
Have a wonderful day.
I'm on a roll lately, aren't I?
I thought, "Splat Bomb would probably be just as good as Toxic Mist if its lethal damage radius didn't exist." And the more I thought about it, the more I came to realize that it was a pretty accurate statement.
You can see where this is going. Bombs would be more balanced compared to other sub weapons if they didn't do lethal damage.
Splat Bomb
Direct damage reduced from 180 to 70.
Suction Bomb
Direct damage reduced from 180 to 85.
Autobomb
Direct damage reduced from 180 to 70.
Curling Bomb
Direct damage reduced from 180 to 70.
Now explodes on contact with enemy players.
Burst Bomb
Direct damage reduced from 60 to 45.
Close indirect damage reduced from 35 to 30.
Distant indirect damage radius removed.
Ink cost reduced to 40%.
Torpedo
Direct damage reduced from 60 to 45.
Indirect damage reduced from 35 to 30.
Explosive pellet damage reduced from 12 to 10.
Fizzy Bomb
Direct damage reduced from 50 to 35.
Indirect damage radius removed.
Direct damage radius increased by 20%.
With these changes, the lethal bombs become far less mandatory in team compositions, while Curling Bomb gets a decent-counter buff with new high damage combo potential. The changes to Burst Bomb and Torpedo leave most of their main weapon combos intact, with the only exceptions being Goo Tuber (which has a better second kit) and Carbon Roller Deco (which shouldn't have had that combo in the first place). Fizzy Bomb becomes far less lethal without completely losing its ability to splat an enemy that gets caught in all three of its explosions.
Alternatively:
Splat Bomb, Suction Bomb, Autobomb
Direct damage radius reduced by 15%.
Curling Bomb
Direct damage reduced from 180 to 70.
Now explodes on contact with enemy players.
Burst Bomb
Distant indirect damage radius removed.
Ink cost reduced to 40%.
Torpedo
Explosive pellet damage reduced from 12 to 10.
Fizzy Bomb
Direct damage reduced from 50 to 45.
Indirect damage reduced from 35 to 30.
Bombs' lethal or combo damage combined with their paint will always make them better than sub weapons that don't have either. Every sub weapon should have a use case over bombs, and if they want to directly compete with them, they need the tools to do so. Bombs could definitely be toned down as much as I suggested in my first set of changes, but the second set is obviously meant to be more reasonable.
Lastly, here are some changes for non-bombs to help them compete:
Toxic Mist
When the mist's duration runs out it covers turf with patchy ink.
Constantly slows by 30% and drains 10% of the ink tank per second.
Point Sensor
Passing through the border of the tracking cloud deals 30 damage.
Angle Shooter
Trail damage increased from 0 to 30.
Direct damage increased from 40 to 45.
Pierces through enemy players.
etc..
Sprinkler
HP increased from 120 to 200.
Ink cost reduced to 55%.
Thank you for reading and feel free to discuss below.
Have a wonderful day.
I'm on a roll lately, aren't I?