LiX
Pro Squid
- Joined
- Oct 5, 2017
- Messages
- 105
- Switch Friend Code
- SW-8003-1880-5821
Greetings Squidboards-Community!
I'd like to ask you competitive players questions about unique abilities. And I'd also like to kick off a discussion regarding the unique abilities in Splatoon 2.
First of all, if you're confused by the terminology, by unique abilities, I mean those abilities that are not the regular ones which you can have chunks of. I mean these:
- Opening Gambit
- Ninja Squid
- Last-Ditch Effort
- Haunt
- Stealth Jump
- Tenacity
- Thermal Ink
- Object Shredder
- Comeback
- Respawn Punisher
- Drop Roller
The questions I want to ask you are: Do you use any of these abilities at all in competitive play? Do you know anyone who uses more than just Ninja Squid effectively in ranked or league?
I am asking this because I'm quite new to worrying about playing tactically well. I did play Splatoon 1 quite early in, but it is now in Splatoon 2 that I actually started caring about getting my rank high or playing league coordinated with friends. And a thing you really just cannot ignore then is gear meta.
My stance on this topic right now is: Basically every unique ability is a wasted slot I could put gear in that boosts the gameplay of my weapon instead. Why would I put a Respawn Punisher on my Carbon if I can give it a Special Charge Up instead and get off that rain early in on the Splat Zones or push the enemy back in Clam Blitz? Why would I sport Opening Gambit if I can put Ink Saver Main on my Squelcher or Squeezer instead and score those first deciding kills by having more ink to shoot?
Then there's those abilities that could have been great but that were either nerfed to being useless when they had a preappearance in Splatoon 1 or which just seem useless right away. Good examples are Stealth Jump and Respawn Punisher.
The first existed before and was way better back then, if I recall it correctly. Now your jump isn't actually stealthy. If you just get even remotely close, you can see where the player is jumping. Every experienced player will easily spot it...
The latter is just not worth it, in my view. To make good use of it, you really need to be scoring a lot of kills. And then again, even the really decent players will get shot down eventually and then it just seems to be a bad trade.
The only exception really to me is Ninja Squid which I like to run as a Brush player. In comparison to the other abilities, it just seems amazing to go stealth and surprise-kill other players. The other unique abilities however seem to offer nothing that I would be willing to give up a thick main ability slot - which I can only have three of - for.
So what do you think? Am I - as a newcomer to the tactical meta - just not seeing the merit? Or do you feel the same about it?
I'd like to ask you competitive players questions about unique abilities. And I'd also like to kick off a discussion regarding the unique abilities in Splatoon 2.
First of all, if you're confused by the terminology, by unique abilities, I mean those abilities that are not the regular ones which you can have chunks of. I mean these:
- Opening Gambit
- Ninja Squid
- Last-Ditch Effort
- Haunt
- Stealth Jump
- Tenacity
- Thermal Ink
- Object Shredder
- Comeback
- Respawn Punisher
- Drop Roller
The questions I want to ask you are: Do you use any of these abilities at all in competitive play? Do you know anyone who uses more than just Ninja Squid effectively in ranked or league?
I am asking this because I'm quite new to worrying about playing tactically well. I did play Splatoon 1 quite early in, but it is now in Splatoon 2 that I actually started caring about getting my rank high or playing league coordinated with friends. And a thing you really just cannot ignore then is gear meta.
My stance on this topic right now is: Basically every unique ability is a wasted slot I could put gear in that boosts the gameplay of my weapon instead. Why would I put a Respawn Punisher on my Carbon if I can give it a Special Charge Up instead and get off that rain early in on the Splat Zones or push the enemy back in Clam Blitz? Why would I sport Opening Gambit if I can put Ink Saver Main on my Squelcher or Squeezer instead and score those first deciding kills by having more ink to shoot?
Then there's those abilities that could have been great but that were either nerfed to being useless when they had a preappearance in Splatoon 1 or which just seem useless right away. Good examples are Stealth Jump and Respawn Punisher.
The first existed before and was way better back then, if I recall it correctly. Now your jump isn't actually stealthy. If you just get even remotely close, you can see where the player is jumping. Every experienced player will easily spot it...
The latter is just not worth it, in my view. To make good use of it, you really need to be scoring a lot of kills. And then again, even the really decent players will get shot down eventually and then it just seems to be a bad trade.
The only exception really to me is Ninja Squid which I like to run as a Brush player. In comparison to the other abilities, it just seems amazing to go stealth and surprise-kill other players. The other unique abilities however seem to offer nothing that I would be willing to give up a thick main ability slot - which I can only have three of - for.
So what do you think? Am I - as a newcomer to the tactical meta - just not seeing the merit? Or do you feel the same about it?