OnePotWonder
Inkling Fleet Admiral
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This thread is mostly unplanned. I've been meaning to discuss the game's Anarchy Battle modes for a while, and I just recently felt the pushing power of motivation to lead me to write this thread. I'm going to be very brutally honest; while the anarchy modes are all conceptually well-designed, in practice they all fall flat with the sole exception of Clam Blitz.
Let's start at the beginning with Splat Zones, the first ever Ranked Battle mode from Splatoon 1.
Splat Zones is the most popular mode for competitive play because it's the mode whose issues are mitigated most by a coordinated setting, but that doesn't mean its issues are lesser. In solo queue, this mode is lockout hell. Because the objective stays in the middle of the map and doesn't require a member of the scoring team to actively maintain it, locking out while in control of the Splat Zone(s) is very easy compared to other modes, even with the losing team getting passive special advantage. A team in control of the zone can go three players down and recover without even receiving a penalty in some cases.
And note that this is all without mention of cheese. Honestly, though, Splat Zones has the least problematic cheese out of any mode. Cheese only applies for the team that isn't presently in control of the zone, meaning it can only be used in a disadvantaged state. Zone cheese, while still definitely a negative, does help to mitigate some of the mode's lockout issues.
So the problem with Splat Zones is pretty straightforward; because of the extremely low-maintenance objective, lockouts are much more common and oppressive than in other modes. Ultimately, the objective does nothing to handicap the scoring team, which is a problem. There are two solutions that I can think of to mitigate this problem.
Active Scoring
This basically means making the team in control of the zone(s) do something to score points. For example, balloons could spawn around the middle of the stage while a team is in control of the zone(s), and popping them would be the way to score points. This makes it so the scoring team has to devote a player to popping balloons to score and can only lock out with three players (akin to a later, better mode).
Moving Zone
A concept proven by Bluefin Depot, a zone that moves closer to the base of the team that isn't in control of it would also be a fairly effective solution. It would also be less intrusive to the way the mode plays than Active Scoring, though probably harder to implement on every map unless only the area of the zone moves, and not the terrain it's on. But that might cause new problems.
I would consider both of these solutions to be fairly equal, one simpler to implement, the other more true to the mode's origins.
Next up we have my personal least favorite mode, Tower Control.
This mode's main problem is the most obvious of all; rampant snowballing, with the team in control of the objective having more of an advantage than a disadvantage at least half of the time. No special run-down needed, we should all know what causes this issue; passive special advantage. It's completely backward, with the team in control of the tower gaining a ton of passive charge and the losing team only gaining passive charge while the tower is in neutral. This is an easy fix.
Passive Special Charge
The way the mode's passive special charge currently works is the team in control of the tower gains 4.5p per second, and the losing team gains 2.25p per second while the tower isn't in control. This will be changed to only players riding the tower gaining 4.5p per second, and the losing team gaining 2.25p per second while not in control of the tower.
I believe the original intention of the mode's passive special charge was it being a way to compensate a player for riding the tower, more often than not a boring and uneventful task. The issue is that it extends to the player's entire team, even when they're winning.
There are a few more things I'd like to touch on. First and foremost is the myriad of cheese strategies surrounding the mode. I honestly think all of them should be eliminated; it should be completely impossible to perfectly protect the tower, it's only annoying and makes the mode less fun.
Anti-Cheese
Lastly, a change to fix a personal gripe I have with the mode; the tower unnecessarily providing useful cover to riders via the tower pole.
Tower Design Change
The pole on the tower will be shortened such that only the point on the top remains.
That last change is up for debate, though I genuinely can't think of a good reason to give tower riders extra cover in a mode that already has more than its fair share of snowballing issues. A bit of rubber-banding would be nice.
Thirdly, we have Rainmaker. It is most definitely an anarchy mode that exists.
Rainmaker is a very odd mode in the fact that all of its problems are either inherent and conceptual or based on the stage design. A lack of options for offensive routes and rainmaker-free zones can just be attributed to stage design problems. The fact that the mode has the strictest weapon pool, often requiring options with high DPS, is inherent to the way the Rainmaker's shield works as well as object damage multipliers doing little to equalize the damage different weapons are able to do. There is no easy quick fix for Rainmaker, it can only really get better through changes to other aspects of the game's design. One of the aforementioned fixes can be applied in this post, though.
Rainmaker Shield
Object damage modifiers altered such that each weapon deals ~400 DPS to the Rainmaker shield, with highly ink efficient weapons being a little weaker and ink-hungry/object damage-oriented weapons being a little stronger. This means no more Wellstring V two-shotting the Rainmaker shield. (Why is that even allowed in the first place?) This change should improve the weapon diversity of Rainmaker by a good bit.
That leaves us with the final mode. Clam Blitz.
Clam Blitz is a near-perfect anarchy battle mode, lacking the issues of all of the others. One player on the scoring team isn't forced into a state where they're vulnerable and their impact on the game is limited. It's closer to Splat Zones than Tower Control or Rainmaker, but rather than the objective being in the middle of the map and requiring no maintenance, the objective is within or near to each team's base, and requires the scoring team's attention for them to score points. All four members of the scoring team can push into the enemy base, but in order to maintain a scoring streak, one member of the team has to hang back to collect more clams.
And then there are the clams themselves, spawning around the stage and being highlighted when painted over with friendly ink, encouraging teams to actually paint the stage for a helpful advantage. Power Clams are reasonably difficult to obtain and a fair handicap, with a target clearly painted on the carrier's back. Clam Blitz is basically just better Splat Zones, where painting weapons still have a niche in making clams easier to find but not being oppressive like they are during zone contestation.
Better Splat Zones, but with worse cheese. Worse cheese that is hilariously easy to fix.
Perfecting Clam Blitz
There will be a 30 frame delay between when a player lands from a super jump and when they are able to throw clams.
You don't even need to completely remove power clam jumps, you just need to nerf them so they don't require a frame-perfect counter. There is of course still the problem of weapons like brushes and Sploosh being able to cheese a power clam into the enemy base with their mobility, but such strategies are usually easy enough to counter (unless a stage has a flank designed perfectly for them like on Hagglefish).
Without the power clam super jump cheese, I see no reason for competitive players to not start playing Clam Blitz alongside Splat Zones in mainstream competitive play. It's not like Clam Blitz is lacking in weapon diversity.
Anyway, that's enough of me ranting about the anarchy modes. Fortunately, I probably won't have to do it again.
Thank you for reading through this, and feel free to offer feedback if you so wish.
As per usual, have a wonderful day.
Let's start at the beginning with Splat Zones, the first ever Ranked Battle mode from Splatoon 1.
Splat Zones is the most popular mode for competitive play because it's the mode whose issues are mitigated most by a coordinated setting, but that doesn't mean its issues are lesser. In solo queue, this mode is lockout hell. Because the objective stays in the middle of the map and doesn't require a member of the scoring team to actively maintain it, locking out while in control of the Splat Zone(s) is very easy compared to other modes, even with the losing team getting passive special advantage. A team in control of the zone can go three players down and recover without even receiving a penalty in some cases.
And note that this is all without mention of cheese. Honestly, though, Splat Zones has the least problematic cheese out of any mode. Cheese only applies for the team that isn't presently in control of the zone, meaning it can only be used in a disadvantaged state. Zone cheese, while still definitely a negative, does help to mitigate some of the mode's lockout issues.
So the problem with Splat Zones is pretty straightforward; because of the extremely low-maintenance objective, lockouts are much more common and oppressive than in other modes. Ultimately, the objective does nothing to handicap the scoring team, which is a problem. There are two solutions that I can think of to mitigate this problem.
Active Scoring
This basically means making the team in control of the zone(s) do something to score points. For example, balloons could spawn around the middle of the stage while a team is in control of the zone(s), and popping them would be the way to score points. This makes it so the scoring team has to devote a player to popping balloons to score and can only lock out with three players (akin to a later, better mode).
Moving Zone
A concept proven by Bluefin Depot, a zone that moves closer to the base of the team that isn't in control of it would also be a fairly effective solution. It would also be less intrusive to the way the mode plays than Active Scoring, though probably harder to implement on every map unless only the area of the zone moves, and not the terrain it's on. But that might cause new problems.
I would consider both of these solutions to be fairly equal, one simpler to implement, the other more true to the mode's origins.
Next up we have my personal least favorite mode, Tower Control.
This mode's main problem is the most obvious of all; rampant snowballing, with the team in control of the objective having more of an advantage than a disadvantage at least half of the time. No special run-down needed, we should all know what causes this issue; passive special advantage. It's completely backward, with the team in control of the tower gaining a ton of passive charge and the losing team only gaining passive charge while the tower is in neutral. This is an easy fix.
Passive Special Charge
The way the mode's passive special charge currently works is the team in control of the tower gains 4.5p per second, and the losing team gains 2.25p per second while the tower isn't in control. This will be changed to only players riding the tower gaining 4.5p per second, and the losing team gaining 2.25p per second while not in control of the tower.
I believe the original intention of the mode's passive special charge was it being a way to compensate a player for riding the tower, more often than not a boring and uneventful task. The issue is that it extends to the player's entire team, even when they're winning.
There are a few more things I'd like to touch on. First and foremost is the myriad of cheese strategies surrounding the mode. I honestly think all of them should be eliminated; it should be completely impossible to perfectly protect the tower, it's only annoying and makes the mode less fun.
Anti-Cheese
- Triple Inkstrike markers will be destroyed and wasted on contact with the tower.
- Booyah Bomb will be destroyed and wasted on contact with the tower.
- Kraken Royale will be unable to climb the sides of the tower and will be automatically pushed off of it.
- Ink Vac will be automatically pushed off of the tower.
- Big Bubbler will not be able to be placed on the tower.
Lastly, a change to fix a personal gripe I have with the mode; the tower unnecessarily providing useful cover to riders via the tower pole.
Tower Design Change
The pole on the tower will be shortened such that only the point on the top remains.
That last change is up for debate, though I genuinely can't think of a good reason to give tower riders extra cover in a mode that already has more than its fair share of snowballing issues. A bit of rubber-banding would be nice.
Thirdly, we have Rainmaker. It is most definitely an anarchy mode that exists.
Rainmaker is a very odd mode in the fact that all of its problems are either inherent and conceptual or based on the stage design. A lack of options for offensive routes and rainmaker-free zones can just be attributed to stage design problems. The fact that the mode has the strictest weapon pool, often requiring options with high DPS, is inherent to the way the Rainmaker's shield works as well as object damage multipliers doing little to equalize the damage different weapons are able to do. There is no easy quick fix for Rainmaker, it can only really get better through changes to other aspects of the game's design. One of the aforementioned fixes can be applied in this post, though.
Rainmaker Shield
Object damage modifiers altered such that each weapon deals ~400 DPS to the Rainmaker shield, with highly ink efficient weapons being a little weaker and ink-hungry/object damage-oriented weapons being a little stronger. This means no more Wellstring V two-shotting the Rainmaker shield. (Why is that even allowed in the first place?) This change should improve the weapon diversity of Rainmaker by a good bit.
That leaves us with the final mode. Clam Blitz.
Clam Blitz is a near-perfect anarchy battle mode, lacking the issues of all of the others. One player on the scoring team isn't forced into a state where they're vulnerable and their impact on the game is limited. It's closer to Splat Zones than Tower Control or Rainmaker, but rather than the objective being in the middle of the map and requiring no maintenance, the objective is within or near to each team's base, and requires the scoring team's attention for them to score points. All four members of the scoring team can push into the enemy base, but in order to maintain a scoring streak, one member of the team has to hang back to collect more clams.
And then there are the clams themselves, spawning around the stage and being highlighted when painted over with friendly ink, encouraging teams to actually paint the stage for a helpful advantage. Power Clams are reasonably difficult to obtain and a fair handicap, with a target clearly painted on the carrier's back. Clam Blitz is basically just better Splat Zones, where painting weapons still have a niche in making clams easier to find but not being oppressive like they are during zone contestation.
Better Splat Zones, but with worse cheese. Worse cheese that is hilariously easy to fix.
Perfecting Clam Blitz
There will be a 30 frame delay between when a player lands from a super jump and when they are able to throw clams.
You don't even need to completely remove power clam jumps, you just need to nerf them so they don't require a frame-perfect counter. There is of course still the problem of weapons like brushes and Sploosh being able to cheese a power clam into the enemy base with their mobility, but such strategies are usually easy enough to counter (unless a stage has a flank designed perfectly for them like on Hagglefish).
Without the power clam super jump cheese, I see no reason for competitive players to not start playing Clam Blitz alongside Splat Zones in mainstream competitive play. It's not like Clam Blitz is lacking in weapon diversity.
Anyway, that's enough of me ranting about the anarchy modes. Fortunately, I probably won't have to do it again.
Thank you for reading through this, and feel free to offer feedback if you so wish.
As per usual, have a wonderful day.