Post #135: Okay, it might seem crazy, BUTT. What if Shooters had sub-classes? Now they're not like Overwatch sub-classes, no numb nuts. There isn't game breaking changes in sub-classes, they're pretty even. And yes, Jet Squelcher is the only Anchor Shooter. Read ALT text for more. #compsplatoon
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No I don't dislike things on a daily basis. He/Him A Brella player Division 5 Learning artist that draws Warrior Cats Creating my own story as of right now
Post #133: brush. Kinda funny how speed is still kinda bruh. slow for these weapons. bru. br. b. . h o w i s b r o o n e. #compsplatoon
Post #132: The damage changes were kinda last minute, but this is the best compensation I could give. If you missed the second slosh of the first swing then there's still one more killing option. It's like a last resort. #compsplatoon #splatoon
Post #131: Off topic and very unrelated, y'all think this is a fine change to the class I promise Stamper's won't be that long. The parameters are just so confusing to me and I'm making sure some stats are even across the class. #compsplatoon #splatoon
Post #130: Bloblobber is so jank why. I was planning to let Bloblobber to bounce 3 times instead of 2 before disappearing but considering people still hate the weapon, I didn't do it. Explosher is there. It's paint is weaker but has more up time overall. #compsplatoon
Post #129: Sloshers as a class, in my opinion, have some of the strongest main weapons. Slosher is still a great 70 dmg weapon and Tri-Slosher has good dmg & paint. Machine is Machine... it does 76 dmg tho, I think that's pretty rad. I think 76 is pretty underrated. #compsplatoon
Post #128: Back again with Goo Tuber. I had a small phase with it. I never felt so much fun with this silly goofy weapon. There is one additional nerf to Bamboozler & Snipewriter. Nothing too insane tho. #compsplatoon #splatoon
Post #127: Just a quick barf of the two shot chargers. Note the piercing buff, it only pierces through the splatted opponent and doesn't pierce the other opponent unless if they're also low too. So theoretically, you can wipeout the entire team in one shot. #compsplatoon #splatoon
Post #126: I hate dread wringer. Here's how to nerf it!!! Totally something different from the rebalancing weapon junk I have. This is balanced around the game as of now. This could be a Splatoon 4 idea but idk man. (1/2) #compsplatoon #splatoon
Post #125: Pew, pew, pew. Nerfed all the ranges to be the one previous in range. E-liter too strong still and it takes longer to release the shot. #compsplatoon
Post #124: Chargers gets a QOL change yay. Now time to nerf the entire class. Actual lie btw, Squiffer is more faster and more mobile. I think Squiffer could get a ink consumption nerf of 10 shots to 8 if this is too op of a weapon. Either that nerf the range or make it normal weight. #compsplatoon
Post #123: 1, 2, 3, its Big Swig! This weapon probably had the most insane changes that I wrote down that would've genuinely made the weapon busted. On March 9th, the roll damage buff was removed and July 8th removed the minimum damage increase. shi would've been actually broken. #compsplatoon
Post #122: Did you know that I love Flingza??? It is my favourite roller, hybrid, role, painting weapon in the game. Sadly it has to compete with weapons like .96 Gal, Splash, Pro and many more. Btw subs and special weapons do get changes so that impacts the changes. #compsplatoon
Post #121: I wanna talk about the other idea of balencing Dynamo. I want the L shoulder button to change its mode of swinging. At the beginning of a game, it starts off as horizontal but you can change it to a vertical in the spawner so you can paint a path out of spawn. (1/2) #compsplatoon
Post #120: Assassin rollers are more annoying than the average casual Dynamo user. I don't know man, these rollers gotta be the worst to go up against with zero location utility but they kinda have the j*b of keeping paint control in check. #compsplatoon
Post #119: Okay, I'll be honest, Roller players gotta be the most cracked out minds of people. How can you find the most unpredictable patches of ink? I respect y'all, but goodness get off my lawn. Also the third listed change allows you to now crush opponents landing on top of them :3 #compsplatoon
Post #118: Next up on the chopping block are Rollers! I'm not a roller guy, mostly a Flingza, I think rollers have so much potential in balencing, but if they're too good, would they be overpowered? I dunno. They just be better rats ngl. #compsplatoon
Post #117: Here you go Heavy Edit mains. I don't know how many there are left but I love this weapon too as I sometimes flex to it. Now, I feel like the paint that it lost was kind of a terrible change which made its niche as a supportive splatling gone. Also why is it 26 damage. 😭 #compsplatoon
Post #116: I don't like how multi-mode weapons were balenced. Ballpoint, Squeezer, Douser suffer from their short range mode option having the same shot size whilst other shorter range options have larger ones. But AoE weapons like Flingza and S-BLAST don't... #compsplatooon
Post #115: Shame on me for making another mistake. Mini's and Heavy's max running speed are wrong. The numbers should be the effectivness of Run Speed to the weapons. Mini's being 40% and Heavy's 35%. Hydra's buff in 5.1.0 kinda pushed me in the wrong way but whatever. #compsplatoon #splatoon
Post #114: Mini and Heavy. I have history with these weapons and they were awful. I've never felt such chuddy behaviour from these two weapons. "I'm a chud, I'm a chud, I'm a fat little chud. Painting the floor all day, until the zone gets capped." #splatoon #compsplatoon
Post #113: Here's the next class I'll be working on! Splatlings. I'm just going to made sure I have the changes worded right n' stuff. Mini Splatling and Heavy Splatling will be the first two. Get real now. #splatoon #compsplatoon
Post #112: I want S-BLAST to come back :( That shit was actually bareable unlike some *other* blaster... Rapid Blaster Pro's discription is kind of correct, but I'd say the nerf did closed the gap ngl. Still better tho. #compsplatoon
Post #111: Thank you for the support from the last post! Now that version 11.2.0 dropped, I'll be focusing on more stage reworks soon after I finish school for the year. To speed things up, I'm going to release my balence ideas in groups of 2, 3, or 4. #compsplatoon #splatoon
Post #110: Patch 11.2.0 has dropped! In my opinion, I feel a bit mixed but overall positive. They nerf most of the problematic weapons but failed to give us any sort of real buffs. I also want to thank Inkipedia editors for putting the 11.2.0 changes! #splatoon #compsplatoon (1/4)
Post #109: I’ve got this guys: I made a shirt with splatoon stuff on it for my tech project :D #splatoon
Post #108: Now that I think about it, I may have rush #107 so let me fix that... Added the recovery time and that thing. Luna wasn't rushed so it's still the same thing. Now that we have our pitchforks, lets probe at these changes. Obvious frame data changes and that's it! Simple. #compsplatoon
Post #107: Blaster kaboom, kaboom, kaboom. Luna is kinda goofy. It's somehow slower than Reg Blaster. Even before the 2 frame buff. Anyways, blast radius is a bit smaller because yes, duh. Blaster is coming up next so get ur pitchforks ready <333 #compsplatoon #splatoon
Post #106: Douser po-power. One of the largest changes in my book. BUT there is a reason why Douser needs some of these. I don't expect all of these changes, especially the lob shot dodge roll. All the nerf and buffs I would keep if I had to cut half the list. #compsplatoon #splatoon