Specifically in terms of Cohozuna killing, the burst damage is actually really strong now as a result of the buff. But in general it's no slouch either. It's gonna one burst steelheads now with good aim, plus mostly shred cohocks (fully with the shield too) and overall be way more reliable. The shield was already excellent at crowd thinning on the chums and weaker, but now it's gonna go even stronger.
The bit where you say "at least they work now, mostly" and then the tenta player has that delayed yet perfectly timed death is so good, props to whoever edited that.
Love the quiet Hazmy shoutout, does some awesome community posts for the daily salmon run rotations. Go check him out, it’s pretty cool how he explains the role of each weapon in a set, the strength and weaknesses of everything as well.
Sizzle Season has just been a constant emotional rollercoaster First challenges looked extremely fun but turned out to be only available at very specific times, then S-Blast looked really good but then turned out to have a garbage kit, then Painbrush looked awesome and had a good kit, then Wiper Deco turned out to have Missiles, then Light Tetras turned out to have Zipcaster, and now this patch... I think it speaks for itself. It just feels like the devs have no idea what they're doing with their own game at this point
Tbh I'm used to it at this point, Splatoon devs if I had to guess are way more in tune with the sides like Salmon and single player stuff than the PVP. There's more than likely a different team/group on each part but I don't think there's a lot of people there (especially from Splatoon 2 and onwards) that are particularly great with the balancing side. That said, with 3 I think they are doing okay jobs with balancing, but it's very Nintendo in going about it in weird and extremely convoluted ways. We're just rolling with it at this point.
Everything the devs have done feels like it's had some pretty strong and specific intentions but it's not always executed especially well. You can never really know until you're in the board room actually talking with the team but nothing here felt purposeless, I feel pretty strongly that the Ultra Stamp was nerfed because it felt too broken in a casual setting and the devs are trying to do the balancing act of getting it just right for both competitive and casual play.
to me it feels like an equal balance of knowing exactly what they're doing and having absolutely no idea what they are doing and I'm not sure how that makes me feel
The update frequency is absolutely one of the stupidest decisions made for this game. The weapon rollout makes for incredibly stale match ups as there is so little variety to be had (if you're not a shooter that is), the maps are boring, the optional grinding has some of the worst rewards I've seen in a game (salmon run being the worst offender but the pseudo gacha machine is also a travesty). I LOVED Splatoon 1 and 2 but 3 despite having a solid foundation just feels like the devs have given up on having fun and creating that core experience.
I do think more AOE weapons needed buffing (blasters please for the love of god), but knocking machine down a peg I think was honestly a necessary evil for the kit it has. Rapid Deco was the only one that could come close to competing and even then it wasn’t to the same degree.
@@beamed7770 It’s still gonna be stronger than most AOE weapons lol, even if the nerf was quite harsh. Tri is likely gonna be better than machine now, rapid deco probably around equal with it, but if you really think machine is worse than some of the other blasters, that’s silly lol
@@sonicrunn3r895 Honestly despite the fact that I've always liked machine it's kinda crazy how Nintendo was super scared to buff the Blaster state but left Machine alone as long as they did. It'd practically the hybrid blaster/slosher but it didn't have the slowdown, the jump rng, or the ink inefficiency/paint output that hindered practically every Blaster. AND they still nerfed Rapid Deco, which is insane.
@@CreationsFlare Honestly thinking Rapid Deco was a preemptive compensation nerf, given that Machine is roughly on Rapid's level now, plus with rapid having the mega inkjet, even if it barely gets it. Nerfing Machine heavily but also a slap on the wrist to its closest competition. But yeah, despite what it seems, they have been trying to tone back Machine gradually ever since 2 with the Ray and Kensa variants, they finally decided now that they're done playing around it seems lol
@@sonicrunn3r895 I understand why, but. 210 for deco??? Ballpoint has 200 and it's way better at painting than deco, so it feels kinda odd. They should make deco 200 again or nerf ballpoint to be 210 so that atleast they're even
Sad that Stamper and Machine nerfs could’ve easily been prevented if they just made the maps better. “Machine has been proven to be strong on flat maps.” My brother in christ, YOU MADE THE MAPS FLAT!
@@Aego384 Oh boy yeah. You'd better take and hold that bridge, and hope for a favorable weapons line up. I went up against a Squiffer, Slosher, Heavy Splatling, and Carbon Roller combo last night. It was not fun for our Shooters and one brush lineup. Our subs weren't good for poking IIRC.
They really do love seeing us Sloshing Machine mains suffer 🙃 I genuinely love this weapon so much and it really does hurt to see yet ANOTHER nerf to it, and yet they blamed it on it preforming too well on the flatter maps...... THE MAPS THEY MADE.
I haven’t been keeping up with the Splatoon meta recently, so hearing that ink jet is good is a surprise. Seems like a good special to be at the center of the meta, given the high skill expression. Also glad that bubbler might become a good counter to it.
I'm just sad that utility subs seem to be left in the dirt. having subs that are worse than others just to balance kits that would otherwise be too good is a bad design philosophy
@@Rageball28 ink vac should be like a black hole imo, invincibility to the player and no end lag when firing shot ( but way way smaller ink vac radius )
Why is it bad design philosophy? Having weaker and stronger specials and subs is totally okay, with how diverse all the main weapons are it's IMPOSSIBLE to make them 100% balanced. Fr, this game has the most diverse weapons for a shooter I have ever seen, it would be impossible to balance them all out perfectly. Weaker and stronger subs and specials need to exist, some are just so painfully underpowered that they still need buffs.
The one positive aspect for Blasters is that Cooler now has way more value with it being WAY less gear dependent, so a Drapid or Range paired with a Cooler user on slower comps or with Ntri might see a lot of use. Vblaster and Zimi are also gonna see more use now thanks to Bubble buffs.
I understand the nerf of the Stamper...Even as far as S+1, this thing has consistently been the no 1 team wiper since its buff. Let's not forget that patches affect all level of play, not just competitive!
Oh boy, I can't wait to make my new Stamper build! Main Saver hat Sub saver shirt Main saver shoes Such varied playstyles available in this game!!!!!!!!
Splash & Neo kinda needed those nerfs IMO cause it was kinda weird that you could paint beyond the actual range. The patch itself isn't awful I just expected (Copium) Utility subs to get buffs.
Honestly I agree with the assessment of stamper, a lot of people were claiming it’s not viable anymore, but it’s just the ink consumption that got a nerf. The weapon itself is just as strong as before. It’s just more precise with its ink usage now.
For salmon run buffs, they better put back the splatoon 2 bug where bamboo was fun to use where it can piercing properties like all chargers going through multiple chums since on its own it suffers alot when your in a crowded spot ( The reason it existed in 2 was due to it not being in the game, and when it did it did piercing shots when it launched in salmon only)
I'm pretty curious about the idea of why there aren't requests to jp comp players about summarizing to the devs about the general meta at a top level? I think the devs have a solid grasp of the casual scene and singleplayer/sr as well but not so much mid to high level scene. I'm assuming most of their adjustments come from player feedback and playtesters as well as (possibly) their own their team members' experiences with the game. I'm gonna assume this was at least thought of a million times by the devs but I never heard of such a thing before
i feel like this season is pretty underwhelming compared to some of the earlier ones, but my copium is that theyre just working on side order more than the main game rn, i was honestly expecting at least one major map change since 4.0 is around the update we began getting them in splatoon 1 and 2 i think? heres hoping to a good mid season patch.
Can’t wait to see your take on the new paint brush from the 10 minutes I’ve played with it last night it gives brushes the much needed range but the drawback is the extreme ink consumption when waving it even with 4-5 ink saver main 19 flicks was around the max
The more I think about the Stamp nerf, the more I am convinced it was made with newer players in mind. With all of its usability buffs I have to imagine that to newer players, who are still getting used to the controls, stages, movement, and how to fight against different weapons and specials, Stamp feels *extremely* oppressive. Here's this giant oneshot hammer that can hide in ink, be thrown as a ranged attack, or just charge at you unstoppably with an enormous splash damage AOE. I think it's very easy, and very tempting, to just go "oh well they shouldn't be balancing the game around how new players feel" and leave it at that, but the casual experience is a massive part of the game, far bigger than the competitive scene will ever come close to being, and Nintendo has to account for that. I wouldn't be surprised if that's why they've hesitated to buff Reefslider as well.
The worst thing about this is that new players are more hesitant to play Splatoon 3 because it feels too competitive. I remember people saying even turf war is not casual friendly, especially since the maps force them to fight. Splatoon 1 had the most casual friendly maps IMO.
@@Small_Leviathan but wouldn’t they learn to dodge after a while? although this would explain why brellas are how (even though you can just buff canopy damage on lower level shooters like Aerospray and junior)
Nintendo: "stamper has been really good and used a lot lately, so we've decided to nerf it" The players: "Vsplash has been at the top of the meta for almost 9 months, so why the F haven't you nerfed splash" Nintendo: "Splash is fair and balanced, we don't need to nerf it" The players: "Then qhy did you nerf machine when it has been at the top with splash for a long time?" Nintendo: *nervously sweating*
Guess they saw that Stamper was just too good. Can't believe that they can see that Stamper is good and STILL not nerf splash a lot. With the burst bomb nerf too, Stamper is just going to have a really hard time not running out of ink. QR Stamp is dead, like you said.
This patch just makes me think “why?” Why are the buffs so small? Why did they nerf Machine and Stamper so drastically? Why did Neo-Splash get a points nerf but not V Splash? Why did Ballpoint not get a major nerf? Why did Ultra Stamp get nerfed??? So many of these changes just make no sense.
It made me think back to when I watched a video on Overwatch's balancing and so I searched for it and found one titled "Blizzard Doesn't Understand Survivorship Bias". It really made so many of Nintendo's balancing decisions click for me, at least when it comes to how they nerf weapons.
Splatoon 3's devs are the only ones I've ever seen who just... *confuse* me with their balancing efforts. Like, I can look at plenty of unbalanced things in other games and easily see why they're not balanced properly. Terraria's melee class is strongest because it's the lead dev's favorite, Smash Ultimate's DLC characters are overtuned to make people buy them, Guilty Gear Strive's Sin and Bedman are undertuned because they have really powerful tools that are hard to precisely build balance around. But no, Splatoon 3, I just have no damn clue what they're thinking
Because machine is easier to use than clash blaster but performed far too well. It should simply be an easy to use noob weapon that falls off at higher level play.
There is seemingly a bug as of this patch giving the Squeezer range beyond what is intended. I hope this gets addressed quickly and not waiting for half a season like we had to with the Eeltail Alley glitch in Chill Season.
It was bizarre. I was convinced that Heavy Deco was going to be awful between having Kraken and Point Sensor. However, even though I've one had time to do one match with it so far, It felt really good when I was using it.
And don’t forget that it got a hitbox decrease too with the horizontal slashes. They should have nerfed the splash like this if they were going to do a nerf this harsh.
*Drizzle season But also I have a theory that season 5 will add a 2nd kit for all of the remaining weapons in the game for that exact reason and so that the rest of the seasons can be focused on giving a 3rd kit to every weapon aside from potential new main weapons (there has to be at least 1 new Splatana & Stringer main weapon, *Right*)
As a brella player I’m so fucking happy with this patch, sure it’s mostly kinda bad but they’re doing at least a tiny bit to fix the class and that’s all I really wanted
I know Salmon Run isn’t your specialty, but I really appreciate you at least mentioning the changes there and giving your opinion❤️ Salmon Run is my favourite and main game mode and I’m very excited with all the buffs we are getting
IM A SAD SPLATANA STAMPER MAIN. Also whoever reads this comment you are perfect the way you are ❤❤ Edit: tysm for 98 likes I've never gotten this many before
This is funny to me, because I picked up the stamper when the season started. Even without knowing the debuffs until a few days later, I've enjoyed some consistency despite none of my gear having main saver
My theory is that the patch was barebones because the devs keep changes to a minimum when adding new weapons to the game. The previous season's patch was pretty small too (the one where they added Kraken), so if I had to guess, they're playing it safe and seeing how things settle before they decide what to do for the big mid-season patch. Also Ultra Stamp got nerfed so it had a less favourable matchup vs Big Bubbler. That's the best reasoning I could come up with.
I think one issue is that these balance patches are too small like there are no sub weapon changes even though Toxic Mist and Angle Shooter are still underpowered, only a few main weapons were changed and not even the weak ones like Brellas, REEF-LUX or any other low tier weapons and specials like Reefslider and Inkvac are still too weak and ultimately a detriment to whatever kit has them, the devs need to be more willing to make more changes overall
I think it is good that devs tried to be a bit risky with the update, if they fix what's bad it will be much better than recieving changes that dont realy change that much.
As a ultra stamp user (wiper and sploosh), I am deeply sadden by this patch. Overall, I feel like a theme for this patch when it comes to weapons is: unnecessary changes. I completely agree in regards to Ballpoint, that thing needs to be nerf to the ground (or maybe they'll just nerf Fizzy or Inkjet which would honestly be a worse decision than everything in this patch). The only thing that is good are the mode changes. Finally being able to change my weapon and gear during Anarchy is amazing. Still wondering why it wasn't part of the game day 1.
Obviously in the patch it says we’re gonna get a more weapon focused patch mid sizzle season, but the fact the opener isn’t a lot is very unfortunate. Especially with all the utility subs added i was hoping some of em were gonna get something cool
regarding stamper, the change was probably due to how effective it is in A and S rank. Solo Qs in that range don't deal with it effectively, making it essentially a better Kraken. that usually wipes the back line for a full 10 seconds. I don't see the nerf affecting its use or counter-play in higher ranks, so it seems like a good change.
I found your channel recently and def hit subscribe right away! I love your breakdown on the patch notes, thank you for taking the time to break it down. I just got into Sploon for the first time with 3; I've spent the last 9 months doing Turf War exclusively, do you have any tips for crossing over into ranked? Thanks!