Tri Slosher Nerfed

Splatoon 2: they finally fixed this broken game

Match/battle changes:
Changed the performance of some Special Weapons:
Sting Ray
After shooting ink continuously for 1.5 secs, shock waves are generated and damage-dealing beam size is greatly increased
Default duration extended by 0.5 secs
Splashdown
Shortened the amount of time spent paused in the air (at the peak of the jump) by 1/6th of a second
Increased the jump height by 31%
Changed minimum explosion damage from 40.0 to 55.0
Reduced special charge points of some weapons that come with the Splashdown
Ink Storm
Expanded radius by 13%
Reduced the special points needed to charge on most weapons
Baller
Knockback decreased
Increased default endurance/stamina by 33%
Increased explosion radius – 17% more damage, 7% more inking
Changed minimum explosion damage from 30.0 to 55.0
Increased knockback effect against opponents on explosion
Ink Jet
Increased hitbox of player versus enemy bullets (Shooter weapons), so it will be easier to shoot down
Decreased explosion radius at point of impact – 17% for damage, 20% for inking
Decreased damage dealt by exhaust (underneath the Ink Jet) by 75%
Ink Armor
Decreased invincibility at the time when the armor is broken by 8/60 of a second
When receiving more than 100.0 damage at once, any excess damage will knock the Ink Armor user back (upper limit capped at 80.0)
Changed the performance of some Sub Weapons:
Sprinkler
Ink is released in three stages; increased the middle of these stages in duration by 5 seconds (this one was a bit difficult to translate, sorry)
Ink consumption decreased from 80% to 70% of the ink tank

Point Sensor
Expanded radius by 20%
Reduced the amount of time it took to start recovering ink after throwing it by 15/60 of a second
Splash Wall
Shortened the time between throwing and deployment by 0.5 seconds
Squid Beakon
Ink consumption decreased from 90% to 75% of the ink tank
Changed the performance of Main Weapons:
Tri-Slosher
Maximum damage dealt decreased from 62.0 to 52.0
Range shortened by 9%
Changed the special charge points of some weapons:
210 → 200
.96 Gal
200 → 190
N-ZAP '85
190 → 170
E-Liter 4K, E-Liter 4K Scope
180 → 170
Sploosh-o-matic, Splash-o-matic, Aerospray RG, Splattershot Pro, Blaster, Hero Blaster Replica, L3 Nozzlenose, Splat Roller, Hero Roller Replica
180 → 160
Carbon Roller, Goo Tuber
170 → 160
Inkbrush, Brella, Hero Brella Replica
180 → 190
Splat Charger, Splatterscope, Hero Charger Replica
180 → 210
Rapid Blaster
210 → 230
Tentatek Splattershot
Various battle fixes:
Auto-special gauge charge (dependent on mode/ruleset) now based on points needed (per-weapon basis) rather than consistent over an amount of time
Bugfixes for the following issues: Sloshing Machine hitbox/inking turf, rare Inkbrush and Octobrush incorrect hitbox on floor, Inkbrush and Octobrush and sponge interaction, damage recovery issue when touching opponents using Brella or Rollers, Roller vertical swing bug, Sting Ray ink droplet display, Ink Jet bullet interaction with corners, Brella and Ink Armor interaction, damage through/on wire meshes, Suction Bomb/surface interaction ink display on Starfish Mainstage, possible to go OOB/clip through world on Sturgeon Shipyard

Salmon Run:
Sting Ray, Splashdown – same changes as in battles (above)
Made Steelhead bombs unable to get stuck on top of Scrapper and Flyfish
When using the Sting Ray on Grillers and Steel Eels, fixed an issue where damage was not dealt when aiming at weak points (tentacles, or pilot/driver) through the body.
In Lost Outpost, fixed a problem where Steelheads would not attack in certain places
Fixed an issue where if, two players tried to pick up the same golden egg near the end of a wave, one of the players would become unable to pick up eggs in the following wave
Fixed issue where, after playing online, party members in the plaza were shown to have the Splattershot Jr. equipped
Fixed issue where, if a player disconnects just before starting, their weapon will be shown/stuck as the Rainmaker
Fixed issue where, if a player disconnects just before the end, the arrow pointing to them (indicating "self") on the scoreboard may be seen by other players
Fixed issue where a communication error would occur if a player was assigned a Roller-type weapon for a long period of time
Splatfest:
Changed number of points required to level up Splatfest Tee slots
Slot 1: 4000 → 7500
Slot 2: 8000 → 7500
Slot 3: 12000 → 7500
Total: 24000 → 22500
Fixed issue where players appearing in the plaza after Splatfest battles showed as having no shirt slots unlocked
Other changes:
When talking to Murch, you can now see your money and Super Sea Snail count in the corner of the screen
Fixed issue where ranked meters incorrectly displayed as breaking, in the case the bar was empty and there was a disconnection
Fixed issue where some gear, such as the Splatfest Tee, would not be displayed in the correct order while sorting by frequently used
Fixed damage issue with the Baller in the testing area

Woomy

Nice. When does this happen

Tonight

Children's game

>Tri-Slosher
>Maximum damage dealt decreased from 62.0 to 52.0
>Range shortened by 9%

So it's still a 2-hit kill but it has shorter range, that seems like a good compromise

Now that my bae the heavy splatling has had it's shit buffed even more im gonna start playin again

When does this roll out?

>nerfing ink jet

Ink jet was impossible to kill with most weapons and was too powerful. It still has too many shots.

I have an issue with increasing the ink storm. It was already too big

I'm not reading all this shit, nigga

>Sting Ray
Yes! I've used nothing but weapons with the Sting Ray, but the Sting Ray have been almost impossible to use effectively.

>Changed number of points required to level up Splatfest Tee slots
>Slot 1: 4000 → 7500
>Slot 2: 8000 → 7500
>Slot 3: 12000 → 7500
>Total: 24000 → 22500

NOOOOOOOOOOOOOOOO

Why? It makes farming for chunks quicker and cheaper. Instead of leaving the lobby after one slot is filled you can just get all three filled.

...this is good, user.
Now you can scrub all 3 at once and it's just as efficient as grinding 1 slot three times, but a third the price.

>Sting Ray buff

I'm already getting multiple splats every match. I am become Death now

Oh, you're right. Sorry I just immediately saw a change and thought they were looking for a way to punish players for farming chunks.

That's what I thought at first too, but then I keep reading and realized really they're making it about as time consuming as they originally intended, but made it cost effective now.

>Buffing the splashdown
What the fuck

I agree with the Ink Jet nerf instead, trying to shoot down dudes with a low range weapon is impossible no matter how much you outskill them.
Same for the Armor since as an user of it myself I know very well how annoyingly op it is.

Splashdown was worthless a lot of the time. That pause in the air for you killed before you could use it. You need a Splashdown when you have madness happening all around you. So you pause in the air with three people shooting at you and die

>Salmon Run:
>Sting Ray, Splashdown – same changes as in battles (above)

Tell me this doesn't buff the salmon sting ray

No retard. It's for us not the a.i

>Sting Ray buff
>Slosher nerf
>Ink Jet nerf
>subs not complete shit
nice
no just yours

Just bring the old specials back from splatoon1. idgaf about these special tweaks. Tri-Slosher was the gay anyways

Right, at least in my case I always just swim backwards from a splashdown and then shoot them when they land. I only really died to it if up against a wall or enemy ink.

No. They were too good. The invinisbilty bubble made the game too easy

>Just bring back panic button invincibility
how about no

Invincibles were so disgusting

Then don't you stupid porch monkey

Have a you.

>splashdown buff
Oh shiiiiiit!

>nothing I touch is getting buffed nor nerfed
These changes are good though. Curious to see if any of these buffs will have swung the specials into being OP in certain modes, but some already have been anyway.

I like how much attention to detail they are putting into this

>8/60th of a second

Its cool how little they're tweeking things

>shock waves are generated
Oh shit, Dark Souls confirmed for Switch!

No

Thanks

>most weapons
like what? I use the .52 and that is pretty short range and has no problem shooting them down