About the recharge mechanic: What I'd rather see for other splatlings, specifically heavy and hydra, would be a quicker way to reset your charge. What I mean by this is that, currently, if you want to end a charge you have to go into squid form, so if you want to charge again you have to go in and out of squid form and start charging. I'd like to see the ability to completely reset a charge by starting another one at any time by pressing Zr; you would effectively be able to recharge during a charge but it would reset the charge completely. This would give an easy way to end a charge for a variety of reasons and would help these splatlings in some of the areas they struggle in. I don't think mini needs this, because its charge charges so fast and ends so fast you're often holding ZR during the shooting period of a charge to quickly charge up another one, so adding this to Mini would just make it harder to have a consistent paint output.
i think the goo tuber idea is absolutely awesome tbh, giving more depth in how to play certain weapons is absolutely the way to go and that idea of holding charge while doing other things, i feel it could influence a lot of other potential new ways for weapons to play
This was a fun video. It was really cool to see you take my video idea and make it (even though you didn't include my balance suggestion in it). Hopefully the balance in Splatoon 3 is really good and has a lot of cool stuff like this.
With the Gootuber change it would basically just work like a crossbow, so it wuold even fit with reworking the Gootuber to a bow class weapon in Splatoon 3
I believe that heavy and hydra should be able to recharge just at a far slower rate. I also think that mini should be able to end a charge whilst firing by pressing zr again.
Rework for thermal ink. + located player is visible to all your teamates + applies to subs and specials + see enemy hiding in ink but at a small range - need to deal at least 30 damage to apply effect
I feel like the recon ability from splatoon 1 should come back but with a few changes like the ability only tracks the closest player to the spawn and the aura doesnt go away until you splat them or they get splatted. They can also tell when they are getting tracked with a little recon ability near their special guage. You also get 2 subs of run speed up and swim speed up after you leave the spawn for 5 seconds.
My ideal gootuber buff is that stored partial charge doesn't glow in ink. This means that gootuber could make use of ninja squid (allowing for sneaking which the longer charge hold seems to me like it should allow) but it wouldn't be super overpowered sneaking because you would have to be really good at timing how much partial charge to store and making sure you can get in place before the glow starts again. But since gootubers range isn't that long and its charge time is very slow, I think making it sneakier would mean that storing partial charges and long storing time would become more valuable :)
I would like to see a video where you go through all the weapons with splashdown and give them a splatoon 3 special to see what their potential could be!
eventually im gonna do a returning weapons to splat 3 better or worse video which will cover kits and main weapon potential changes after a s3 direct, so itl happen eventually its a big video plan
Thermal just makes me a lil sad man, its not too useful on direct fire weapons but indirect ones can’t get any utility out of it so it doesn’t have a good place. Cutting the time tracked in half tho would definitely be a good penalty though. It would make it more of an incentive to go for directs if you can over just spamming near a choke point/contested area. And as someone who has fallen in love with Vexplo it sucks that I can’t really use it for anything and turn to using bubbles instead.
I’ve been thinking it’d be cool if there was a Dualie that recovers a Dodge Roll when you get a kill or an assist. Maybe Tetras or Gloogas? Tetras could get the most use out of such a mechanic but that might be a little busted lol.
i just want 1 change let 96 paint its feet it would make the weapon infinitely less frustrating to play when youre not a shooter dynamo anymore where your feet get painted youre basically dead
I would wanna change Autobomb's ability with Sub Power Up to not increase throwing range but either increase its movement speed while chasing or increase the radius for finding someone
I think I'd rather have more shot velocity back on BP than damage increases; short range already has the 4th highest dps in the game and the long range mode has plenty of other benefits.
I don't have Twitter, but if I did I would've posted my sprinkler rework idea. + Painting radius goes back to Splatoon 1/Splatoon 2 launch radius - If the sprinkler moves from its initial position, it immediately skips to medium power.
Glooga Dualies buff: Normal fire can now 2 shot, dodge roll firing has 20% longer range Inkbrush QOL change: Releasing ZR will do another flick, making it so you dont need to break ur index/middle finger spamming zr
I was intending S2 buffs for Ballpoint but didn't have the Twitter space to specify, assuming everything is better in S3 I would give it more movement straight up, 30% run speed and slightly more base speed, slightly more velocity than the proposed S2 buff, still would say 210p to 220p Bp should always have a pretty expensive special imo especially if specials are strong
A change I would want would be for the vanilla inkbrush since its my main in both games. This for splat2 tho Increase the special charge from 150 to 160 Make it that when a player actives splashdown they are given ink armor (but only half the hp of ink armor). Like inkjet if a player has drop roller on their shoes they can preform a dodge roll after the impact of the splashdown. Finally make it that MPU will increase a Bush's flick range but only a small amount like how it affects its roll/run speed.
Something I would like to see changed about all rollers is having the center of the swing (where the arrows are) having a consistent paint and one shot at close range, this would reward people who decide to aim with roller more. If mpu damage up is hopefully not in splatoon 3, mpu could reduce the spread of a roller, making it more consistent in killing, but with the trade off of less paint coverage.
Had a few ideas I thought might be interesting Splatlings need something, but it would be so easy to make them broken, so something that is hopefully reasonable so maybe Hydra, Heavy, and Mini get a 0.5 second charge hold. This can only be used on partial charges, and not if the weapon is already firing. Hopefully this would help heavy and Hydra and not be too beneficial to mini but maybe some nerf would be needed for mini. Maybe Gootuber in 3 could benefit from some dramatic differentiation between full charge and partial charge? Full charge damage increased from 180 to 220 Full charge range increased (roughly splat charger range) Partial charge range slightly decreased Partial charge damage increased from 40-130 dmg to 45-145 dmg Hopefully this will both make partial charge kills easier to pull off while also making full charges a little bit more useful for object shredding That Gootuber sub buff is the first time I've heard the idea but that would also be a really cool niche
Buff’s to Splashdown’s (and maybe some nerf’s, I’m not 100% sure yet) Splashdown having a bit of armor (just a tiny bit) so that it would be harder to kill. Armor will only appear when you hit the peak of the Splashdown. You will be granted 20% more radius when landing a Splashdown with all your armor attached, and because you let go of your armor the frame you hit the floor. The more damage you are dealt, the weaker it gets, up to a minus of 30% of the radius. To help people still kill the special, it will have a longer delayed gravity by 15% and will have about 30 for its armor. If you shoot the guy, you might survive for just a bit longer when your in his Splashdown radius. Because the radius decreases with every hit, and it does less damage for every hit, it’ll be a buff to make it not as weak as before, but still, a lot stronger too, and make players learn how to Splashdown cancel. Also, from the many times I been killed by some dudes roller, you will not be effected by any roller class’s rolling around until the Splashdown is complete. Even if your up, up in the air. To keep it simple, other special moves will not be affected by the armor, so you can still get 1 shot by some dude’s Splashdown, while you have your Splashdown out, for example. That’s all, and it’ll make people possibly use the special weapon again, maybe, who knows. But for now, Ta Ta
Heavy buff: damage increased to 33.4 per shot, fire rate decreased by 8%, jump rng reduced by 8% (to me it’s dumb that the heavy splatling, the one with HEAVY in its name, kills slower than the one called the mini splatling. The weapon kinda flounders as a backline compared to chargers and ballpoint so I think it would benefit greatly from the buffs)
I'm very late to this but I have an idea for a Thermal Ink buff. If you make an enemies damage 70 or higher, the Thermal Ink effect will come into play
I hope that gloogas get a tighter spread in standard fire mode and increased paint output. My main issue when I play gloogas is getting very little paint from shooting making movement difficult
Rolled mode has drastically better inking, you have to commit to it but if you need a lot of space inked fast they can do it. Otherwise work with what you have, if you use the turf you've already built up in conjunction with their rolls you won't miss out on many opportunities.
Here's my idea All blaster endlag gets reduced by 5 frames. this does not effect their fire rate, but does allow them to swim away or use their sub weapon out of shooting the main weapon more quickly. here are the numbers Blaster: 23->18 Luna: 26->21 Range: 30->25 Clash: 20 ->15 Rapid: 20->15 Rapid Pro: 20->15
This is completely different from everything here but please tell me what you think of this Prochara? This is an old classic returning from the very first splatoon game abd its called Bomb Sniffer! But in this veriosn I call it 'Splosion Sense BC it does far more than smell ink mines now... Downsides: This sub can only be equipped on the shoes main gear slot and by equipping it you sell your soul and 75% of any bomb defense gear you happen to have on your person. Upsides: So... this just lets you see an exclamation mark above a bomb so you can see it...nothing fancy... except the exclamation marks color drains down to match exactly with a bombs explosion! It will grow larger if you currently are within the lethal explosion radius and it has a different design when dealing with ink mines specifically as it will show a purple more menacing exclamtion mark that drains color depending on how close you are to the trigger as well as regaining color when you back away! Sadly it wont activate on any bombs behind you or activate by a bomb rush... Even so this helps a TON with survivability against bombs and will in general allow you to survive much more in the heat of battle assuming you can dodge well!
I have played shooters for a while and that’s cause they the weapon I have a good feel for and it’s annoying that their meta. I love how shooters feel and hate the fact that their meta
So you know how minecraft has a suggestions website. what if it was for splatoon? For example, if something such as “give reefslider invincibility at the beginning so it can work as a panic button” (non bias example totally) and it gets 15,000 likes, then reefslider gets the buff. NO MFING BURST BOMB ON SLOSHER GO TOUCH GRASS
Dapple damage 100 per bullet, not like they'll reach you anyways LMAO in seriousness, I've said it before and I know it won't happen, but I wish they could give Dapples a 1 second decaying range increase where it's almost Splattershot JR range at frame 1, then decays to it's current range during that second. Or let it keep shooting bullets even if it's dodgerolling, might be my lack of skill or lack of nurturing potential, I just know i've lost kills that could've been trades to choosing to dodgeroll, instead I die alone (not looking to get trades, just bringing up specific scenario in which stopping the bullet output had funny consequences) idk, Dapple is so passive, you DON'T get rewarded for closing the gap, it doesn't fit as well as other weapons into the scene because of this "hybrid" concept where the weapon is *okay*ish lethalwise but the kits are almost entirely exclusively supportive. It's third loadout tried to be aggro but it was given splashdown, which I can mostly use to just ink cause even a toddler could cancel it Turret mode doesn't even have 100% accuracy Not ALL of these changes Just one would be nice, it's paint and strafing speeds are nice, it's a lightweight And I always default to the range change idea cause I like the idea of making the weapon less predictable maybe all Dualies could have a minimum and maximum movement option during dodgeroll that could be minimized/maximized depending on how long you hold down B Thanks for coming to my "no competitive experience solo Q masochist" TED Talk LMAO
If the community was responsible for weapon balance the game would be: 1. Comically broken 2. Pretty balanced 3. Balance changes every other week 4. In chaos as players that main certain weapons would want buffs
Buff grim range blaster a little, it feels like it was nerfed a few weeks ago. It used to be able to do two shots and throw 2 burst bombs, but now the weapons ink efficiency can’t do that without around the subs of sub saver.
In every version of Splatoon 2 Range Blaster consumes 11% and Burst Bomb consumes 40%. You must've used an ability that improved Grim's efficiency in some way. Side note- Range should consume 10% and Blaster should consume 9%.
I never realized how much ground the e-liter covers with a fully charged shot
About the recharge mechanic: What I'd rather see for other splatlings, specifically heavy and hydra, would be a quicker way to reset your charge. What I mean by this is that, currently, if you want to end a charge you have to go into squid form, so if you want to charge again you have to go in and out of squid form and start charging. I'd like to see the ability to completely reset a charge by starting another one at any time by pressing Zr; you would effectively be able to recharge during a charge but it would reset the charge completely. This would give an easy way to end a charge for a variety of reasons and would help these splatlings in some of the areas they struggle in. I don't think mini needs this, because its charge charges so fast and ends so fast you're often holding ZR during the shooting period of a charge to quickly charge up another one, so adding this to Mini would just make it harder to have a consistent paint output.
i think the goo tuber idea is absolutely awesome tbh, giving more depth in how to play certain weapons is absolutely the way to go and that idea of holding charge while doing other things, i feel it could influence a lot of other potential new ways for weapons to play
It is, everytime I play gootuber I wish I could throw a bomb with a charge hold lol
This was a fun video. It was really cool to see you take my video idea and make it (even though you didn't include my balance suggestion in it). Hopefully the balance in Splatoon 3 is really good and has a lot of cool stuff like this.
With the Gootuber change it would basically just work like a crossbow, so it wuold even fit with reworking the Gootuber to a bow class weapon in Splatoon 3
If the community could make balance changes (more than once), then people would vote to change whatever weapon is at the top of the meta
Sry meta it’s nothing personal
Shooters: chuckles I’m in danger
I believe that heavy and hydra should be able to recharge just at a far slower rate. I also think that mini should be able to end a charge whilst firing by pressing zr again.
Rework for thermal ink.
+ located player is visible to all your teamates
+ applies to subs and specials
+ see enemy hiding in ink but at a small range
- need to deal at least 30 damage to apply effect
I feel like the recon ability from splatoon 1 should come back but with a few changes like the ability only tracks the closest player to the spawn and the aura doesnt go away until you splat them or they get splatted. They can also tell when they are getting tracked with a little recon ability near their special guage. You also get 2 subs of run speed up and swim speed up after you leave the spawn for 5 seconds.
My ideal gootuber buff is that stored partial charge doesn't glow in ink. This means that gootuber could make use of ninja squid (allowing for sneaking which the longer charge hold seems to me like it should allow) but it wouldn't be super overpowered sneaking because you would have to be really good at timing how much partial charge to store and making sure you can get in place before the glow starts again. But since gootubers range isn't that long and its charge time is very slow, I think making it sneakier would mean that storing partial charges and long storing time would become more valuable :)
As a glooga main, I think that less lag to start shooting in turret mode would help a bit, but not enough to receive a rate of fire nerf.
I would like to see a video where you go through all the weapons with splashdown and give them a splatoon 3 special to see what their potential could be!
eventually im gonna do a returning weapons to splat 3 better or worse video which will cover kits and main weapon potential changes after a s3 direct, so itl happen eventually its a big video plan
I got splatted in the air by a mid-air Tenta Missile today. I still haven't recovered.
I’m surprised no one mentioned Bloblobber
Thermal just makes me a lil sad man, its not too useful on direct fire weapons but indirect ones can’t get any utility out of it so it doesn’t have a good place. Cutting the time tracked in half tho would definitely be a good penalty though. It would make it more of an incentive to go for directs if you can over just spamming near a choke point/contested area. And as someone who has fallen in love with Vexplo it sucks that I can’t really use it for anything and turn to using bubbles instead.
I’ve been thinking it’d be cool if there was a Dualie that recovers a Dodge Roll when you get a kill or an assist. Maybe Tetras or Gloogas? Tetras could get the most use out of such a mechanic but that might be a little busted lol.
i just want 1 change
let 96 paint its feet
it would make the weapon infinitely less frustrating to play when youre not a shooter dynamo anymore where your feet get painted youre basically dead
I would wanna change Autobomb's ability with Sub Power Up to not increase throwing range but either increase its movement speed while chasing or increase the radius for finding someone
"THERE'S A NEW DIRECT!"
"IT IS DEDICATED TO A SERIES NINTENDO WANTS TO BE MORE MAINSTREAM!"
"IT HAS 3 IN IT!"
"IT'S XENOBLADE 3!"
Me: Pain
Hey I mean, at least they're pushing Xeno 3 to people who haven't seen it before, I guess.
Should've been a standard direct.
@@TreblePhoenix pretty likely we're getting a standard direct before the month is up anyway, so...
I have an entire set of patch notes lying around. How did I miss this tweet. I’m so mad but this video is really good.
To make Splatlings better than decent is to do the same thing chargers do with the charge save. If you’re full, you can save your shots.
I think I'd rather have more shot velocity back on BP than damage increases; short range already has the 4th highest dps in the game and the long range mode has plenty of other benefits.
I don't have Twitter, but if I did I would've posted my sprinkler rework idea.
+ Painting radius goes back to Splatoon 1/Splatoon 2 launch radius
- If the sprinkler moves from its initial position, it immediately skips to medium power.
Here's to hoping a Splatoon dev is watching this video and takes some suggestions into consideration 🙏🏼
Glooga Dualies buff: Normal fire can now 2 shot, dodge roll firing has 20% longer range
Inkbrush QOL change: Releasing ZR will do another flick, making it so you dont need to break ur index/middle finger spamming zr
making a mod with some of this(and other balancing ideas) into a mod might have some niche uses(maybe in certain tournaments)
I was intending S2 buffs for Ballpoint but didn't have the Twitter space to specify, assuming everything is better in S3 I would give it more movement straight up, 30% run speed and slightly more base speed, slightly more velocity than the proposed S2 buff, still would say 210p to 220p Bp should always have a pretty expensive special imo especially if specials are strong
"point sensor got reworked"
this is more of a sill idea:
sub power up now increases the run speed of autobombs instead of throw range
A change I would want would be for the vanilla inkbrush since its my main in both games. This for splat2 tho
Increase the special charge from 150 to 160
Make it that when a player actives splashdown they are given ink armor (but only half the hp of ink armor).
Like inkjet if a player has drop roller on their shoes they can preform a dodge roll after the impact of the splashdown.
Finally make it that MPU will increase a Bush's flick range but only a small amount like how it affects its roll/run speed.
Something I would like to see changed about all rollers is having the center of the swing (where the arrows are) having a consistent paint and one shot at close range, this would reward people who decide to aim with roller more. If mpu damage up is hopefully not in splatoon 3, mpu could reduce the spread of a roller, making it more consistent in killing, but with the trade off of less paint coverage.
Had a few ideas I thought might be interesting
Splatlings need something, but it would be so easy to make them broken, so something that is hopefully reasonable so maybe
Hydra, Heavy, and Mini get a 0.5 second charge hold. This can only be used on partial charges, and not if the weapon is already firing.
Hopefully this would help heavy and Hydra and not be too beneficial to mini but maybe some nerf would be needed for mini.
Maybe Gootuber in 3 could benefit from some dramatic differentiation between full charge and partial charge?
Full charge damage increased from 180 to 220
Full charge range increased (roughly splat charger range)
Partial charge range slightly decreased
Partial charge damage increased from 40-130 dmg to 45-145 dmg
Hopefully this will both make partial charge kills easier to pull off while also making full charges a little bit more useful for object shredding
That Gootuber sub buff is the first time I've heard the idea but that would also be a really cool niche
Buff’s to Splashdown’s (and maybe some nerf’s, I’m not 100% sure yet)
Splashdown having a bit of armor (just a tiny bit) so that it would be harder to kill. Armor will only appear when you hit the peak of the Splashdown. You will be granted 20% more radius when landing a Splashdown with all your armor attached, and because you let go of your armor the frame you hit the floor. The more damage you are dealt, the weaker it gets, up to a minus of 30% of the radius. To help people still kill the special, it will have a longer delayed gravity by 15% and will have about 30 for its armor. If you shoot the guy, you might survive for just a bit longer when your in his Splashdown radius. Because the radius decreases with every hit, and it does less damage for every hit, it’ll be a buff to make it not as weak as before, but still, a lot stronger too, and make players learn how to Splashdown cancel. Also, from the many times I been killed by some dudes roller, you will not be effected by any roller class’s rolling around until the Splashdown is complete. Even if your up, up in the air. To keep it simple, other special moves will not be affected by the armor, so you can still get 1 shot by some dude’s Splashdown, while you have your Splashdown out, for example. That’s all, and it’ll make people possibly use the special weapon again, maybe, who knows. But for now, Ta Ta
Heavy buff: damage increased to 33.4 per shot, fire rate decreased by 8%, jump rng reduced by 8% (to me it’s dumb that the heavy splatling, the one with HEAVY in its name, kills slower than the one called the mini splatling. The weapon kinda flounders as a backline compared to chargers and ballpoint so I think it would benefit greatly from the buffs)
"Nerf everything"
-overwatch 1 dev team
also Smash 3DS/Wii U outside of Marth and Mewtwo.
@@lol-ih1tl better nerf kazuya
@@hAze_the_shrimp Kazuya isn't in Smash 4
So Sir Chara has finally reached 30k subs. Congrats to you, my fine sir!
I'm very late to this but I have an idea for a Thermal Ink buff.
If you make an enemies damage 70 or higher, the Thermal Ink effect will come into play
You could do so thermal duration bases on the damage taken by ghe enemy to balance it
I hope that gloogas get a tighter spread in standard fire mode and increased paint output. My main issue when I play gloogas is getting very little paint from shooting making movement difficult
Rolled mode has drastically better inking, you have to commit to it but if you need a lot of space inked fast they can do it. Otherwise work with what you have, if you use the turf you've already built up in conjunction with their rolls you won't miss out on many opportunities.
Here's my idea
All blaster endlag gets reduced by 5 frames. this does not effect their fire rate, but does allow them to swim away or use their sub weapon out of shooting the main weapon more quickly.
here are the numbers
Blaster: 23->18
Luna: 26->21
Range: 30->25
Clash: 20 ->15
Rapid: 20->15
Rapid Pro: 20->15
I just hope Splat 3 doesn't make the same mistake of giving something like wall to a roller.
it's very unlikely for that mistake to be repeated on launch.
This is completely different from everything here but please tell me what you think of this Prochara?
This is an old classic returning from the very first splatoon game abd its called Bomb Sniffer! But in this veriosn I call it 'Splosion Sense BC it does far more than smell ink mines now...
Downsides: This sub can only be equipped on the shoes main gear slot and by equipping it you sell your soul and 75% of any bomb defense gear you happen to have on your person.
Upsides: So... this just lets you see an exclamation mark above a bomb so you can see it...nothing fancy... except the exclamation marks color drains down to match exactly with a bombs explosion! It will grow larger if you currently are within the lethal explosion radius and it has a different design when dealing with ink mines specifically as it will show a purple more menacing exclamtion mark that drains color depending on how close you are to the trigger as well as regaining color when you back away! Sadly it wont activate on any bombs behind you or activate by a bomb rush...
Even so this helps a TON with survivability against bombs and will in general allow you to survive much more in the heat of battle assuming you can dodge well!
+5 damage to explosher indirect and direct. (Indirect 35 > 40, direct 55 >60) also a kit with burst bomb
Gosh, the heavy baller buff is needed very much. In general i think light should have downsides and heavy should have upsides.
I have played shooters for a while and that’s cause they the weapon I have a good feel for and it’s annoying that their meta. I love how shooters feel and hate the fact that their meta
I want Burst Bombs to be nerfed. Hard. Add a short preparatory animation before 2 can be thrown
why isnt he already at 100k subs, he works very hard into his vids!
So you know how minecraft has a suggestions website. what if it was for splatoon? For example, if something such as “give reefslider invincibility at the beginning so it can work as a panic button” (non bias example totally) and it gets 15,000 likes, then reefslider gets the buff.
NO MFING BURST BOMB ON SLOSHER GO TOUCH GRASS
Dapple damage 100 per bullet, not like they'll reach you anyways LMAO
in seriousness, I've said it before and I know it won't happen, but I wish they could give Dapples a 1 second decaying range increase where it's almost Splattershot JR range at frame 1, then decays to it's current range during that second.
Or let it keep shooting bullets even if it's dodgerolling, might be my lack of skill or lack of nurturing potential, I just know i've lost kills that could've been trades to choosing to dodgeroll, instead I die alone (not looking to get trades, just bringing up specific scenario in which stopping the bullet output had funny consequences)
idk, Dapple is so passive, you DON'T get rewarded for closing the gap, it doesn't fit as well as other weapons into the scene because of this "hybrid" concept where the weapon is *okay*ish lethalwise but the kits are almost entirely exclusively supportive. It's third loadout tried to be aggro but it was given splashdown, which I can mostly use to just ink cause even a toddler could cancel it
Turret mode doesn't even have 100% accuracy
Not ALL of these changes
Just one would be nice, it's paint and strafing speeds are nice, it's a lightweight
And I always default to the range change idea cause I like the idea of making the weapon less predictable
maybe all Dualies could have a minimum and maximum movement option during dodgeroll that could be minimized/maximized depending on how long you hold down B
Thanks for coming to my "no competitive experience solo Q masochist" TED Talk LMAO
Splatoon 3 will be better with that, so I will agree
if you want to counter Splashdown, just swim away from it. No need to beat it into the ground with this splat them in the air malarky.
If the community was responsible for weapon balance the game would be:
1. Comically broken
2. Pretty balanced
3. Balance changes every other week
4. In chaos as players that main certain weapons would want buffs
These are the next dev
I was just playing ranked and i think i saw you 👀
I am at work so nah sorry
I honestly think that if I have thermal ink on me I should know that Im marked...
Maybe my character glows white slightly or something?
I’d say make aerospray OP
PLEASE NO RECHARGE HYDRA
I HATE THIS WEAPON😭😭
Hi chara
Buff grim range blaster a little, it feels like it was nerfed a few weeks ago. It used to be able to do two shots and throw 2 burst bombs, but now the weapons ink efficiency can’t do that without around the subs of sub saver.
The game hasn't gotten an update since September... Not sure why it would suddenly feel different. Maybe you stopped wearing LDE?
In every version of Splatoon 2 Range Blaster consumes 11% and Burst Bomb consumes 40%. You must've used an ability that improved Grim's efficiency in some way. Side note- Range should consume 10% and Blaster should consume 9%.
How about for clash
It takes three directs to kill and six Indirect to kill
It is an annoying weapon that should be nerfed
Remove 52 and 96. Please.