So Is Splatoon 3 Balanced Now Or What
Introduction and Overview
In this video, the speaker discusses game balance and provides an in-depth analysis of the current meta. The speaker also introduces a tier list to evaluate the performance of different weapons in the game.
Game Balance and Meta Analysis
- The speaker aims to provide a general understanding of the meta for future reference.
- Tier lists are subjective and may vary among top players.
- The tier list categorizes weapons into top tiers (X and S), high tier, mid tier, low tier, and bottom tier (F).
- Bottom tier weapons are considered non-viable, while low tiers have niche uses.
- Mid tiers have potential to win events but may have flaws.
- High tiers are more likely to win events and are worth building strategies around.
- The current tier list shows a healthy distribution across tiers, with few weapons in the bottom tier.
Positive Trends in Weapon Performance
- Weapons have been trending upward this month, indicating a healthy meta.
- Lower-ranked weapons such as range blaster, wipers, and reflux have shown strong performances in recent tournaments.
- Players are proving that these lower-ranked weapons can be effective choices.
- Overall, there is an increasing number of viable options as the meta develops.
Conclusion
The current state of game balance shows positive trends with various weapon types performing well. The meta is evolving with more viable options emerging.
Overview of Top Tier Weapons
The speaker discusses the current state of top tier weapons in the game, focusing on S-tier weapons and their viability. They mention that while these weapons are not perfect, they are generally healthy for gameplay.
Top Tier Weapons
- S-tier weapons like Stamper and Sorella 10 are mentioned as being highly effective when played optimally.
- Notable players such as Jared and Fuzzy have praised Stamper's strength, with Jared even ranking it in the top three.
- Sorella 10 is considered difficult to play but has shown good performance in the hands of dedicated players like Takashi and teams like Jackpot.
Importance of Skill-Dependent Weapons
The speaker emphasizes the importance of having skill-dependent weapons ranked highly in the game. They express a desire to see more difficult-to-master weapons represented at higher tiers.
Skill-Dependent Weapons
- The speaker believes that harder skill floor and skill ceiling weapons should be ranked higher, mentioning examples like Range Blaster, Dually Sculpture, Machine Neo, Wiper, and Swiffer.
- They suggest that these weapons could benefit from buffs or better kits to improve their overall performance.
- Special balance is mentioned as a limiting factor for some weapons' rankings.
Need for Buffs to Lower Tier Weapons
The speaker discusses lower tier weapons that require buffs to improve their viability. They highlight specific examples of underperforming weapons that need attention.
Underperforming Weapons
- Examples of lower tier weapons needing buffs include Expo, Luna Blaster, Dynamo Roller, Atri Swig Roller, Pain Brush, Bloblobber, and Dread.
- The speaker expresses a desire to see these weapons receive buffs to their main kits rather than just new kits.
Potential for Weapon Rankings to Improve
The speaker discusses the potential for weapon rankings to improve based on player performance and results in competitive events. They mention specific weapons that could potentially rise in the rankings.
Potential Improvements
- The speaker suggests that if players of certain weapons, such as Solo V Wiper, Bamboo, Tetra, Zimmy, and Octo Nouveau, achieve notable wins or placements in tournaments, those weapons could move up in the rankings.
- They believe that as long as players continue to perform well with these weapons, the overall trend will be upward for their rankings.
Octobush Nouveau's Ranking
The speaker mentions a specific case regarding Octobush Nouveau's ranking and how it may change based on recent results. They highlight Red Shell's opinion on its placement.
Octobush Nouveau Ranking
- Red Shell's opinion is mentioned regarding Octobush Nouveau potentially being ranked higher based on recent major wins over Jared and other high-level Japanese players.
- The speaker notes that this is their current opinion but acknowledges that further results may influence the ranking.
Positive Balance Overall
The speaker concludes by expressing satisfaction with the overall balance of the game. They mention some areas for potential improvement but state that they believe things are currently in a good spot.
Balance Assessment
- The speaker believes that overall balance is good and expects it to improve further.
- Some areas for potential improvement include Sub balance and certain underperforming weapons.
- They express optimism about seeing more diverse weapon choices succeed in competitive events.
New Section
The speaker discusses the balance and effectiveness of sub weapons in the game, particularly non-bomb sub weapons. They mention that some sub weapons are designed for specific weapon types and may not work well with others. The speaker suggests that utility subs need improvement, especially considering the prevalence of bomb spam. They also mention a nerf to LDE (likely referring to a specific weapon or ability) which has reduced its oppressive nature.
Sub Weapon Balance
- Cooler is considered a staple sub weapon that is almost always included in loadouts.
- The ranking of other specials is based on an environment where every team has one cooler.
New Section
The speaker expresses their dislike for Try Zuka, citing various reasons why they find it overtuned and problematic. They compare it to Jetpack, another special that had similar issues in the past.
Issues with Try Zuka
- Try Zuka's startup is annoying and its hitboxes are excessively large.
- It deals 60 damage per hit and has a wide radius.
- The speaker believes this overtuning is problematic due to similarities with previous issues seen with Jetpack.
New Section
The speaker continues discussing their concerns about Try Zuka and its impact on gameplay. They mention how it relates to the maximum power level of specials in the game.
Maximum Power Level of Specials
- There is a threshold where specials become too powerful and can heavily influence gameplay.
- Previous examples include Old Crab and Jetpack, which were considered too strong.
- Wave's lower ranking compared to earlier stages of the game is attributed to the increased power level of other specials.
Due to limitations in available content from the transcript, further sections could not be created.
The Value and Utility of Wave Special
This section discusses the value and utility of the Wave special in the game.
Importance of Wave Special
- Wave is not as powerful as other specials, but it has its own utility.
- It can be easily used as a main weapon.
- Combining it with other specials can create powerful combos.
Balancing Specials
- Instead of buffing weaker specials, it is important to bring down stronger ones like Zooka.
- Buffing all weaker specials would require making them more powerful, leading to imbalance.
- Balancing should consider both higher and lower tier specials.
Potential Future Changes
- There might be another special introduced that surpasses Jetpack and Crab's power level.
- Developers need to carefully balance the game to avoid creating overpowered specials.
Evaluation of B through S Tier Specials
This section evaluates the B through S tier specials in the game.
Evaluation of B through S Tier Specials
- Missiles are considered a necessary evil due to their ability to force movement.
- Charger in certain maps is fine, while Ria could potentially be adjusted depending on weapon relevance.
- Overall, B through S tier specials are well balanced and do not require changes.
C Tier and Lower Specials in Different Modes
This section discusses how C tier and lower specials perform differently in various game modes.
Performance Variation in Different Modes
- Some C tier specials perform better in specific modes. For example, Strike is effective in Rainmaker and Mako Zones due to its ability to capture objectives easily.
- Vacuum excels in Rainmaker by protecting the objective, while Chomp performs well in Zones by painting large areas quickly.
- Balancing these specials becomes challenging due to their varying effectiveness in different modes.
Limitations and Challenges in Balancing Specials
This section highlights the limitations and challenges faced when balancing specials.
Limitations in Balancing
- Buffing Kraken could be beneficial, but it may become problematic in certain modes like Clam Blitz.
- Some specials have limitations due to their potential to break the game mode if made too powerful.
- Balancing decisions need to consider these limitations and potential issues.
Conclusion
This section concludes the discussion on balancing specials and highlights the need for careful consideration.
Final Thoughts
- Balancing specials requires careful consideration of their impact on different game modes.
- Some specials perform better in specific situations, making balancing a challenging task.
- Developers must find a balance between making adjustments and avoiding overpowered or underpowered specials.
Understanding Specials in Splatoon 2
In this section, the speaker discusses the different specials in Splatoon 2 and their balance.
Evaluating Specials
- Some specials, like missiles, can be unhealthy when overtuned.
- Slider is considered to have fewer negative qualities compared to other specials.
- Zones Chase is not as bad because it only imposes a penalty.
- Certain specials, like Zip and Wave, could benefit from small buffs.
Chump Special
- Chump is considered a healthy special and could potentially receive larger buffs.
- However, caution should be exercised to ensure it doesn't become too powerful.
Meta Shifts and Bubble Special
- Meta shifts have improved the viability of certain specials.
- Bubble has become more valuable when paired with good weapons.
- Roller has a good bubble kit that contributes to its effectiveness.
Balancing Specials
- The DNF tier specials need adjustments for better balance.
- Slider could be improved by removing end lag for more combo opportunities.
- Stamp may require blocking from the front or slightly higher object damage.
Overall Balance of Specials
- Generally, specials are balanced but need careful tuning to avoid overtuning like Zuka (Zapfish).
- Radius size increases should be approached cautiously.
Assessing Game Balance after One Year
In this section, the speaker reflects on the overall game balance after one year of Splatoon 2's release.
Satisfaction with Game Balance
- The speaker expresses overall satisfaction with the game's balance after one year.
- Cooler plays a significant role in improving game balance and creating interactive gameplay.
Areas for Improvement
- While generally content with the current state of balance, there are still some areas that need attention.
- The speaker suggests being faster in balancing adjustments and pushing weaker weapons up.
Future Balancing Goals
- The goal for the next year of balancing is to maintain the positive trend without disrupting it.
- Focus should be on pushing weaker weapons up and avoiding overtuning specials.
Conclusion
The transcript covers a discussion on the balance of specials in Splatoon 2, highlighting areas that require adjustments. Additionally, the speaker reflects on the overall game balance after one year and outlines goals for future balancing efforts.
New Section
The speaker discusses the balance of top and high-tier weapons in the game, expressing caution about making significant changes. They mention that only one weapon, the machine, has been nerfed while maintaining its special abilities.
Balance of Top and High-Tier Weapons
- The speaker notes that most top and high-tier weapons are healthy in terms of balance.
- They express concern about accidentally disrupting the balance by making too many changes.
- Only one weapon, the machine, has been nerfed while keeping its special abilities intact.
New Section
The speaker reflects on previous nerfs to main weapons and expresses hope that any future outliers will be handled appropriately.
Handling Nerfs to Main Weapons
- The speaker mentions that other main weapons have been nerfed in a positive manner.
- They express concern about potential outliers like the machine weapon.
- There is a hope that future random nerfs won't occur with popular weapons like swords.
New Section
The speaker concludes their discussion on the meta and balancing in the game, expressing their opinion and hopes for another year of proper game balancing.
Conclusion and Future Balancing
- The speaker shares their opinion on the discussed topics.
- They express enjoyment in discussing the current state of the meta.
- They toast to another year of properly balancing the game.
Timestamps are not available for this section.