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Splatoon |OT2| Prepare to Dye

Yeah, some nerfs and splatfest fixes

Just imo the splatfest matchmaking fixes sound smart to me

Yeah though I guess this means if you're on the team with more members theoretically you could never play against the opposing team during the whole splatfest
 
For real?

Lmao whyd they nerf that shit

I think it's fair. There's a lot of times where I don't jump at Spawn because I'm pretty sure I'll die. Then I waste a lot of time swimming back into the fight. Stealth Jump is very good, because you never have to worry about "trusting your teammate" (glhf) not to die and leave your icon blinking for the enemy to see. It's a damn good ability.

The biggest reason not to use it though is that even in a lost round you might only die once or twice if you don't over commit. If it's rarely used, then it's certainly not worth it.
 
I think it's fair. There's a lot of times where I don't jump at Spawn because I'm pretty sure I'll die. Then I waste a lot of time swimming back into the fight. Stealth Jump is very good, because you never have to worry about "trusting your teammate" (glhf) not to die and leave your icon blinking for the enemy to see. It's a damn good ability.

The biggest reason not to use it though is that even in a lost round you might only die once or twice if you don't over commit. If it's rarely used, then it's certainly not worth it.
If your teammate dies when you're teleporting in you're likely to die whether you have stealth jump or not by virtue of everything around you being covered in ink and the player you teleported to having opponents around him, I think.

Stealth Jump doesn't necessarily encourage more offensive play, but it does make teleporting in safer. You do still have to "trust" your teammate if you're jumping into the middle of a firefight, which doesn't seem like the best idea whether you have stealth jump or not.

I hardly saw anybody ever use the skill -- I prefer nerfs that are more reactive, and I didn't see any evidence of it being too powerful as it was pre-nerf. Now the teleport time, if it adds two seconds or so, is problematic imo

Even if it's very good that doesn't mean it should be nerfed.
 
I love distracting multiple enemies on my own on Kelp Dome while the rest of my team cleans up the rest of the map
 
If your teammate dies when you're teleporting in you're likely to die whether you have stealth jump or not by virtue of everything around you being covered in ink and the player you teleported to having opponents around him, I think.

Stealth Jump doesn't necessarily encourage more offensive play, but it does make teleporting in safer. You do still have to "trust" your teammate if you're jumping into the middle of a firefight, which doesn't seem like the best idea whether you have stealth jump or not.

I hardly saw anybody ever use the skill -- I prefer nerfs that are more reactive, and I didn't see any evidence of it being too powerful as it was pre-nerf. Now the teleport time, if it adds two seconds or so, is problematic imo

Even if it's very good that doesn't mean it should be nerfed.
Eh, whenever I stealth jump, even when my teammate dies, I can definitely make some headway into deep enemy territory because of my weapon choice and tactics with sub weapons.
 
If your teammate dies when you're teleporting in you're likely to die whether you have stealth jump or not by virtue of everything around you being covered in ink and the player you teleported to having opponents around him, I think.

Stealth Jump doesn't necessarily encourage more offensive play, but it does make teleporting in safer. You do still have to "trust" your teammate if you're jumping into the middle of a firefight, which doesn't seem like the best idea whether you have stealth jump or not.

I hardly saw anybody ever use the skill -- I prefer nerfs that are more reactive, and I didn't see any evidence of it being too powerful as it was pre-nerf. Now the teleport time, if it adds two seconds or so, is problematic imo

Even if it's very good that doesn't mean it should be nerfed.

Yeah, it's rarely used. I think it's pride. No one wants an ability that counts on them dieing to be useful (who wastes time teleporting any time other than resawning?). I'm against the nerf train as a whole, so I take back that a nerf was needed. It already was worse than a normal jump and the opportunity cost of choosing Stealth Jump over another ability is extra punishment enough. Adding even more time probably isn't necessary. =\
 
Man, I just can't win a match tonight. I am going to assume that the hidden matchmaking has identified me as a pro and is only putting me against experts.

...Yes, that must be it. I will keep telling myself that.

(Also, the .96 Gal is legit terrible on Kelp Dome. Had some nice little duels against hillsighed, though, so that was fun.)

Stealth Jump feels like it takes forever now. Ink Resistance feels significantly slower too. The Kraken Special is just silly now, how futile it is when people are shooting it. It looks like it's just spinning in place in the air. Think they might've nerfed the Kraken too much, but we'll see. I did get sneak-attacked a couple times, still.
 
The place where I am has weird internet. Speed is alright ((lags a lot in smash though)) but in Splatoon I get comm errors half the time at best and non-stop at worst.
 
The place where I am has weird internet. Speed is alright ((lags a lot in smash though)) but in Splatoon I get comm errors half the time at best and non-stop at worst.

Get a wired adapter (make sure it works with WiiU first). This solved almost everything for me. My connection problems are a small fraction of what they used to be. If you live in a dorm, apartment, barracks, etc. with a lot of WiFi then you NEED wired. Even if don't, it should help a lot for this game.
 
Managed to get a few full turf war games in but I've been disconnecting like mad 7/10. Is there anything I can do other than put my Wii U on my DMZ? Smash and MK work fine.
 
Eh, whenever I stealth jump, even when my teammate dies, I can definitely make some headway into deep enemy territory because of my weapon choice and tactics with sub weapons.

Yeah, it does make it easier to do that. It's still a tradeoff though, because you're choosing it over another main ability. Being more safe with your teleport, combined with your weapon choice, is probably fine and not nerf-worthy. People should also be paying attention to the map if you're able to do that -- your ink trail gives you away

I still wouldn't say it was anywhere near overpowered.
 
The stealth jump nerf is brutal. You sit in the ready position for like 2-3 seconds before jumping.
Do you get invulnerability for that entire ready period? Does your landing location stay where your ally was when you initiated the super jump, or does it only lock in when you actually jump?

There's all kinds of potential for a super laggy super jump.
 
Do you get invulnerability for that entire ready period? Does your landing location stay where your ally was when you initiated the super jump, or does it only lock in when you actually jump?

There's all kinds of potential for a super laggy super jump.
If you did I would be teleporting constantly.
 
Get a wired adapter (make sure it works with WiiU first). This solved almost everything for me. My connection problems are a small fraction of what they used to be. If you live in a dorm, apartment, barracks, etc. with a lot of WiFi then you NEED wired. Even if don't, it should help a lot for this game.

I will look into that, but I don't think I can use it unless I am close to the router.
 
Why, because you're going to get to the teleportation point later, and the opponents may be gone by then?
Yea, the amount of time it would take to kill and the amount of time for super jumping with Stealth Jump is normally about the same and people would generally still be around the area. At least that's how I saw it for enemies using Stealth Jump.
 
Do you get invulnerability for that entire ready period? Does your landing location stay where your ally was when you initiated the super jump, or does it only lock in when you actually jump?

There's all kinds of potential for a super laggy super jump.
You're vulnerable during startup for super jumps
 
Yeah, it does make it easier to do that. It's still a tradeoff though, because you're choosing it over another main ability. Being more safe with your teleport, combined with your weapon choice, is probably fine and not nerf-worthy. People should also be paying attention to the map if you're able to do that -- your ink trail gives you away

I still wouldn't say it was anywhere near overpowered.
It works because they do notice; then I can drag one or even two of the opposing team back to near their base while I hinge on my teammates killing the others.
 
It works because they do notice; then I can drag one or even two of the opposing team back to near their base while I hinge on my teammates killing the others.
They really should only be getting you once they respawn, and for the rest of the game holding middle. What you're saying hinges on you going closer to their spawn than middle, which should just make it easier for them to cover up anything you inked.

Also, if one (and only one) goes back to deal with you, that should be an advantage for their team, not yours, because you have to go back to your spawn when you die, which is further from where you're inking than if they die and they spawn. They're going to be better equipped to get back to anything you're inking and also back to middle.

Of course, if they're dumb and need multiple people to deal with you then you're winning, haha.

If you're teleporting to middle and they're overextending, though, you're golden.

Edit: I'm not saying it doesn't work, I'm saying it's not good enough to be nerfed
 
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