https://youtu.be/2QjK3uTO4mg
So this happened... Global testfire for Splatoon 2 on March 24 to 26. On Nintendo's Official and verified Youtube Channel.
Get hype?
This ideal only holds true when there are massive skill variances within a single group. The problem with Quick Respawn shows its ugly head when teams of relatively equal skill are pitted against each other, where its capacity to break death cycle punishment starts becoming all too clear.
This is a game about pushing territory and exerting pressure and influence over the enemy team, irrespective of mode. When you splat a squid, you are creating a weakness in the enemy team in being able to hold their own territory and exert pressure against you for, by default, 8.5s, ignoring travel time to get back to the front lines. When the enemy uses Quick Respawn, it dramatically shortens this window that your team can use to make pushes, as they come back onto the map faster to re-exert their presence, making it considerably harder for you and your team to claim objectives. Conversely, your team can do the same to make it considerably more difficult for the enemy team to make such pushes. This effect is only amplified as more members on a team use QR, and it's all for no effort or skill at all.
It has become insanely prolific in use in Ranked modes and within the competitive community, especially in Japan, where heavy QR stacking builds are the norm.
On top of all this, Quick Respawn also has the honour of being the strongest stacking ability in the game.
So no, I don't agree at all that QR is fine at all. Our very own DaBoss called out this breaking of death cycles long before it became "the meta", and nowadays you can barely go a game without seeing at least one user have a build like the one in the above screenshot. It fundamentally weakens any enemy team's ability to push the core objective of the game for no effort at all. I sincerely hope that the ability sees significant nerfs in Splatoon 2 because the way it is right now is just absurd.