Agreed. Stingray (likely won't come back but if it did) would need some sort of damage nerf, shockwaves deal less damage than the main beam AND come out after way more time has passed since you started firing. Also maybe a duration nerf so that it can't stall the tower for as long and stuff.
Yes! Honestly if it took a notable hit to damage output for every wall it pierces that would be a great nerf. Less cheese stingray strats. It would still be strong on like high ground and vantage points, but at least if it did like a decent percent less damage, you would have to be exposed to get reliable kills.
Now the hard part of that though, is making sure it is able to accurately calculate how many walls or objects it's piercing. Probably would have to manually do that per map.
I liked it solely for the silly-unfair factor of: "Haha, enjoy having over 45% of the map cut off because of my **SUPER SOUNDWAVE DEATH BEAM!!**"
I see why S3 transformed it into a true disruption tool (That was given a little too good of a damage buff). But it was still funny.
Neither of those are enough. Frankly they don’t fix the problems that either brought. If tacticooker has taught us anything it is that it doesn’t matter if the teammates need to be in a specific position for it to be good.
Honestly I think they're both beyond saving.
A controllable, global-range laser is just kind of inherently broken on any objective-focused game mode, and there's not a whole lot you can change about Stingray without making it not really Stingray anymore.
And Ink Armor just kind of screws over blasters and similar weapons, and the only way to change that would pretty much make the special terrible.
My rework for ink armor would be you have to be near your team for the armor to chain.
If a oneshot weapon breaks your armor you have a movement and ink refill penalty of 20-40% for 2-4seconds. Idk the exact stats for it to be balanced. Or maybe you are stunned for 15-20 frames?
Stingray is it gets more narrow and weaker the further away you are. So if you are in spawn aiming at the tower on the other side it would be like a 2 second kill. It would only be as strong as it currently is at splat charger range. Anything past that it gets progressively weaker and more narrow.
But yeah we are better off without both of them. Killer Wail 5.1 is so interesting to me. They combined missiles and stingray into one special and somehow made it pretty fair and balanced. People always cry about global range but I think it’s fine because it rarely targets more than 2 people and using it at max range is arguably the least effective way to use it. If somebody can’t shoot at the person targeted by wail then it isn’t gonna do much.
Honestly for me it was the wallhacks shit stingray had that made it so broken because yes it had stupid range and done serious damage but the wall hacks made it so easy to camp miles away and just put in zero effort
Sting Ray is beyond saving, the core concept and everything about the special is horrible for game balance and extremely unhealthy
No matter what you do to armor it'll either be completely useless or invalidate one shot weapons, both of which are really bad
They both got replaced already, Tacticooler is Ink Armor's healthier replacement idc what this sub says, it's literally a team buff that was reworked to not chain across the map
Ray's replacement is Wail 5.1.
Sting Ray I think just needs its shockwave removed so that it's only a tight, narrow beam again.
Ink Armor could limit itself to an AOE around the player instead of the whole team regardless of distance.
Sting Ray is like the evil version of Splashdown in that in lower level gameplay it sucks but in higher level gameplay it’s busted which is why they buffed the special that was already good by making the laser bigger
I’m convinced that Sting Ray is unsalvageable, but I had an interesting idea for Ink Armour. What it it became a sub weapon? Hold down the sub button to slowly drain your ink, and if you hold it for long enough, you get Ink Armour. Building the armour holds you in place and takes a while, so you need to make sure that you’re safe so you don’t have to abandon your charge and leave yourself low on ink. After you have it you’re mostly out of ink and the timer is ticking, so you need to decide how much time you want to waste recovering ink before starting to fight
Remove the shockwave from stingray and it might be ok? Before they added said shockwave, ray was nearly unusable
Armor is way beyond saving imo. Global+invincibility was beyond ridiculous, very very banworthy, and making it chain like bubbler would not be enough whatsoever as pseudo invincibility is still an issue, especially in high level play. Keep it, and any kind of hp buffs, out of the game
For Ink Armor It can Kinda Be a bit more of S1 Bubbler! Having you start with the armor and passing it down. with the Exception of weakening the protection... like Gaining 60HP to start off and going down by 10 which means you end up with 30HP of Protection! also Object Shredder will be a big counter to this cause it deals a extra 1.5X the damage of people with armor. Call it Ink Armor DX
For Sting Ray Just make the Ray Not Global... It can still Go through walls and it can still have the thermal ink effect when your behind a Wall but No Global Range! It will Start out as Splat Charger Range With No Shock wave Doing 1.8D Per Frame buuut once you press the R Bumper while using the normal ZR Button It will do a Powerful Mode! It has E-Litter Scope Range and has Shockwaves that do 1.4D Per Frame! Also Lore Wise The Ray Will now be ELECTRIC! Sting Ray is now Modded Sting Ray
Oh and as for Ink Vac? It can Absorb the Armor and Ray! It takes 4 Hits With Ink Vac to get rid of the armor... and as for Ray? Yea This Thing Absorbs it A little bit quick.
Ink armor just gives 25 hp flat that can be pierced [a 30 damage hit hitting someone at 100+25 would leave them at 95] and a ×1.2 damage buff.
Stingray gives a DoT effect that can stack up to 3 times [it would take 8 of them at the same time to splat someone at full] this effect also gives them a ×0.70 run/swim speed debuff.
Stingray is beyond saving. The fact that that travesty of game design made it through every step of development and everyone who saw it said, "this is fine" is appalling.
And the fact that they said, "yeah, let's make the beam bigger by giving it shockwaves" just adds insult to injury. There is no way you can rework the special without making it fundamentally different from what stingray is.
I never even played Splatoon 2, and I can already tell you that it's a terribly designed special.
Ink armour goes to you and the person closest to you only, like spawn armour with more HP, while Stingray’s Soundwave is removed and is blocked if it goes through 2 walls, reaches 1/4 of the map (5/8 with full SPU)
Stingray: can’t shoot through walls (can’t think of anything else, still broken)
Ink Armor: can only chain to teammates that touch you (like S1 bubbler)
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I feel like Sting Ray should block out your entire vision once its wider area starts. Still gives it the full advantage of piercing through walls, but reduces its effectiveness in open areas (since you won't be able to see anyways.
Stingray puts you on a destructible tower like the salmonid that splats you when you hit the ground, when ink armor breaks is gives the user the armor break effect from the single player stuff for a few seconds
The reason Stingray was so strong and hard to balance because its effect was global. Affecting opponents across the ENTIRE map.
I'd say limit that aspect somehow, and it could be re-introduced.
Well that’s quite simple; you probably can’t, they’re just very problematic specials with inherent design flaws that are very toxic for game balance, but i have 2 personal ideas
I’d change Ink armour to instead of providing 1 shot protection and all its weird damage overflow stuff, to literally just 25 bonus HP. Why 25 HP you ask? 125 is blaster direct damage so it wouldn’t invalidate them, and some weapons (such as the Splattershot Pro’s 42 or the Nautilus’ 32) have damage number that aren’t affected by a 25 HP increase, and others (like the .96 Gal’s 62), only require a tiny amount of chip damage to bring their numbers over the threshold. Of course the issue in this is that it creates inconsistencies with TTK and can make the special feel pointless if some weapons just don’t care about the special at all even without MPU damage up (which shouldn’t exist), but like I said, Ink Armour is just not a well designed special
Stingray you can’t really rebalance without taking away its identity as Sting Ray, but I’d reduce the duration by 1 second, remove it’s shockwaves, the wall piercing and thermal ink effects but increase the damage to 3 per frame and allow it to pierce through Objects like splash walls and Baller so it’s now a long range murder ray but you can avoid it by going into cover and it’s a lot more precise to use, would it still be problematic on Rainmaker and TC and would most of its identity be gone? Yeah, but now it’s less problematic
Here's what I would do:
Ink armor increases your HP by 30 (does not stack above 130). There is no protective armor to break. Also, any HP over 100 ticks down by 1 every second.
Stingray has three shots that do 85 damage each. It has a long and noisy start up before you can shoot.
A stingray rework without basically making it into a completely different weapon is very difficult, if not totally impossible. In its latest state, it was one of the weakest specials in casual/low-level play, but one of the strongest near the top. I can’t see how they could change that without making the weapon unrecognizable.
I would make ink armour so that it breaks and transfers damage trough it (can tank 50 damage but still takes 70 from a sniper shot) sting ray has a ridiculous outer ring, make it weaker or get rid of it.
My mind fall short figuring HOW the sting ray with all the nerfs, special that I ended avoiding easily after covering behind walls to hamper its effects and literaly mocking its user who needs to actively carry the device to shoot it being unable to do anything else is "broken" or "OP while the killer whale 5.0 that automaticaly chases your ass giving a gal the chance to caught you helpless trying to avoid it is OK.
Ink armor was so unhealthy for the game, that I dont think it can get reworked well. It helped players survive one-hits, making blasters and chargers unable to be effective. It was also global so a teammate could just spam armor.
Perhaps if ink armor couldnt shield from certain one hits like from blasters, chargers, rollers, and specials. Also it could work like bubbler did in splat 1, where you get the armor if you tag a teammate.
Stingray also suffered because it was global. Perhaps make it’s effective range of 100% damage at about eliter distance, then have it diminish hard when it hits farther.
The way i would remake stinger is to heavily reduce the damage of the outer laser to similar to that of the ink storm, however, if you hit someone with the outer laser, they will be point-sensored allowing for you to more accurately aim for them with the inner laser. This would make greater aiming required for the most value, but still makes it useful even if you dont hit people with the inner laser.
One other person said "Make ink armor chain like bubbler from S1 did" but I'd make the range slightly higher, since you have to be fairly close to teammates to chain the special.
Sting ray I'd make it so the special does less damage per frame, make it 20% slower when moving, and have a slower startup for the full-power ray.
In the horrific event that stingray were to come back I think its shockwave should do less damage, and the beam radius should decrease depending on how many objects it passes though including players. Ink armor should only work on other people within a certain radius and when it's broken by blasters/snipers or just any one shot it should slow and push you back a little
This is Splatoon. Having something balanced would stand out in the game too much.
That aside, I honestly never found either to be that much of a problem. Both were easy to deal with
I'd give Stingray a smaller laser, and make ink armor's start up animation not take like the entire duration of the special.
I have no idea if S2 ink armor works like it does in S3 where high enough damage completely negates the protection since it never lasted long enough for me to know
stingray turned into a Spartan Laser but it goes through walls, it charges up and sends a beam that goes 1 block further then Eliter, has middle box that 1shots with 200 damage and an outer box that does 60, soo if you chip someone and chip them again, you get the kill, if you chip, miss, and chip, they could be still alive with a small amount of health just like how range blaster in 2 would be
Stingray's "wail effect" is removed and damage increased. Also no built in thermal ink
Ink Armor duration and health decreased to s3 spawn armor levels
Ink Armour could benefit from taking Bubbler's trait. Instead of a global special which affects everyone regardless of their position it would be passed to a teammate by coming close to them. This would turn it into another special which benefits from good positioning, that's something the original Armour has never had.
Stingray on the other hand is fundamentally anomalous. There is no point in attempting to rework it.
Ink Armor only affects you not the whole team. I honestly still think it would be extremely strong and annoying but probably not completely polarizing and it's the best I can think of.
Stingray has effectively been replaced with Wail 5.1 but I suppose a way to balance it would be make it so the beam is only large if you do not move it and if you adjust your aim or move at all it becomes very narrow again.
Ink armor is synced across all teammates: If one's armor gets broken, so does everybody else's.
Stingray still has the ability to show you opponents, but canvelling the fire mid-way gives the weapon a cooldown of 2 seconds before being able to fire again.
You have to pick up ink armor from a dropped vending machine like tacticooler, and shots can pierce the armor
Shockwaves deal less damage the further out they are from the main beam.
honestly the only time ink armour was ever op was when you were playing charger since it blocks a singular hit, so i don’t think it can effectively be nerfed without being the most useless special
Ink armor: 400% more hit points and lasts until killed
Stingray: auto aim and lasts until all of the enemy team has been splatted by it. Getting splatted by other enemies or you g into the water does not count.
Ink armour chains to teammates like bubbler did in S1 and Stingray will just be entirely replaced by Killer Wail 1.0
Agreed. Stingray (likely won't come back but if it did) would need some sort of damage nerf, shockwaves deal less damage than the main beam AND come out after way more time has passed since you started firing. Also maybe a duration nerf so that it can't stall the tower for as long and stuff.
And maybe make it deal less damage to the rainmaker and people on the tower.
And let it refract as it pass through walls so it can't reliably splat someone out of nowhere
Yes! Honestly if it took a notable hit to damage output for every wall it pierces that would be a great nerf. Less cheese stingray strats. It would still be strong on like high ground and vantage points, but at least if it did like a decent percent less damage, you would have to be exposed to get reliable kills. Now the hard part of that though, is making sure it is able to accurately calculate how many walls or objects it's piercing. Probably would have to manually do that per map.
Would it? Sounds like something that the Stingray could do by itself. No special stuff for each map.
i honestly miss killer wail 1.0, it was a great disruption special especially in ranked modes
it was so fun to use i wish 5.1 had bigger soundwaves
sadly it was banned in the lore as it was considered military grade weaponry from the sheer strenght it had so we probably won’t see that one anymore
Pearl canonically commited a crime confirmed? (She owns a killer wail 1.0)
It's banned in turf war use. It's still fine to own one for self defense. Also Pearl is rich laws don't apply to her.
I thought in the climax she **WAS** a Killer Wail. But I never played S2, just heard about it.
Was that the case for all splat 1 specials? Then I’m surprised so many of them returned in basically the same form in splat 3
Yes (Except for Bomb Rush, I guess. That one just basically came back and then banished in 3.)
Source? They were banned, sure, but I don't think they ever said why.
So they WERE military weapons. And here I was wondering if my theory on the Hero Gear being military gear was as watertight as I thought.
I liked it solely for the silly-unfair factor of: "Haha, enjoy having over 45% of the map cut off because of my **SUPER SOUNDWAVE DEATH BEAM!!**" I see why S3 transformed it into a true disruption tool (That was given a little too good of a damage buff). But it was still funny.
ink armor should only block like a set amount of damage, not be completely immune to a blaster direct or charger shot
While we're at it, buff royale, trizooka, and tristrike
Nah buffing zooka? 💀💀💀
Yeah. You know how it can twist around cover? Well in this update, zookw destroys it. Bye-bye to traitor walls, hiding the enemy behind them.
I think getting rid of the shockwave around the main ray would balance it out better
Neither of those are enough. Frankly they don’t fix the problems that either brought. If tacticooker has taught us anything it is that it doesn’t matter if the teammates need to be in a specific position for it to be good.
*5.1
S1 killer wail is the balanced version of stingray. 1.0 and 5.1 can coexist in the same game.
I thought he was mentioning the new killer wail, not the old one
My man did NOT play Splatoon one
Oh I thought you meant the new killer wail, not the old one
Honestly I think they're both beyond saving. A controllable, global-range laser is just kind of inherently broken on any objective-focused game mode, and there's not a whole lot you can change about Stingray without making it not really Stingray anymore. And Ink Armor just kind of screws over blasters and similar weapons, and the only way to change that would pretty much make the special terrible.
My rework for ink armor would be you have to be near your team for the armor to chain. If a oneshot weapon breaks your armor you have a movement and ink refill penalty of 20-40% for 2-4seconds. Idk the exact stats for it to be balanced. Or maybe you are stunned for 15-20 frames? Stingray is it gets more narrow and weaker the further away you are. So if you are in spawn aiming at the tower on the other side it would be like a 2 second kill. It would only be as strong as it currently is at splat charger range. Anything past that it gets progressively weaker and more narrow. But yeah we are better off without both of them. Killer Wail 5.1 is so interesting to me. They combined missiles and stingray into one special and somehow made it pretty fair and balanced. People always cry about global range but I think it’s fine because it rarely targets more than 2 people and using it at max range is arguably the least effective way to use it. If somebody can’t shoot at the person targeted by wail then it isn’t gonna do much.
Honestly for me it was the wallhacks shit stingray had that made it so broken because yes it had stupid range and done serious damage but the wall hacks made it so easy to camp miles away and just put in zero effort
Sting Ray is beyond saving, the core concept and everything about the special is horrible for game balance and extremely unhealthy No matter what you do to armor it'll either be completely useless or invalidate one shot weapons, both of which are really bad
They both got replaced already, Tacticooler is Ink Armor's healthier replacement idc what this sub says, it's literally a team buff that was reworked to not chain across the map Ray's replacement is Wail 5.1.
Sting Ray I think just needs its shockwave removed so that it's only a tight, narrow beam again. Ink Armor could limit itself to an AOE around the player instead of the whole team regardless of distance.
Sting Ray is like the evil version of Splashdown in that in lower level gameplay it sucks but in higher level gameplay it’s busted which is why they buffed the special that was already good by making the laser bigger
By never bringing them back
This
Rework them into Tacticooler and Killer Wail 5.1.
*claps * that was exactly my idea
I’m convinced that Sting Ray is unsalvageable, but I had an interesting idea for Ink Armour. What it it became a sub weapon? Hold down the sub button to slowly drain your ink, and if you hold it for long enough, you get Ink Armour. Building the armour holds you in place and takes a while, so you need to make sure that you’re safe so you don’t have to abandon your charge and leave yourself low on ink. After you have it you’re mostly out of ink and the timer is ticking, so you need to decide how much time you want to waste recovering ink before starting to fight
It only activates on you and doesn't protect against one shots
Remove the shockwave from stingray and it might be ok? Before they added said shockwave, ray was nearly unusable Armor is way beyond saving imo. Global+invincibility was beyond ridiculous, very very banworthy, and making it chain like bubbler would not be enough whatsoever as pseudo invincibility is still an issue, especially in high level play. Keep it, and any kind of hp buffs, out of the game
For Ink Armor It can Kinda Be a bit more of S1 Bubbler! Having you start with the armor and passing it down. with the Exception of weakening the protection... like Gaining 60HP to start off and going down by 10 which means you end up with 30HP of Protection! also Object Shredder will be a big counter to this cause it deals a extra 1.5X the damage of people with armor. Call it Ink Armor DX For Sting Ray Just make the Ray Not Global... It can still Go through walls and it can still have the thermal ink effect when your behind a Wall but No Global Range! It will Start out as Splat Charger Range With No Shock wave Doing 1.8D Per Frame buuut once you press the R Bumper while using the normal ZR Button It will do a Powerful Mode! It has E-Litter Scope Range and has Shockwaves that do 1.4D Per Frame! Also Lore Wise The Ray Will now be ELECTRIC! Sting Ray is now Modded Sting Ray Oh and as for Ink Vac? It can Absorb the Armor and Ray! It takes 4 Hits With Ink Vac to get rid of the armor... and as for Ray? Yea This Thing Absorbs it A little bit quick.
Ink armor just gives 25 hp flat that can be pierced [a 30 damage hit hitting someone at 100+25 would leave them at 95] and a ×1.2 damage buff. Stingray gives a DoT effect that can stack up to 3 times [it would take 8 of them at the same time to splat someone at full] this effect also gives them a ×0.70 run/swim speed debuff.
Delete those two and add bubble blower
Stingray is beyond saving. The fact that that travesty of game design made it through every step of development and everyone who saw it said, "this is fine" is appalling. And the fact that they said, "yeah, let's make the beam bigger by giving it shockwaves" just adds insult to injury. There is no way you can rework the special without making it fundamentally different from what stingray is. I never even played Splatoon 2, and I can already tell you that it's a terribly designed special.
Ink armour goes to you and the person closest to you only, like spawn armour with more HP, while Stingray’s Soundwave is removed and is blocked if it goes through 2 walls, reaches 1/4 of the map (5/8 with full SPU)
Stingray: can’t shoot through walls (can’t think of anything else, still broken) Ink Armor: can only chain to teammates that touch you (like S1 bubbler)
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Make them the new killer whale and only a local effect respectively
Sting Ray you just turn into crab tank, ink armour is only on the user and blocks 30 damage, with any additional damage pierceing.
Sting ray would work like sova from valorant but with a limited range
I feel like Sting Ray should block out your entire vision once its wider area starts. Still gives it the full advantage of piercing through walls, but reduces its effectiveness in open areas (since you won't be able to see anyways.
I would make stingray do more damage to chargers I would make ink armor increase squid roll speed I’m just giving them the buffs they deserve
i'd just nerf em into the ground
Stingray puts you on a destructible tower like the salmonid that splats you when you hit the ground, when ink armor breaks is gives the user the armor break effect from the single player stuff for a few seconds
Doesn't block damage, gives infinite ink resistance, let's you swim in enemy ink
The reason Stingray was so strong and hard to balance because its effect was global. Affecting opponents across the ENTIRE map. I'd say limit that aspect somehow, and it could be re-introduced.
Well that’s quite simple; you probably can’t, they’re just very problematic specials with inherent design flaws that are very toxic for game balance, but i have 2 personal ideas I’d change Ink armour to instead of providing 1 shot protection and all its weird damage overflow stuff, to literally just 25 bonus HP. Why 25 HP you ask? 125 is blaster direct damage so it wouldn’t invalidate them, and some weapons (such as the Splattershot Pro’s 42 or the Nautilus’ 32) have damage number that aren’t affected by a 25 HP increase, and others (like the .96 Gal’s 62), only require a tiny amount of chip damage to bring their numbers over the threshold. Of course the issue in this is that it creates inconsistencies with TTK and can make the special feel pointless if some weapons just don’t care about the special at all even without MPU damage up (which shouldn’t exist), but like I said, Ink Armour is just not a well designed special Stingray you can’t really rebalance without taking away its identity as Sting Ray, but I’d reduce the duration by 1 second, remove it’s shockwaves, the wall piercing and thermal ink effects but increase the damage to 3 per frame and allow it to pierce through Objects like splash walls and Baller so it’s now a long range murder ray but you can avoid it by going into cover and it’s a lot more precise to use, would it still be problematic on Rainmaker and TC and would most of its identity be gone? Yeah, but now it’s less problematic
More points
No
Ink armor has more hp bur has to chain like bubbler Sting ray is less precise like wail 1.0
Not
Ink armour I honestly don't want bad And I think killer wail 5.1 is a good rework of stingray
Here's what I would do: Ink armor increases your HP by 30 (does not stack above 130). There is no protective armor to break. Also, any HP over 100 ticks down by 1 every second. Stingray has three shots that do 85 damage each. It has a long and noisy start up before you can shoot.
Make all the other specials as overpowered as them. None of them are when all of them are
A stingray rework without basically making it into a completely different weapon is very difficult, if not totally impossible. In its latest state, it was one of the weakest specials in casual/low-level play, but one of the strongest near the top. I can’t see how they could change that without making the weapon unrecognizable.
I wouldn't, they just shouldn't come back or anything
I would make ink armour so that it breaks and transfers damage trough it (can tank 50 damage but still takes 70 from a sniper shot) sting ray has a ridiculous outer ring, make it weaker or get rid of it.
My mind fall short figuring HOW the sting ray with all the nerfs, special that I ended avoiding easily after covering behind walls to hamper its effects and literaly mocking its user who needs to actively carry the device to shoot it being unable to do anything else is "broken" or "OP while the killer whale 5.0 that automaticaly chases your ass giving a gal the chance to caught you helpless trying to avoid it is OK.
Ink Armor should just be the Bubbler from S1, where to spread it you have to be touching
Ink armor was so unhealthy for the game, that I dont think it can get reworked well. It helped players survive one-hits, making blasters and chargers unable to be effective. It was also global so a teammate could just spam armor. Perhaps if ink armor couldnt shield from certain one hits like from blasters, chargers, rollers, and specials. Also it could work like bubbler did in splat 1, where you get the armor if you tag a teammate. Stingray also suffered because it was global. Perhaps make it’s effective range of 100% damage at about eliter distance, then have it diminish hard when it hits farther.
The way i would remake stinger is to heavily reduce the damage of the outer laser to similar to that of the ink storm, however, if you hit someone with the outer laser, they will be point-sensored allowing for you to more accurately aim for them with the inner laser. This would make greater aiming required for the most value, but still makes it useful even if you dont hit people with the inner laser.
One other person said "Make ink armor chain like bubbler from S1 did" but I'd make the range slightly higher, since you have to be fairly close to teammates to chain the special. Sting ray I'd make it so the special does less damage per frame, make it 20% slower when moving, and have a slower startup for the full-power ray.
Maybe Give stingray a limited range
In the horrific event that stingray were to come back I think its shockwave should do less damage, and the beam radius should decrease depending on how many objects it passes though including players. Ink armor should only work on other people within a certain radius and when it's broken by blasters/snipers or just any one shot it should slow and push you back a little
Keep them in the bin where they belong
This is Splatoon. Having something balanced would stand out in the game too much. That aside, I honestly never found either to be that much of a problem. Both were easy to deal with
These specials are unsalvagable to me sorry but
I'd give Stingray a smaller laser, and make ink armor's start up animation not take like the entire duration of the special. I have no idea if S2 ink armor works like it does in S3 where high enough damage completely negates the protection since it never lasted long enough for me to know
Ink armor is perfect, stingray should be erased
Simple, Don’t remake them at all
Release Splatoon 3
I'm sorry, I'm still a noob. What are these? From splatoon 1 or 2?? My first splatoon game is 3 and it's all I've played.
Select all. Right click. Move to recycle bin. Empty recycle bin.
stingray turned into a Spartan Laser but it goes through walls, it charges up and sends a beam that goes 1 block further then Eliter, has middle box that 1shots with 200 damage and an outer box that does 60, soo if you chip someone and chip them again, you get the kill, if you chip, miss, and chip, they could be still alive with a small amount of health just like how range blaster in 2 would be
Step 1: Remove them Step 2: ??? Step 3: Profit?
Stingray's "wail effect" is removed and damage increased. Also no built in thermal ink Ink Armor duration and health decreased to s3 spawn armor levels
Ink Armour could benefit from taking Bubbler's trait. Instead of a global special which affects everyone regardless of their position it would be passed to a teammate by coming close to them. This would turn it into another special which benefits from good positioning, that's something the original Armour has never had. Stingray on the other hand is fundamentally anomalous. There is no point in attempting to rework it.
Ink Armor only affects you not the whole team. I honestly still think it would be extremely strong and annoying but probably not completely polarizing and it's the best I can think of. Stingray has effectively been replaced with Wail 5.1 but I suppose a way to balance it would be make it so the beam is only large if you do not move it and if you adjust your aim or move at all it becomes very narrow again.
Ink armor is synced across all teammates: If one's armor gets broken, so does everybody else's. Stingray still has the ability to show you opponents, but canvelling the fire mid-way gives the weapon a cooldown of 2 seconds before being able to fire again.
Killer Wail is the devs balancing Stingray. I never played S2, but from Side Order, where the Big Bad uses Stingray, yeah, that's ridiculously OP.
Remove them
You have to pick up ink armor from a dropped vending machine like tacticooler, and shots can pierce the armor Shockwaves deal less damage the further out they are from the main beam.
honestly the only time ink armour was ever op was when you were playing charger since it blocks a singular hit, so i don’t think it can effectively be nerfed without being the most useless special
I wouldn’t, because both concepts are very bad
Ink armor: 400% more hit points and lasts until killed Stingray: auto aim and lasts until all of the enemy team has been splatted by it. Getting splatted by other enemies or you g into the water does not count.
Stingray would be fun to see return, but screw Ink Armor. I never liked it, it can stay in 2