Don't be me. I'm already me and that's like three too many.
I mean, my disdain for the way splatfest is designed has been long running and well-documented since early in the first game, so I'm not exactly saying anything new here. It just happens that the second game has also brought with it an absolutely abysmal record in terms of me being on the winning side. It just makes me even less enthused than I already was, going in knowing that I'll be losing and missing out on snails regardless.
What nerfs did it get?
I don't think it's a big deal. You miss 3 snails (21 vs 24) if you get to Queen/King, which is easily compensated by getting snaild when you level up.
Does somebody have the Splatfest results since the clout system was implemented? I'm still not a fan at all.
Retro 0 x 3 Modern
Tsubuan 0 x 3 Koshian
Trick 1 x 2 Treat
Salsa 3 x 0 Guac
Eat it 0 x 3 Save it
Hero 1 x 2 Villain
Pocky Chocolate 1 x 2 Pocky Gokuboso
Fam 1 x 2 Friends
Um, Family vs. Friends was 1-2.Code:Retro 0 x 3 Modern Tsubuan 0 x 3 Koshian Trick 1 x 2 Treat Salsa 3 x 0 Guac Eat it 0 x 3 Save it Hero 1 x 2 Villain Pocky Chocolate 1 x 2 Pocky Gokuboso Fam 0 x 3 Friends
I like the new system, way easier to play with frends and you don't even need a full team.
Technically I guess the snails themselves don't matter as much to me in practice since I have somewhere around 180 of them at the moment and only one or two more gear sets I feel I need to fully finish building. Still as someone who always votes my actual preference, it wears on you being told for 11 out of 12 months of the year "your opinion was wrong."I don't think it's a big deal. You miss 3 snails (21 vs 24) if you get to Queen/King, which is easily compensated by getting snaild when you level up.
I wonder if they will modify this once Splatfests are over. How did they give snails in Splatoon 1 after the last fest?
Does somebody have the Splatfest results since the clout system was implemented? I'm still not a fan at all.
I LOVE the new matchmaking, it's specifically the clout system/points I dislike.I like the new system, way easier to play with frends and you don't even need a full team.
I do think the unpredictability is a huge plus, but I also think the system (scoring clout/points) is a bit unfair.I feel like before clout system you could guess the winner pretty consistently based on popularity. The more popular team would have more scrubs and always lose. Clout system allows the game to balance the stats by throwing x100 games at teams that are playing well/poorly depending on how far off from center they are.
Bottom line is you can't predict it now because the system self balances with x100 matches. At least thats my theory.
While I understand the feeling (I can't say I haven't felt similar some times), at the end it's just a game and winning or losing the fest won't change a thing, it won't have any consequences to your rank and stuff. As long as it's fun to play and you continue to have fun, the rest shouldn't matter :)Technically I guess the snails themselves don't matter as much to me in practice since I have somewhere around 180 of them at the moment and only one or two more gear sets I feel I need to fully finish building. Still as someone who always votes my actual preference, it wears on you being told for 11 out of 12 months of the year "your opinion was wrong."
Hopefully they make it faster (or easier) to get snails when the fests are over, cause once you reach level 99, it takes a while to level up.Anyway, back to answering the question, in the first game after fests ended, you'd be given a free snail after every 30 wins. On the other hand, snails were less necessary to a point because all their effects could be performed for 30,000G instead. In Splatoon 2, you literally can't add slots or reroll without them (the latter just saving you the time of scrubbing and re-leveling a piece of gear).
Increased point requirement for special, 190 to 200
Thanks! Now that you mention it, I do have seen more people using the Kensa Undercover (and the Bloblobber).Increased point requirement for special, 190 to 200
Reduced damage from Torpedo and ink requirement. Droplets deal 12 points down from 18 and needs 65% now after 60%. They deal double damage to Bubbles now so you can still do the instant bubble pop trick, but it isn't as reliable any more.
Reduced range of Bubble damage by 8%.
Reduced time Bubbles are active by 6 seconds. The English notes incorrectly say 6%, as the Japanese notes don't say "%" at all in the note and instead use the kanji, "秒" meaning "seconds".
The Splattershot Jr. didn't get any nerfs but the Kensa Jr kit itself was the target. It's still useful but not as reliable or consistent in what it used to do. Now people are running back to the Kensa Undercover.
When you do a connection test, what's your NAT type? Should be A.Any tips for someone having connection issues despite being connected by Ethernet? It's nearly impossible for me to maintain 400+ in Salmon Run anymore being I am disconnecting over 5 times every session. I've tried checking the speeds and they're fine.
My PS4 and PC don't give me this problem and they're connected wirelessly and not even on the same story as the router. Even when I play ARMS wirelessly on the story about the router it's fine. The issue seems isolated to Splatoon 2 regardless of how the connection is established which is just incredibly frustrating. This sucks because I really love this game, but the issues just make playing it so hit-or-miss and I sometimes end being completely frustrated by something I seemingly can't control.
Holy crap, I'm on youtube video!
I remember thinking "damn, that Nautilus was a freaking wall" and I was right. XD
That's what I've doing lately. I still strongly dislike MPU, tho :P
So I played in the most recent Splatfest and it was the first time I played since August I think.
Noticed a few changes and was a little confused, so clearly I'm late to the party on some updates.
One thing I noticed was that I couldn't manipulate the lobby song anymore when I was waiting for a match to start. Was this only because of the Splatfest or is that a permanent change?
Yeah, it's A. I'll change MTU to 1500 and see if that helps. Thank you!When you do a connection test, what's your NAT type? Should be A.
Also you should set your MTU in the Switch to 1500.
I did those things and also went into my router's settings to put the Switch in the DMZ and that's optimized my Splatoon online. I only get the rare connection issue during Splatfests, but that's a clusterfuck no matter what.
Smash Ultimate online on the other hand is a trash fire no matter what I do.
That game was like two weeks ago so no way. Most of the players I follow on Youtube tend to lead their videos with their loadout, but even then they tend to do "meme" builds where they overload on one or two abilities. Given the thumbnail he favored MPU and Run Speed, which is kind of silly because Nautilus gets almost nothing from Run Speed even during firing due to the massive default slow walk speed but I don't think he knows that. Swim Speed is better for it.Nice. The Nautilus is one of my faves. Do you remember what abilities he had?
I'm sorry to hear that. Peer to peer unfortunately needs people close together to function smoothly even after optimizing your connection. I'm in southern California so there's lots of players available, but they seem to be 90% wi-fi monsters. It's why Splatfests turn out so bad compared to X Rank games. ARMS being smoother makes sense as it's fewer players while Splatoon is across eight. Where are you located? I've read some regions have more difficulty getting stronger connections with peer to peer based games because Nintendo incorrectly groups players in too large and too vague of a "region" so they get paired with far away players anyway.Yeah, it's A. I'll change MTU to 1500 and see if that helps. Thank you!
Edit: Doesn't seem to make any difference, unfortunately. :/
That game was like two weeks ago so no way. Most of the players I follow on Youtube tend to lead their videos with their loadout, but even then they tend to do "meme" builds where they overload on one or two abilities. Given the thumbnail he favored MPU and Run Speed, which is kind of silly because Nautilus gets almost nothing from Run Speed even during firing due to the massive default slow walk speed but I don't think he knows that. Swim Speed is better for it.
The main thing about Nautilus is that even though it always fires at max range for optimal damage regardless of how long you've charged, it has one of the shortest burst times of all the Splatlings so MPU is very helpful for it as is Ink Saver Main so you can keep your dodge and charge going. The guy in the video was preferring the vanilla Nautilus because Suction Bomb uses up too much ink and Ink Jet doesn't work very well as a panic button if you are attacked without a charge ready while Baller protects you and then gives you a large patch of immediate ink to work with.
I'm sorry to hear that. Peer to peer unfortunately needs people close together to function smoothly even after optimizing your connection. I'm in southern California so there's lots of players available, but they seem to be 90% wi-fi monsters. It's why Splatfests turn out so bad compared to X Rank games. ARMS being smoother makes sense as it's fewer players while Splatoon is across eight. Where are you located? I've read some regions have more difficulty getting stronger connections with peer to peer based games because Nintendo incorrectly groups players in too large and too vague of a "region" so they get paired with far away players anyway.
What's the download / upload results when you do a connection test. Upload is the important one as Splatoon tends to boot people that aren't readily sending data to other players. Supposedly 1 MB is enough but I think 3-5 MB is the requirement. I'm 50 d / 10 u typically on my tests.
After that it's just kind of going down the checklist of things to try. There's using Google's DNS server addresses, adjusting the ports on your router for the Switch or using DMZ (although this seems moot if you're getting NAT A results), replacing your ethernet cables, or the more drastic gamble of replacing your router. It's an expensive investment that I can't say actually, legitimately does anything tangible but I also bought a XR500 Nighthawk router that prioritizes the Switch's bandwidth and has a range filter so I play with nearby players (3000 km currently) but it might just be a placebo as I also keep getting paired with Japanese players anyway.
That game was like two weeks ago so no way. Most of the players I follow on Youtube tend to lead their videos with their loadout, but even then they tend to do "meme" builds where they overload on one or two abilities. Given the thumbnail he favored MPU and Run Speed, which is kind of silly because Nautilus gets almost nothing from Run Speed even during firing due to the massive default slow walk speed but I don't think he knows that. Swim Speed is better for it.
The main thing about Nautilus is that even though it always fires at max range for optimal damage regardless of how long you've charged, it has one of the shortest burst times of all the Splatlings so MPU is very helpful for it as is Ink Saver Main so you can keep your dodge and charge going. The guy in the video was preferring the vanilla Nautilus because Suction Bomb uses up too much ink and Ink Jet doesn't work very well as a panic button if you are attacked without a charge ready while Baller protects you and then gives you a large patch of immediate ink to work with.
Ah, okay. I found a new hat with a Christmas tree on it that gives Main Power Up, which seems like it fixes the only real shortcoming of a number of Dualies.Dualies are the same as they've always been but they finally released usable kits for the other weapons via the Kensa line and kept buffing the other weapons. I still see 3-5 dualies every game so I think you're getting lucky.
The wiki has a brief overview and a by-update breakdown over everything https://splatoonwiki.org/wiki/List_of_updates_in_Splatoon_2Ah, okay. I found a new hat with a Christmas tree on it that gives Main Power Up, which seems like it fixes the only real shortcoming of a number of Dualies.
Is there a resource that has backlogged changelogs for me to peruse so I can catch up?
It kinda sucks, honestly. One of the things that got irksome about Splat1 was that the meta started getting into arms races of Attack Up versus Defense Up, since Attack Up was so good on a ton of things and the only counter was Defense Up, and I liked that Splat2 had dropped both abilities to begin with. Bringing it back under a new name for some weapons but not others leaves a bad taste in my mouth.I wouldn't say MPU wrecked the balance but it has made an impact to it, however not in an intelligent or interesting way. Because so many weapons get damage boost from it instead of unique enhancements and there is no drawback to using them or defense against them, those kits have been coming out in force and everyone is scrambling to get as much MPU on their gear. No one cares about slightly increase paint spread or extending range by 1 or 2% when maxing out the ability, not when they can get kills in three and sometimes two shots with other weapons if the enemy is in the slightest bit of ink. Only Splatlings get worthwhile benefit from MPU with their increased burst time of the weapons that don't get damage up, imo. So for the most part it kind of feels the same but you're dying more and you need to stack MPU so your weapon can keep up with the enemies' MPU stacking.