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1 | Special Weapons | (Click here to go back to the table of contents!) | ||||||||||||||||||||||||
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3 | This page is dedicated to outlining the new special weapon ideas I have for Splatoon 4, as well as a handful of returning specials from Splatoon 3 | |||||||||||||||||||||||||
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5 | New Special Weapons | |||||||||||||||||||||||||
6 | * Might try making some art for these eventually but for now you're gonna have to use your imagination | |||||||||||||||||||||||||
7 | New Special #1: Ink Thunderstorm | |||||||||||||||||||||||||
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9 | Role: Displacement/team support | |||||||||||||||||||||||||
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11 | - How I imagine this special working is as a cross between an Ink Storm, and a Wave Breaker | |||||||||||||||||||||||||
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13 | - Activating the special causes you to hold a device in your hands similar to the existing Ink Storm. Throwing the device causes a cloud to form as well. Throwing it will take a little longer than Ink Storm but not by much. | |||||||||||||||||||||||||
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15 | - However, instead of a moving cloud, it stays in place, and fires off bolts of ink lightning that hit the ground. | |||||||||||||||||||||||||
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17 | - The bolts themselves will do some damage (maybe 40 per bolt), but every bolt that hits the ground will also cause a shockwave to travel along the ground, similar to Wave Breaker. | |||||||||||||||||||||||||
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19 | - Standing within the radius of the Ink Thunderstorm will cause the bolts to target you. If there is nobody in the radius, they will just strike randomly. | |||||||||||||||||||||||||
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21 | - These waves will do 30 damage each since they will come out in relatively quick succession, and they don't locate anymore. | |||||||||||||||||||||||||
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23 | - By combining the attributes of these two specials, I think it's possible to create something new that is both stronger/more impactful, and has an increased cool factor. | |||||||||||||||||||||||||
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25 | - Additionally, to help prevent cheese in Tower Control, if the tower is within the radius of the special, all bolts will instead ground to the tower's pole, similar to a lightning rod. | |||||||||||||||||||||||||
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27 | - This will prevent the bolts with connecting with players. However, in return, it will strengthen the resulting waves, making them bigger, faster, and stronger in return. | |||||||||||||||||||||||||
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29 | Returning Special Weapons | |||||||||||||||||||||||||
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31 | - Overall, I want most of the new specials in Splatoon 4 to be either be wholly original ideas or heavily modified versions of old specials, so there aren't many that I want to come back from Splatoon 3 verbatim. | |||||||||||||||||||||||||
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33 | - However, I do want to bring back what I consider to be the best of Splatoon 3's original ideas for this concept. So here are the specials I think should make the cut, and any changes I want to make to them. | |||||||||||||||||||||||||
34 | * All returning special icons originate from Splatoon 3 and were pulled from Inkipedia for this project. | |||||||||||||||||||||||||
35 | Crab Tank | |||||||||||||||||||||||||
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37 | Role: Long-range aggressive special | |||||||||||||||||||||||||
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39 | - The Crab Tank is one of the two returning specials that I don't think needs any modifications between games. It's in pretty much the perfect spot balance-wise currently. | |||||||||||||||||||||||||
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41 | - It's a cool special visually, and it's quite fun to use, it's effectively an anchor weapon in your back pocket. | |||||||||||||||||||||||||
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43 | - However, due to the quantity and nature of Splatoon 3's weapon kit system, it barely got a chance to shine on anymore than a small handful of weapons. | |||||||||||||||||||||||||
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45 | - Overall, I think it has a lot of potential to shine on other weapons that would otherwise go unexplored, so I'm bringing it back. | |||||||||||||||||||||||||
46 | Zipcaster | |||||||||||||||||||||||||
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48 | Role: Melee recall special | |||||||||||||||||||||||||
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50 | - The Zipcaster is also a special that I don't think needs any modifications from Splatoon 3, but I would like to see return in Splatoon 4. | |||||||||||||||||||||||||
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52 | - The special was put on more weapons than the Crab Tank, but I think that there is plenty of untapped potential with other weapons. | |||||||||||||||||||||||||
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54 | - Therefore, I'm making the decision to bring it back one more time for this concept. | |||||||||||||||||||||||||
55 | Super Chump | |||||||||||||||||||||||||
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57 | Role: Displacement/team support special | |||||||||||||||||||||||||
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59 | - Super Chump is my favorite of the post-launch Splatoon 3 specials due to its unique concept. | |||||||||||||||||||||||||
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61 | - However, it started out really weak, and it never got quite enough buffs to feel super impactful. | |||||||||||||||||||||||||
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63 | - So, I want to make the following changes to give it a little more help: | |||||||||||||||||||||||||
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65 | > Landing to detonation time decreased from 3.5 to 3 seconds | |||||||||||||||||||||||||
66 | > Slightly shrunk the total area where the chumps can land (to make them better shields and displace a specific area better) | |||||||||||||||||||||||||
67 | Splattercolor Screen | |||||||||||||||||||||||||
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69 | Role: Displacement | |||||||||||||||||||||||||
70 | ||||||||||||||||||||||||||
71 | - Definitely my most controversial pick for a returning special, but I also think this is a cool concept that could be expanded upon. | |||||||||||||||||||||||||
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73 | - Additionally, it's also the special with the most amount of changes I want to make to help it feel more impactful in Splatoon 4. | |||||||||||||||||||||||||
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75 | Here's what I would do: | |||||||||||||||||||||||||
76 | ||||||||||||||||||||||||||
77 | > First of all, fix any remaining audio and visual issues with the special, this should have never been a problem to begin with. | |||||||||||||||||||||||||
78 | > Damage increased from 40 to 60 (so even squid rolling through it will leave you susceptible to an important combo number of 30) | |||||||||||||||||||||||||
79 | > Mark any enemies that are within a certain distance of the screen with the same effect as Thermal Ink (will go away if they leave that distance) | |||||||||||||||||||||||||
80 | > Allow any teammates within that same distance to see through the screen | |||||||||||||||||||||||||
81 | > Change the cooldown before charging another screen from 6 seconds to match the full length of the screen's time on the field + 2 seconds to reduce spammability | |||||||||||||||||||||||||
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83 | - These changes would make the screen more threatening to enemy players while giving your team unique tactical advantages that no other special can provide. | |||||||||||||||||||||||||
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