190p reef for tetra PLEASEEEEE
190p reef for tetra PLEASEEEEE
This was a tough one ngl
Kirby is totally there for recency bias but everything else is pretty impactful I'd say.
Dbz bt3 was the ultimate childhood game
I was wondering why I was so tired, the weather is so depressing
Tetraaaaaaaa
#splatoon3 #nintendoswitch2 #compsplatoon
I'm fully committed to Gooey in city trial he's funny
Gonna act like there balloons on my profile
Something I need to stop doing is spamming auto bomb
Thought this sequence was ight
I remember in one of omega's vids (maybe the mint guide) he mentioned using squid roll to bait out the opponent
Ngl if the rapid changes are of any indication for whats to come next patch all my hype is just gone LOL
The moment I think about playing with others I get stuck in my head, worried about being to rusty and slow for the team
Flow Aura State requires you to reach 100 points to activate. In this, I will be referring to these points as flow points for ease of reading. Here is a list of things that can give you points. - Painting 10p grants you 0.8 flow points (0.6 flow points in Ranked modes) - Kills grant 23 flow points, up until 75 points in which it will grant 15. - Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 75 flow points or higher.). This can repeat (eg. getting 3 kills in a row will apply this on your 2nd and 3rd kill). - Killing someone with Flow Aura grants an extra 10 flow points. - Getting the first kill of the lobby grants an extra 10 flow points. - You or your team causing a Wipeout grants 10 flow points (stacks with kill). - Getting an assist grants 4 flow points. - If the assist is through a damaging method specifically, this increases to 14 flow points instead. - Dying causes you to lose 5 flow points. - If your death is by a stage hazard, this increases to 10 flow points lost.
While you can reach 100 points without getting kills, Flow Aura State will not activate until you get a kill. Your flow points decrease by 0.2 every second. If you have gone 5 seconds without gaining any flow points, this increases to 3.3 flow points lost per second. Once you have Flow Aura State, it lasts for 30 seconds. Any further kill or assist adds 10 seconds to this timer, but it caps out at 30 seconds total. Flow Aura State grants 30 AP (aka 3 mains) of Intensify Action, Run Speed Up, Swim Speed Up, and Ink Resistance Up. This cannot go beyond the usual cap of 57 AP.
Notably, some parameters differ in Tricolor Turf War. Below, I've bolded any values that have changed compared to normal. (I am not sure how to denote this in alt text, my apologies.) Attackers require 90 flow points to activate Flow Aura State. Kills grant 23 points, up until 65 points in which it will grant 15. Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 65 flow points or higher.) Defenders require 110 flow points to activate Flow Aura State. Kills grant 23 points, up until 85 points in which it will grant 15. Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 85 flow points or higher.)
Another thing to note, there are parameters for many ranked objectives that are set to 0, essentially making them go unused. I will note them below, as they could be considered in a future patch. Painting a Splat Zone. Breaking the enemy Clam Basket Barrier. Depositing Clams into the enemy Basket. Gaining points with the Rainmaker. Breaking a checkpoint in Rainmaker. Gaining points on the Tower. Breaking a checkpoint on the Tower. Trying for the Ultra Signal in Tricolor Turf War. Obtaining the Ultra Signal in Tricolor Turf War.
Flow Aura State write-up (alt text in images) #Splatoon3
Flow Aura and HP bars and insanely good additions I can't get over it
Even though its not super impactful or "game winning", the audio queue alone makes it so good
Spent all day thinking about the game and figuring out solutions
Hadn't done that in a while
This balance patch needs to be good man I'm already sick of dynamo. I don't have any good bombs on any of my guns
After some time I'm not really liking the reefslider change, there's a lot of situations I find myself not being able to close the gap enough to make good use of the lethal hitbox. I think it's back to how it was before the 2 year long cheeser, undesirable.
Same shit different day of SQ
No games
I am coping so hard bc I want to run without stealth now
this patch so far
Even with 1 main of qsj the stealth nerf is noticeable
I may be coping but tetra standard fire seems less like a joke?
Not that you'd use it that much
The hp bars are sick
I really want to play the buffed tetra
Judging from the vids they provide it seems like only the travel time is slowed, not necessarily the time it takes to initiate the jump out.
Very cool
I'm VERY curious how much Flow Aura will affect dualies (namely tetra) since they're often chipped off after taking a good bit of dmg standing in enemy ink.
Also I wonder how running stealth will affect jump outs ๐ค
Tetra w
There's a lot of booyah spam in x rank it's so sad
I've yet to play sq erm..
Idk how I'm expected to wait 2 weeks for version 11.0.0
2197.8 -> 2422.8
Feels good
I'm still not there fully but I'm going to aim to have this year be the year I get back into comp. I've been wanting to compete again but have lacked confidence to really push myself and find that spark in myself again.
Whatever happens with comp I really want to up my X powers. My peaks are old