A drawing of Glaceon snarling ferociously as the cold wind blows. It was glow blue and white with large spikes of ice rising in the background.
A toothy Glaceon
A drawing of Glaceon snarling ferociously as the cold wind blows. It was glow blue and white with large spikes of ice rising in the background.
A toothy Glaceon
Asking out of curiosity (and for my own notes), what makes a commentator good? What do you look for in a caster? This is a general question for anyone to respond to, so please boost this
Also REALLY dislike when commentators punch down on a misplay.
PLEASE call out the mistake, AND:
- Help us understand their flawed logic/idea
- "Oh this mistake can happen when..." - I love when commentators can talk from exp.
...sometimes the play makes total sense and commentator looks foolish.
I appreciate when they can identify the bigger implication of a play:
- A pick that ruins cooler/retake timings
- Smaller CB/TC push but team opts to retain map control
- Important early checkpoint that opens the door for big pushes later
I hurt when there is hype for inconsequential lead changes.
Going over this fantastic write up on fighting games on stream today before hopping on maplestory!
cthor.me/Fighting-gam...
i'm basically a casual x rank grinder at this point but always find myself (esp after this patch) spamming jr games.
definitely struggle with more nuance with the vJr kit so I've been checking out your YT rebroadcast over the last week looking for fresh ideas.
Yeah I've noticed those moments. Been messing with a lot of Jr so I can't really say I've been able to capitalize off that info lol
yeye and I feel like I am able to follow movement in the "chaos" way better on a damaged player. a handful of picks in my sessions that I would 1000% missed prepatch.
and appropriately choosing the right option when an enemy is chasing with low hp. a lot of cleanups I otherwise may have ran from
Surprised by how much aggressive play seems to have been nerfed due to increased visibility from HP bars.
I still think it is a very good change all around but didn't anticipate this much of an impact on game balance.
- 11.0 update big win for HP bars alone
- Other battle mechanics less impactful than anticipated; generally positive with room to sour over time
- Huge win for short term novelty and experimentation
- Not big enough changes to get back to grinding the game PERSONALLY (I might be minority)
Late to the patch, still have to form thoughts but early impressions:
- Love HP bars, big win for soloQ
- Hitbox changes significant, need to adjust. SRS buff
- Want to reverse engineer EXACTLY how Flow State works, paint support Flow farmer seems unlikely(?) without something like Crab/Reef/Booyah
Was a privilege to compete with and against the different iterations of the squad.
π«‘
Squid roll, squid surge, and "turning off the camera rotation when you walk left or right for too long" were so seamless and I think more impactful.
11.0 is definitely more controversial, especially if Nintendo wants to test in S3 instead of launching with S4.
Hitbox changes may be massive though.
The challenges they added in S3 are a step in the right direction. But are too infrequent and with not enough variety.
I thought for sure they would use some of the symmetrical Side Order maps to experiment with 1v1 or 2v2.
Splatoon unironically lacks whimsy with its play modes.
Def agree, I grew up playing Halo and we had:
- FFA
- 2v2
- 4v4 ("standard")
- 8v8
- Snipers only
Creative modes like:
- Zombies
- Grifball (community idea turned real)
- Rotating playlist similar to challenges
On top of custom lobbies with toggles to alter HP, gravity, weapon restrictions, etc.
It will be interesting. Cooler is definitely the more powerful option, but they may have to leverage the QSJ value over QR (especially with stealth jump nerf).
I am with you, it would be nice to have non-cooler strategy floating around the top of the meta.
Game Content Adjustments Changes to Multiplayer Players will now gain a Flow Aura when they do well in battle, such as when they defeat opponents consecutively within a short period of time. The Flow Aura lasts for a short amount of time.While a player's Flow Aura persists, its duration will be extended slightly whenever they defeat an opponent or their teammates defeat an opponent they damaged.When a player gains a Flow Aura or extends the duration of their Flow Aura, the ground at that playerβs feet will be inked with their colour.While a Flow Aura persists, the Run Speed Up, Swim Speed Up, Ink Resistance Up and Intensify Action abilities will be applied.Continuously getting assists with your allies or inking territory during battles will make it more likely to gain a Flow Aura when defeating opponents.
The most important part to decipher/test with this patch:
Can a support spamming paint achieve Flow State with a single splat?
How frequent will Flow State be achieved? Can the entire team reliably get it during a fight?
Will stealing a teammate's splat potentially be problematic?
I see it as:
- Slight nerfs to subs/specials
- Significant nerfs to long range
- Slight nerf to mid range
- Slight buff to short range
- Slight nerf to human form
- Slight to significant buff to squid form
(Hopefully) quality of life to not die to random bombs or liters "through walls".
I wonder how consistent the weapon hitbox buff (on human form) will be for short range shooters. Could be a huge buff for Jr or (unlikely) chance things like Sploosh or Aero could see some experimentation.
Flow state conditions are still vaguely worded, but I think it could be huge for supports.
It is such a pleasant surprise. I hope it is a sign of changes to come.
Nintendo has lost a lot of goodwill (imo) over the last few years and I hope they become pressured to maintain a healthy amount of effort in post-launch updates for Splatoon.
This game deserves it.
Really well said, my thoughts exactly. This really feels like something they could have (glad they didn't) saved as a massive change promoting a new game.
I wonder if this helps or hurts cooler comps.
I'm also interested in how much much of a momentum swing this will be after a won team fight.
Balance changes feel a little light but battle system changes more than make up for this.
Plenty to experiment and theorycraft for both casual and comp players.
I am cautiously optimistic that the hitbox changes will make the online experience feel better. Less instances of "how did that hit me?"
A lot to digest with 11.0 patch but my initial impressions are positive.
Flow state is a HUGE win for casual players and the spectator experience.
Even if we look back negatively on flow state (I don't think we will), I'm glad they made a bold change.
Hitbox changes greatly appreciated.
we're live yippee!
Breaking Down The CRAZIEST Tournament Last Month π
Area Fest was an ABSOLUTE BANGER, and some of the greatest players competed in it!
I'm gonna cover with the help of some GOATs:
β’ hemi ποΈ
β’ Pika βΉοΈ
β’ reborn ποΈ
TUNE IN SHORTLY
THE RUN STARTS IN JUST OVER AN HOUR!!!
But donations are open for an incentive, which style will the runners choose? Girl, or Boy?
You can donate here, vote Boy btw
gamesdonequick.com/donate/62?pr...
In the meantime, watch the sick Doom Eternal run on GDQ's Twitch!
www.twitch.tv/gamesdonequick
Enjoy 9 minutes of me yapping about splatoon being a hard game. This is my first time actually tryharding when editing and I spent at least 15 hours editing this video. Hope you guys enjoy π€ www.youtube.com/watch?v=6p9H...
SPLATOON COMMUNITY!
At AGDQ this year, there is going to be a Splatoon 1 Any% race between @lontr0.bsky.social and @dg964.bsky.social
The run has changed so much since the last time it was shown off at gdq in 2020
The run will be happening on Thursday at 7:48pm EST
LETS SUPPORT A GREAT CAUSE!!!
more x rank random weapon select
www.twitch.tv/reborn_na
www.twitch.tv/reborn_na
www.twitch.tv/reborn_na
Setting name on Splatoon to "randumb"
Day 1 recap including table with columns for Weapon, Starting XP, and Record
Stats from Day 1
- Constantly challenging my expectations for weapons, huge learning curve
- Getting away with a lot due to current lower XP, not sure when I will plateau (hoping to get to 2500+)
- Overall challenge has been super fun, Splatoon has so many neat weapon designs I've never tried