
Maybe the strong ally is angry.
But that doesn’t matter at all!!!!!!!
It’s just a god game that I’m weak at!
I was verifying the matching in Turf War, but no matter how much I lower the win rate, there are still quite strong players mixed in the lower ranks.
>>2
In terms of classification in the lower percentage, 500 and 1000 would probably fall into the same group…
This match is definitely not functioning as a matchmaking system, right? There are often cases where the game develops like that, but there are various conditions and situations mixing together, such as strong players practicing with their weapons, weak players mastering strong weapons, gear-leveling enthusiasts, and those who want to play seriously, so I guess it can’t be helped…
When overwhelming defeats continue for a while, it feels like there should be some kind of matching system to ensure overwhelming victories next!
Even if you win, it’s not fun if it’s extreme!
>>5
At least during the festival, I wish you would stop doing this.
When we get 100 times more visitors during a losing match, we lose just as expected and get disheartened.
When I come across a monster that has won over 50 consecutive matches in the challenge, I just think, “I’ll give it a try…”
Of course, I can’t win.
Recently, I’ve been using 96 gallons, and the difference between when I can dominate and when I can’t is quite drastic.
I can’t understand what is different about the way of handling things.
Enhance the power to beg from a strong ally.
>>8
I want to raise it!!!!!!!
Guide me… guide me!!!!
Sometimes there are people with numbers you’ve never seen before, right?
It can be difficult because sometimes you can perform at 200% when your allies are weak.
I see, if I keep deliberately losing, I should eventually be able to team up with a strong ally.
It’s better to win just by having a strong ally dominate while I only guard the tower.
Sometimes there are monsters lurking in the challenges who just haven’t played X matches.
Looking at the power of the event match with a skill level of A+, it should be around 1700 to 1800, but people with an S+ badge are coming in normally. Isn’t there some kind of mistake in the matching? Are there really that few people?
>>15
I want you to listen calmly.
It’s a game that has been out for more than two years.
>>15
It’s not wrong because it’s dependent on the internal rate.
It is wrong that the internal rate and skill rank are not related.
In a Turf War, while I think it’s fun to have a casual team composition, there are also many times when I find it tough.
It’s common to have things like “no backline support” or “backline is useless,” and it usually ends up being a one-sided massacre.
I think it’s impossible to completely consider skill level and the advantages and disadvantages of weapons to quickly match players.
The place where I feel the number of people has decreased the most is the event dungeon.
Well, there’s nothing we can do about it now.
>>19
Event power 2270! 50th place! Silver! Hey hey hey!
There are also normal formations like Bow Ritter, Red Ritter, and Bold, you know, in the Bunkara.
It’s been said countless times, but there are way too many weapons unnecessarily.
>>21
If there are extreme differences in stage structure such as steep elevation changes, large painting areas, or a lack of obstacles, the optimal solution could greatly change from the current two choices.
If all the stage structures are similar, the optimal solution won’t change, so a variety of weapons becomes pointless.
>>41
This is it…
Even a small difference becomes meaningless, so I hope the next work has a variety of stages.
Even though they say there are few people, I still think there are many.
That being said, I don’t know if it’s at a level that requires strict matching.
Sometimes I want to experience something that can only be tasted from garbage compositions like Dragalia Lost’s Pablo.
Once consumed, it will satisfy you for a while.
Because there are so many long-range blasters, even if I criticize the long-range version, more and more alternatives keep appearing.
I always think that even if the matching becomes accurate, since it’s a fighting game and weapon compatibility battle with four people, it’s perfectly normal to lose unilaterally.
>>25
I think it’s only natural to say that we lost due to the composition.
You shouldn’t be moving like that with that weapon and still end up dying like it’s nothing.
Even so, it’s still way more crowded than other games.
You’re being too greedy.
The number of people is still increasing in the tens of thousands per week.
I don’t think it’s something that can be understood as a personal feeling that there are fewer people around.
>>28
It’s the end of the century when skilled people disappear and a multitude of untalented individuals are increasing in the tens of thousands.
I am a weak baller.
When there’s a strong opponent, you can’t do anything.
>>29
As for the barrel, I can only hope for the next life.
It’s already tough with the charger, and now the crab bomb is coming flying in.
Just when I thought it was over, the Uru Show keeps coming at me hard.
Just when I thought it was over, now a stamp comes flying in…
I’m bringing the bath deco, but I’m sorry everyone.
It’s fun that the giant pacific octopus can stop anything.
Lately, the 50th place tends to be silver, doesn’t it?
I understand why you feel that there are fewer people.
I feel a growing tendency for fewer people who do short-range battles, as the Bunkara (banded regions) often have compositions similar to short, medium, and long-range battles, which are quite intense.
When I get overtaken by a Squid, it feels like I shouldn’t be doing that, but when I get overtaken by a Roller, it annoys me.
Doesn’t this become trivia?
When I was playing Tower Control with a composition like Shapuma Barrel Rapid Blaster, none of the backline players wanted to get on the tower, and it didn’t progress at all. I quickly gave up, thinking this is just impossible.
Don’t use the yagura as a shield.
Even if I’m solo and barely hit 2200, I can still make money, and I’m not even in the top 100, but when it comes to pairs or more, it suddenly becomes deserted.
That’s how it feels.
I feel like there are a few matches in Turf War that go over 60 seconds, so it has decreased compared to the past, but this is probably still quite luxurious.
There is no one with Hydra above XP2000.
>>39
I’m just here normally.
You can often see strong people.
>>39
There are definitely around 2500 at least.
The Bankara Challenge is messing up the matching system, but the open matches just refer to the internal rating, right?
It can be tough when there are about two players behind in a match, depending on the time, situation, and weapon type.
I understand that S-class is strong, but when I actually tried using it, it was so difficult to move.
Although it’s not in line with the thread’s main point, I think it’s amazing that even after so many years, Thai people are still having a great time.
I became a full-time part-timer about two weeks after I bought it, and I’m still paying for the online fees for that reason.
I become suspicious that there might be win rate adjustments.
The aluminum foil is covered.
>>45
I can only think that it’s something I’ve experienced in a casual turf battle when I challenged the golden flag… There’s no way I could ever do that…
>>45
It has been repeatedly said that the matching system is designed to pair winners and losers.
And the range of matching power is quite broad.
>>45
Believe in the 50% power of the matching aunt.
I’ve recently started doing it after buying it, but it’s difficult…
When it comes to shooting, I can’t win at all…
It’s undeniable that the evaluation criteria have shifted from the revered game Splatoon to a measure of general competitive games.
By the standards of general competitive games, it’s ordinary, but by the standards of Splatoon, which established a distinctive era, it’s sparse.
It’s not uncommon for long-range weapons to not ride the yagura.
It’s impressive that everything has been pushed onto people to get this far, but conversely, it can be said that it symbolizes the distortions of Splatoon 3.
One route for invading the enemy camp is tough, isn’t it?
If a weapon like an S-Brella comes to a team that can’t paint, the shooter has to create a platform for them; otherwise, the match will just become tough.
The result shooter becomes a painting slave, so it’s not very enjoyable.
So it’s not as simple as saying I should have an unpaintable kill weapon like S Brush.
>>52
It’s the fault of the guy who brings a weapon that doesn’t splat but can’t perform well unless his teammates do the painting!
Even so, the early Barrel was strong as a rear guard capable of maintaining the board for a relatively long time, but now there’s a pen there… and when I tried to focus on the opponent with barrage fire, it turned out that Zaminer would be better for that… that’s how I feel.
But without those two, I thought I could manage pretty well as a normal rear guard… only to be destroyed by the strongest warrior, S Blamman.
Such a creature.
For example, if there is a Spanish mackerel now, that would definitely make it tough for S Blasters.
Please revive the battery.
This is aluminum foil, but…
Isn’t it common to be assigned crappy tasks during the working hours from 9 PM to 1 AM?
I often find myself thinking about going with a bankara style after looking at the stage today.
>>60
Come back after turning the statistics into images.
>>61
I’m telling you it’s aluminum foil, you fool.
There are still quite a few around the XP2000 level, right?
The cutoff is around 2500-2400.
People who are good at S-Bra create coverage through kills and move around, right?
>>65
I’ll just play normally while exploding with foot clicks.
That’s what makes it the strongest weapon.
Is it okay to have a pen even if you have terrible aim?
It’s been almost 10 years, but it was impossible to stand alongside Mario and Zelda.
>>67
This is already a matter of genre.
First-person shooters inevitably breed hatred.
>>70
I think we could have gone pretty far if we hadn’t blown ourselves up so spectacularly in the third round.
Even with an increase of 10,000 people each week, we start from the bottom of the territory and bankara.
I wonder how many users can go upstream or remain.
I’m sorry to bring up the low rank discussions, but when I see a composition with a Gold Dynamo, I often think, “Oh, we’ve lost.”
>>69
Isn’t the Imakane model pretty strong?
>>75
Nice Dama is quite strong.
The gold model itself is prone to formation accidents, so it doesn’t feel like a strong weapon.
It’s not really a game aimed at getting to the top… as long as we can have fun competing, that’s a victory in itself.
>>71
The matching method and synchronization method don’t make it fun!
I don’t really care, but I wonder if the next work should feature a radio personality, you know, like a girl with a solid bust or something.
If you can reach XP2000 in 1000 hours, that’s really smooth and shows you have talent, since it’s a game.
The barrier to having fun online is high.
I’ve been carried a few times by monsters like Charkora and Hydra, so I don’t think they’re weapons that are absolutely weak.
I just think it must be a creature from a foreign land since I’ve never had a strong bow.
I think it’s better than Mario and Zelda in the moment.
However, after the update, the Nagi season is coming, so I can’t help but…
I feel like the number of bold players hasn’t really increased that much, but for some reason, I feel like the number of gold models has been increasing.
>>78
Although the number of bolds has significantly increased compared to before, it seems like the world has realized that if you’re going to spin the stamps, it’s better to use Pahyu or L3D.
Splatoon has a system that includes all the bad aspects of shooter games, so it requires a specific type of player.
Should I revive it… the gauge is about to break…
>>82
Regardless of the pairing, zoning through matching should definitely be improved.
Just a little bit of an upper on the paint, and now the current gold model can throw about 2 more times than before, so with a slight boost in SP, I can really go wild depending on the rules.
The gold model is a super hot weapon that gets a buff every time…
I believe that in a real area, it definitely has performance above the middle.
It feels amazing how they miss it at just the right moment.
By the time the side orders are completed, there are too few stages where you can fight in the completed form in the octopus battle.
Gold mode is being introduced as a harassment play where players repeatedly invade enemy territory and throw testicles, which is also leading to an increase in players.
>>89
As long as you properly mess things up and throw them in a good way, that would be great…
Nice damage was weak because it made you unable to act for a certain period, but it has become quicker to charge up, so it has improved quite a bit in that regard.
The composition of the Clabber is interesting itself, but there are many frustrating aspects about its main features.
Could you not separate it into the main part that I’m good at?
>>91
There’s no way a regular main could allow a splobowl show.
Spinning nice orbs and being able to distribute spp to my teammates suits the environment quite well.
The lag users who abuse lag through wireless tethering are scary.
Aluminum foil? I ate it at noon.
In a turf war, the strong painting ability of the barrel allows it to fight effectively at all ranges, making it less likely for composition issues to occur.
In X Matches, it’s the weakest within range, so there’s no reason to use it.
Isn’t the lag getting seriously bad right now?
I think it’s gone back to before the time when it was fixed at the Grand Fest.
Clubra is the strongest in the beginner tier.
The lag at the start.
Dede dede de!
Dede Dede Dede!
Dede dede dede!
Dede dede de!
Ah, this is definitely laggy, I don’t want to play the match.
Basically, someone will drop out.
Boil the squid and octopus in aluminum foil.
It seems like there’s a trend saying Urshifu has gotten weaker, but it’s still strong… I was fooled again…
>>102
Weakened yet still strong.
This is the truth.
There’s no way a special move that can fire three shots at that range and result in an instant kill isn’t strong.
>>104
It’s completely wrong that you can move after you’ve taken your stance.
The hit detection has only become stronger to the extent that a super strong guy can unleash three hits while undulating.
There’s someone who looked into the weapon ratio of the remaining 7 players after fighting 200 battles with a Wakaba.
I heard it’s 47% and thought, “Is it that much?”
>>106
There’s no weak element like a guaranteed one-shot at maximum range…
I can’t tell if the stamp is strong or weak.
It’s interesting that throwing it at the yagura usually results in casualties, but please make the rush stronger.
A map structure where face-to-face interaction is extremely important.
The weight of responsibility for each person in a 4-on-4 situation.
I think it would have been better if there wasn’t a certain weapon.
>>108
It was my first Splatoon experience with 3, but after a week of playing, my impression was that weapons like the E-liter don’t really belong in 4v4 matches.
>>115
The stress imposed on the enemy is great, but the burden imposed on allies due to the mandatory painting system is also significant.
If there were more people, it would get better, but if the number of players increases at this game speed, it seems like many people won’t be able to keep up physically.
I can’t do it.
>>156
When there are many people in the opposite team, short-range weapons like chargers struggle to keep up, so they are stronger in 2v2 situations.
Stamps are surprisingly strong.
It has a coarse performance that makes you feel like you should just play it at an event, so you’ll quickly get bored.
Will abolishing mirror matches for each weapon reduce dissatisfaction?
In the end, I have a feeling there will be a lot of noise about the formation accident.
>>112
Well, it just comes down to whether you prefer the team division of 2 or the team division of 3.
Even though it’s a long holiday, my part-time job shifts are too ordinary…
Are you saying I should enjoy my long holiday instead of working a part-time job?
To charge into the enemy camp and wreak havoc before returning requires a considerable level of character control, after all…
I don’t understand the difference between when the stamp can block bullets and when it can’t.
Luck?
>>118
The person shooting doesn’t understand the difference between when the ink goes through and when it doesn’t.
The mirror match itself is good, but there are often many disagreements with the category classification.
There’s a bias in the kill performance at short to medium range…
It’s a game where it goes from “Die, liter!” to “Die, roller!” to “Die, blaster!” and ultimately ends up as “Die, everyone!”
Right now, I really hate Pahyu to the point that I wish they would completely vanish from existence.
>>120
After all, it’s just Pablo… there are weapons we should hate more!
>>123
The way they handle things is annoying.
That weapon isn’t as weak as it seems, after all!
I don’t understand what the difference is between when my allies are dying infinitely and when my allies are killing enemies infinitely.
>>121
Well, the strength of the allies is different, right?
There may also be a difference in how well it fits together.
>>124
There may also be factors like the ease of reskilling depending on the stage.
I feel that the number of squids producing bullets from corpses has significantly increased.
I stopped thinking about it at the point where, even if we charge at each other head-on in an event, it doesn’t necessarily end in a draw.
It probably has an impact like synchronization delays.
The number of times I’ve been going “ugh” has increased this spring due to bodies coming out and ink swimming.
Pablo players are happy to receive hate, so they get excited…
The brush types are generally struggling in this work.
For some reason, the decay is more severe than 2, and the paint is weaker, plus with the buffs to the Bold and Splash, my position has become even more precarious.
>>130
It’s the game where Zombie Pablo is ranked first in the festival!
It is generally a mystery that there are weapon types in a group that are like meta weapons across the whole group.
The area’s pens and the Yakura’s Elite Deco are definitely the strongest…
In stage 2 it’s okay, but in stage 3 Pablo is weak.
I feel like I should just use a roller already.
When I’m farming for clams and can’t seem to get any little clams, I end up using the Shelter type, which makes it even more frustrating.
It is forbidden to go from Yako to Arome.
The reverse may also have some acceptable effects.
I feel like the timing of that update was when the incredibly skilled overseas players for the bucket showed up.
Which is better for Switch2, a 3DX or a completely new title?
>>136
I wonder if it’s 3DX for now.
There are parts that are too precious to let rot like this.
When a Pablo user becomes aware of their existence, they experience a tech break.
>>137
Well… maybe when I attack from behind a charger user.
>>142
It’s when I took care of the opponent who was aware of me trying to get behind them, and then I took down the enemy at respawn.
Please revert the special back to the missile in the Hokuhyu SPP160.
>>140
Honestly, I think the decoy is stronger than Marumi right now.
Getting first place in a festival is completely meaningless!!
There are almost no strong people in Hokusai, but there are really a lot of strong people in Pablo.
There probably isn’t anyone who doesn’t feel annoyed while actually doing it.
The number of people who don’t step forward has increased.
Feeling overall face-to-face fatigue.
>>146
I don’t really want to engage in close combat because the overall gameplay has become laggy.
>>149
The fear of synchronization delay where the enemy you see is actually not there.
People say that if you’re strong in Hokusai, you’re strong in Shokuwan as well.
Pablo cannot become an environmental weapon by nature, but that’s why I have the impression that there are many users who are very skilled.
>>148
I think it’s also because Pablo uses skills that are completely different from other weapons.
Hokusai has become less prominent due to Opinfine’s enhancements…
>>150
Isn’t it unfair that they are in that range, like that guy or Jim?
I specialize in low-rated Turf War matches with Lact.
I am betting my life on the last 30 seconds of curling.
After a series of successful matches, I get thrown into a matchmaking that is terrifyingly brutal, even though it’s supposed to be a turf war.
Since we’re running out of switch2 vinegar kombu, it’s uncertain whether I’ll continue playing Splatoon.
It’s not the kind of game you’d buy for 10,000 yen.
I’m using a shark brush in Splatoon for the first time, and it’s really fun!
Even if we improve performance, things like lag, bugs, and game balance will also need to be addressed.
Change in matching specifications
Add episode to the summary.
Renovation per locker
I would like at least that much… Other than that, I don’t really have any complaints.
>>155
The revival of those who were thought to have been laid off, such as Permanent Pablo and Ochiba, who already existed.
There has been an increase in people on both sides who give up easily.
I think people who can use FinFin are amazing.
I can only do things like sweep away weak salmon at my part-time job.
The Finfin is a rare type of weapon that was beaten and defeated in X matches, and then transferred to the Roller tribe.
Pablo is like someone fighting with a knife in a gun-centered game.
>>165
It’s Kirito!
Ophin is really strong when he gets into a groove, right?
It’s really impossible when Zombie Pablo keeps flanking me infinitely at the festival.
It’s not widely known, but when it comes to trolling, it’s stronger in coverage than Lact and Kuge.
The stamp is like a completely enhanced version of Urusho if used just once.
What’s with that casual attitude of catching the blast in one shot?
Because Char is fast and can’t respond, it ends up dying, so as a result of the popularity of Enasta, everything except pencils with Enasta died.
>>170
In the slowest version of the rules, the one-shot chargers are doing well.
Damn it…
>>170
Isn’t that a lot for a liter?
>>172
The weaklings who ran away from X are just playing target practice with things like Bakama and Naba.
Pablo was really strong in environments with a lot of heavy backline players in 2.
The strong ones in the current 3 are the frontliners, you know.
The splat roller and dental things are seriously impossible.
In the second game, Pahyu could move freely and easily make stabbing motions, but it’s tough in the third game.
I can’t count how many times I thought it would have been better to have Teiou instead of a stamp, but now I don’t completely mind having the stamp; this is fine with bold.
Using Pablo makes me feel like I’m fighting alone.
>>175
It’s a zombie weapon, so we should be mindful of the team, but one person is moving way too fast…
The strong point is the ability to push, but the weak point is the very poor ability to break through.
Is Teiou weak because of the Long and the Ritter?
>>178
Because of an unpleasant experience
I wished they would have thought more sincerely about the balance.
When playing in short range, allies behind you just hesitate and camp, resulting in immediate pressure of 1 against 2, 3, or 4, which leads to an abnormal amount of hate towards teammates.
Since Teiou is invincible, I can’t mess with it, so I’m fine with that.
Is it possible to reduce the knockback of Teiou a little?
>>183
If it weren’t on the tower, it wouldn’t have that kind of knockback even now, right?
The reason why the inkling species is strict in 3 is probably because the roller is strong…
Is Teiou weak…? I thought so, but I guess in this environment, it’s not really that strong.
It still feels like there are a lot of Yagura Hoko’s king weapons.
In other words, it’s clear that implementing invincibility, which forces objects to move forward in a way that’s not desirable at all, is not a good idea, but it was implemented anyway, so half-hearted measures ended up being taken.
Still, I can’t ignore it…
Pablo’s unpleasantness is similar to the blinding shotgun shots in other games.
Is the knife weapon a roller?
Teiou is annoying because trying to use it stably takes away gear from SP performance.
Teiou was already being talked about at the time of implementation, but I think you shouldn’t have introduced invincibility elements in the first place.
It’s great how our long-range allies are just staring at the enemy base without actually being there, causing an endless turf war that we can’t do anything about… Even if I get angry and storm into the enemy base to massacre them, it doesn’t paint the area, so the count doesn’t progress, and I end up having to return just to paint the area while furious.
There are too many backline characters in the current meta.
Just because the cries have decreased doesn’t mean you can let your guard down; they’re pulling out the cries and killing indiscriminately.
It’s not just a roller; it’s a sproller, right? It’s strong.
I don’t understand why this rating has skyrocketed like this.