Video summary
11.3 And Why Patches Are Continuing To Fail
Main summary
Key takeaways
Storyline / Setting
- This video is not a narrative storyline summary. Instead, it focuses on Splatoon 3 patch 11.3 balance changes and what they could mean for the game’s competitive future.
- It also mentions progression-gated content:
- The Raiders plastic bottle Splattershot becomes available as a Splattershot skin for players who have save data and have completed the main story.
Gameplay Highlights (Patch 11.3)
New weapon/content
- Raiders plastic bottle Splattershot (Splattershot skin)
- Unlock requirement: save data + completed main story
- Includes Tentatek kit style as a skin offering
Main weapon changes
Carbon Roller
- Vertical flick damage improved
- Roughly ~50 and ~100 damage ranges increased (improves vertical-flick performance)
- Mobility buff
- When holding ZR to move forward: about +5% movement speed
- Overall impact (as described)
- Much longer vertical-flick kill range under ledges
- Stronger combos with Burst Bombs
- Roller roll option is described as very fast, potentially more viable than expected
“Zuca” (Squeegee-like buff callout)
- The speaker frames this as:
- ~13% faster shot velocity
- A shift toward more skill-expressive weapon/special changes rather than just increasing radii
- Expected interactions:
- Stacks alongside Carbon Roller’s buffs
- Improves follow-up timing
Tri-Slosher
- Buff: -5% ink hunger (uses less ink)
- Emphasis:
- Helps most with Tri-Slosher Nouveau, especially after throwing a fizzy bomb (more tank/uptime described)
- Characterization:
- Small but real, and somewhat surprising
Glooga Doodles
- After a dodge roll: +10% accuracy
- Speaker’s take:
- Essentially a nearly meaningless / “nothingburger” placement change
Nerfs to key weapons / anchor backline problems
The speaker argues these changes target reducing paint spam and improving downtime/attack windows that opponents can use to push.
52 Gal
- -8% painting range
- Speaker’s reasoning for context:
- The 52 Gal became dominant in Splatoon 2 due to earlier direction (shot velocity buff plus ink efficiency nerf that didn’t fully check it)
- Over time, other midline slayers were nerfed, allowing 52 to take over again
- Critique:
- The nerf is not enough
- They still expect it to remain top-tier, including solo queue and competitive play
E-liter
- Nerf logic:
- Harder to maintain output due to ink efficiency stacking
- Gear implication (speaker’s estimate):
- Previously: 4 subs of Ink Saver Main could grant an extra shot on full tank
- After patch: likely 5–6 subs are needed
Pencil
- -7% direct ink consumption
- Gear implication (speaker’s estimate):
- Previously: could get 3 shots with ink efficiency stacking using fewer subs
- After patch: likely needs 3–4 subs (up from needing fewer)
Tri-Stringer
- Paint output: slight overall decrease in paint pressure
- Special charge / kit note:
- Super Chump points increased from 190 to 200p (slower special)
- Speaker’s main point:
- Hits paint pressure and special tempo at once, creating more downtime for backline anchors
- Tri-Stringer may remain strong, but is expected to be harder to run successfully due to more recovery time
Specials changes
Ink Vac
- HP reduced by ~9%
- Speaker estimate: 1200 → 1100 HP
- Intended effect:
- Make it easier to fill/cap the special again and generally make it less obnoxious
- Targeting (speaker’s notes):
- Aimed at high-level issues (notably Splatling 96), though they wanted it broader
Triple Splashdown
- Major rework
- Becomes invulnerable ~1/6 second faster (~10 frames earlier)
- Makes Splashdown cancels much harder (intended)
- Compensations
- Damage area per explosion reduced by 9% (multiple explosions make the total reduction add up)
- Fists travel distance increased by 9%, potentially changing overlap behavior and damage thresholds
- Practical result described
- Harder to kill, but with a smaller kill/lethal radius
- Expected counterplay: shift to methods like shooting down the fist
- Speaker’s main concern
- It’s attached to Custom Blaster, which wasn’t nerfed
- Belief: Custom Blaster is already among the best, so Splashdown’s increased strength could cause imbalance
- They also expect strong 52 Gal + Blaster synergy to remain (“best friends” comp effect)
Other special point changes (briefly mentioned)
- Frozen Pro: 180p
- Custom Hydra screen variant: 190p
- Speaker claims:
- The bubble-focused hydra is significantly better than the other hydras
- Therefore the exact point numbers are less meaningful to overall balance
Strategies / Key Tips Mentioned
- Countering Triple Splashdown
- Expected approach: shoot the fists rather than panicking
- Reason: fists influence both survivability and damage behavior after the rework
- Backline “downtime” awareness
- The patch’s design goal is emphasized:
- Reduce how long anchors can maintain drastic zone pressure
- Create clearer attack windows for opponents to push
- The patch’s design goal is emphasized:
Overall Takeaway / Critique
- The speaker says none of the individual changes are “bad,” but:
- The changes were not large enough to meaningfully shift the main meta
- Biggest complaints:
- 52 Gal nerfed, but not enough
- Blaster effectively gets a power spike via synergy because Custom Blaster wasn’t nerfed
- Additional sentiment:
- The speaker feels updates are slowing down, with resources likely shifting toward the next installment (Splatoon 4)
- As a result, they view the patch as more incremental than decisive
- Conclusion:
- Even with hope for future improvement, they call the patch disappointing because it didn’t create a major competitive shift
Gamers / Sources Featured
- No specific other gamers, streamers, or external sources are named in the subtitles.
- The summary indicates the only content present is the speaker’s commentary.
- No end credits or channel names are included.
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