Video summary

11.3 And Why Patches Are Continuing To Fail

Main summary

Key takeaways

Gaming

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

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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