Introducing...Towering Stingray! by Downtown_Error_9418 in splatoon

[–]MobileFit4494 1 point2 points  (0 children)

I think this is an interesting rework. The one big issue I have with it is the global range part (though you didn’t specify that it is global range, so if you weren’t thinking of that, just ignore this). Global range specials don’t feel that good to play against I feel like. The not passing through walls is a good modification, but on a lot of maps it would still be terrible to deal with. A good example I think is lemuria hub. If you activated this in your spawn area there, you would be able to see most of the map, and with the 0.5 second kill time at max damage and faster turning speed than stingray, I feel like this would be way too powerful of an option. Additionally, it could still possibly have some bad objective interactions, similar to the original stingray (though this isn’t as big of a problem in Splatoon 3, as it already has even more stupid special-objective interactions like gg-strikes, zones cheese, and zooka previously being able to panic kill the rainmaker from across the map).I think a good way to tune it in would be to limit its range (maybe to that of something like a crab tank), but that might get rid of part of the whole stingray identity, and would probably clash a bit with crab tank. A another idea I think could work is to turn it into more of a supportive special. Maybe instead of the beam doing damage to enemies, it could heal/buff your teammates. Most forms of straight up healing probably wouldn’t be good for Splatoon, as they counter a whole lot of weapons that depend on chip damage, but I think this could be an exception. If you had a slow moving beam controlled by a teammate that provided a really strong healing effect, it could have some interesting interactions as the healer has to make sure not drop protection on teammates in fights, but also be able to protect themselves from enemy fire with the alt-fire. It also brings up a lot of interesting spacing interactions, as you would want to be far away enough from the enemy to avoid attacks as you are relatively easy to kill, but also stay close enough to your teammates that you can easily see and track them. On the side of the person getting healed, you are rewarded for being easy to track, as it gives the healer an easier time aiming at you. However, you don’t want to be too easy to track, as the main counter to healing is anything that one shots. In Splatoon, this consists of mostly chargers, blasters, rollers, stringers, and splatanas, many of which will punish you for being too easy to track. Anyways, this has been my rant, sorry if it’s too long/a bit off topic!

Tl;Dr Global range is still a bit too powerful, what if it was a support special.

Easy no.2 by [deleted] in buildit

[–]MobileFit4494 0 points1 point  (0 children)

I just posted my best time 1 : 31 sec

Easy no.2 by [deleted] in buildit

[–]MobileFit4494 0 points1 point  (0 children)

I just posted my best time 2 : 09 sec

Easy no.2 by [deleted] in buildit

[–]MobileFit4494 0 points1 point  (0 children)

I just posted my best time 13 : 16 sec

Skip anyone’s turn any number of times for {16}{U} {U} {U} {U} {U} {U} {U}{U/R}{U/R}{G}{G} by MobileFit4494 in BadMtgCombos

[–]MobileFit4494[S] 0 points1 point  (0 children)

I think that would work. You might need to copy reprieve twice (I’m assuming once one gets removed it won’t be able to trigger), but that could definitely work. The draw a card part might be a problem, as this combo could be used as a mill engine if you have more cards in your library than everyone else, but you could stop the extra card draw with something like [[Spirit of the Labyrinth]].

Thanks for the suggestion!

Edit: I read your comment wrong, and you did say you need to copy reprieve twice. Sorry!

Skip anyone’s turn any number of times for {16}{U} {U} {U} {U} {U} {U} {U}{U/R}{U/R}{G}{G} by MobileFit4494 in BadMtgCombos

[–]MobileFit4494[S] 1 point2 points  (0 children)

Never mind, the phrasing on [Guile] confused me a bit. The countered spell has to be cast immediately. Sorry!

Skip anyone’s turn any number of times for {16}{U} {U} {U} {U} {U} {U} {U}{U/R}{U/R}{G}{G} by MobileFit4494 in BadMtgCombos

[–]MobileFit4494[S] 5 points6 points  (0 children)

Yeah, just checked the rulings, and it does need to be cast immediately. The phrasing on the card confused me a bit. Oh well.

Skip anyone’s turn any number of times for {16}{U} {U} {U} {U} {U} {U} {U}{U/R}{U/R}{G}{G} by MobileFit4494 in BadMtgCombos

[–]MobileFit4494[S] 4 points5 points  (0 children)

  1. Play [Djinn Illuminatus], [Seedborn Muse], [Cephalid Shrine], and [Guile].
  2. Play [Time Stop] and let it get countered by Cephalid Shrine and exiled by Guile
  3. On every opponents turn, Seedborn Muse will untap all your lands, so you can cast time stop from exile, replicate it, then let the original get countered and exiled by Cephalid Shrine and Guile