Dear Reader:

You are viewing a story from GN Version 5.0. Time may not have been kind to formatting, integrity of links, images, information, etc.

Splatoon - 2.6.0 Update Changes

by rawmeatcowboy
04 March 2016
GN Version 5.0

Stage Changes
Splat Zones versions of the following maps will now also be used for Turf War.
Arowana Mall
Moray Towers

Matching and Teams
* In Ranking until now, teams were divided up totally randomly. From now on the capabilities of the weapons everyone has equipped will be taken into account, just a little, when teams are decided.
* In Ranked, the following Ranks will no longer be matched with each other.
S+ & S
S & A
A- & B+
B- & C+
* This setting may be changed again in the future depending on how it effects matching times.
[So essentially, S+ will only play S+, S will only S, A (+ through to -) will only play A, etc.]

Changes in Ranking Points
* During a Ranked Match, if a player on your team disconnects, the number of Ranking Points you will lose if (when) you lose will be reduced, taking into account how long the player(s) were missing for.

Adjustments to Gear Powers
[see below]

Splatfest Changes
* During a Splatfest the meter showing your win/loss ratio will be changed to "Fes Power." [Japanese name of the gauge]
* How much Fes Power you start with will be determined by factors such as your Rank.
* Fes Power will go up or down depending on whether you win or lose battles.
* The player with the highest Fes Power on the team will also earn a little bit more for winning.
* During Splatfest until now players with similar playstyles have been matched together, but in the future players with close Fes Power will be matched together.
* If the average Fes Power in the team is high, you will get more Fes Points for winning a battle.
* The number of times that player(s) on your team have pressed "Continue" will now be displayed when the next battle starts.

Changes to Graphics
The effect warning that a Killerwale is about to be fired has been changed.

Changes to Gameplay
Fixed the bug in which the "Comeback" gear power effect starts a little late if you super jump immediately after respawning.

Other
Other minor changes made to improve the gameplay experience.

Gear Changes
https://www.nintendo.co.jp/wiiu/agmj/update/index_260.html

Ink Saver (Main)
Increased maxium effect from 40% to 45%

Ink Saver (Sub)
Increased maxium effect from 25% to 35%

Ink Recovery
Increased maxium effect from 67% to 82%

Special Duration Up
* Maximum effect for Inkzooka and Bomb Rush increased from 40% to 60%.
* For the Ink Strike and Killerwail, using this power with them will now also allow you to move again immediately after using the attack.

Opening Gambit
Speed up for walking and swimming increased to equal 3 gear powers.

Last-Ditch Effort
* During Ranked Match, the effects become perminant once the opposing team's timer goes below 30.
* Will also be in effect during Overtime.
* In addition to the exisiting effect, also reduces respawn time when active.

Tenacity
20% increase in the speed the guage increases.

Comeback
In addition to the existing effects, Special Charge Up also in effect when active.

Haunt
In addition to the existing effects, gives you attack up, defense up and kid move speed up while opponent is marked [unclear if this is all the time, or just when marked by the skill - likely to be all the time, considering you are dead otherwise?]

Recon
* Effect now lasts for 3.5 seconds after leaving the spawn.
* In addition to the existing effects, the weapons each enemy has equipped will also be shown on your map.

Bomb Sniffer
In addition to the exisiting effects, reduces damage that is less than 100.0 from splash, sticky, chase and trap bombs by 40%, and reduces quick bomb damage by 20%.
* These calcuations are made prior to any attack up or defense up bonuses.

Thanks to VGAMER for the heads up!

[Link]