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* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota. Waves 1 and 2 are normally seen as [[BreatherLevel Breather Levels]] but certain waves, like the first '''Eggstra Work on Sockeye Station from April 15th to April 16th 2023''' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.
* '''Jammin Salmon Junction's Eggstra Work on May 11th to May 13th 2024''' will bombard you with mostly static spawns of Flyfish and Stingers on Wave 5. Unless you saved your specials with the loadout of Splattershot Junior, Sloshing Machine, Hydra Splatling and Rapid Blaster carefully, you'll be bombarded by the Stinger's Sting Ray and the Flyfishs' Tenta Missles because most of the time, they'll each be on opposite sides of the map and the Hydra's slow movement speed will likely be hard to escape.

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* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota. Waves 1 and 2 are normally seen as [[BreatherLevel Breather Levels]] but certain waves, like the first '''Eggstra Work on Sockeye Station from April 15th to April 16th 2023''' can be painful due to the amount of spawns that come in, in on High Tide, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.
* '''Jammin Salmon Junction's Eggstra Work on May 11th to May 13th 2024''' will bombard you with mostly static spawns of Flyfish and Stingers on Wave 5. Unless you saved your specials with the loadout of Splattershot Junior, Sloshing Machine, Hydra Splatling and Rapid Blaster carefully, you'll be bombarded by the Stinger's Sting Ray and the Flyfishs' Tenta Missles because most of the time, they'll each be on opposite sides of the map and the Hydra's slow movement speed will likely be make it hard to escape.
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* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota. Waves 1 and 2 are normally seen as [[BreatherLevel BreatherLevels]] but certain waves, like the first '''Eggstra Work on Sockeye Station from April 15th to April 16th 2023''' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.

to:

* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota. Waves 1 and 2 are normally seen as [[BreatherLevel BreatherLevels]] Breather Levels]] but certain waves, like the first '''Eggstra Work on Sockeye Station from April 15th to April 16th 2023''' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.
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* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota. Waves 1 and 2 are normally seen as [[BreatherLevel BreatherLevels]] but certain waves, like the first ''Eggstra Work on Sockeye Station from April 15th to April 16th 2023'' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.
* ''Jammin Salmon Junction's Eggstra Work on May 11th to May 13th 2024'' will bombard you with mostly static spawns of Flyfish and Stingers on Wave 5. Unless you saved your specials with the loadout of Splattershot Junior, Sloshing Machine, Hydra Splatling and Rapid Blaster carefully, you'll be bombarded by the Stinger's Sting Ray and the Flyfishs' Tenta Missles because most of the time, they'll each be on opposite sides of the map and the Hydra's slow movement speed will likely be hard to escape.

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* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota. Waves 1 and 2 are normally seen as [[BreatherLevel BreatherLevels]] but certain waves, like the first ''Eggstra '''Eggstra Work on Sockeye Station from April 15th to April 16th 2023'' 2023''' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.
* ''Jammin '''Jammin Salmon Junction's Eggstra Work on May 11th to May 13th 2024'' 2024''' will bombard you with mostly static spawns of Flyfish and Stingers on Wave 5. Unless you saved your specials with the loadout of Splattershot Junior, Sloshing Machine, Hydra Splatling and Rapid Blaster carefully, you'll be bombarded by the Stinger's Sting Ray and the Flyfishs' Tenta Missles because most of the time, they'll each be on opposite sides of the map and the Hydra's slow movement speed will likely be hard to escape.
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* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota.Waves 1 and 2 are normally seen as [[BreatherLevel BreatherLevels]] but certain waves, like the first ''Eggstra Work on Sockeye Station from April 15th to April 16th 2023'' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.

to:

* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota. Waves 1 and 2 are normally seen as [[BreatherLevel BreatherLevels]] but certain waves, like the first ''Eggstra Work on Sockeye Station from April 15th to April 16th 2023'' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.
Is there an issue? Send a MessageReason:
None


* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota.Waves 1 and 2 are normally seen as BreatherLevels but certain waves, like the first ''Eggstra Work on Sockeye Station from April 15th to April 16th 2023'' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.

to:

* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota.Waves 1 and 2 are normally seen as BreatherLevels [[BreatherLevel BreatherLevels]] but certain waves, like the first ''Eggstra Work on Sockeye Station from April 15th to April 16th 2023'' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.

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Work]]
* Eggstra Work is a team building exercise that sets you up with 5 waves compared to a normal Salmon Run's 3 waves. The loadouts are fixed so you're stuck with the same weapon and special for the whole event rather than having a randomised weapon. The spawns on each wave are all fixed, so you'll be facing the same salmonids in the positions they spawn in. However, the hazard level will increase each wave you completed if you exceed a certain quota.Waves 1 and 2 are normally seen as BreatherLevels but certain waves, like the first ''Eggstra Work on Sockeye Station from April 15th to April 16th 2023'' can be painful due to the amount of spawns that come in, like Flyfish and Steelheads. As this was also the first Eggstra Work, before joining solo was possible, you had to join in using a pool or your friends list, which can become quite tedious and stressful.
* ''Jammin Salmon Junction's Eggstra Work on May 11th to May 13th 2024'' will bombard you with mostly static spawns of Flyfish and Stingers on Wave 5. Unless you saved your specials with the loadout of Splattershot Junior, Sloshing Machine, Hydra Splatling and Rapid Blaster carefully, you'll be bombarded by the Stinger's Sting Ray and the Flyfishs' Tenta Missles because most of the time, they'll each be on opposite sides of the map and the Hydra's slow movement speed will likely be hard to escape.
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%%[[folder: Eggstra Work]]

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** Stingers fire long-lasting, super-powerful Sting Rays that have infinite range and pierce through walls. And unlike the Sting Ray special that players dealt with at the launch of ''Splatoon 2'', these enemy Sting Rays have the terrifying aim that would only become associated with the weapon towards the end of ''Splatoon 2'''s life. They also spawn and remain at the water's edge, which can be difficult to get to at higher difficulties. And if there are ''two'' Stingers on opposite sides of the stage? You're gonna have a bad time.

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** Stingers fire target whichever player is furthest away from them with long-lasting, super-powerful Sting Rays that have infinite range and pierce through walls. And unlike the Sting Ray special that players dealt with at the launch of ''Splatoon 2'', these enemy Sting Rays have the terrifying aim that would only become associated with the weapon towards the end of ''Splatoon 2'''s life. They also spawn and remain at the water's edge, which can be difficult to get to at higher difficulties. And if there are ''two'' Stingers on opposite sides of the stage? You're gonna have a bad time.time, you can't go after one without getting pinned down at the shore by the other.
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* '''Undertow Spillway''' for the '''June 10th - June 12th Big Run''' was mostly a return to the more laid-back shifts of Wahoo World thanks to the multiple safe perching spots where players could climb to get away from the Salmonids... but Low Tide was another story. The basket was in the middle of the map, on the narrow raised ledge with sloped sides, creating a mass GuideDangIt moment for players -- you can hand-deposit eggs from the low ground even though it looks too far, and many were led to inefficiently throwing eggs into the basket, inking the wall to climb up, or jumping and having that split second of immobility in the air. The area around the basket was also very narrow, making you easy targets for Scrappers and Steel Eels. This is compounded by the spawn points for Salmonids; not only do they surround the basket on all sides, but the two opposite sides of the map are far apart, so shoreline units like Big Shots and Stingers became that much more difficult to deal with if they spawned in unfavorable ways. Thankfully, though, this Big Run didn't feature the Griller, and there were multiple solid places where players could gather to avoid the Chum during a Rush wave.
* '''Um'ami Ruins''' for the '''September 2nd to September 4th Big Run''' has the same situation as Undertow Spillway's Low Tide, except it is the main normal tide. Unlike Undertow, you can deliver eggs from the bottom without having to go up top. Low Tide meanwhile, has salmonids coming from the spawn point, and the low tide spawn section, so you'll be having to deal with salmonids coming from the spawn point and the low tide spawn point too.
* '''Barnacle and Dime''' for the '''December 2nd to December 4th Big Run''' is quite tame for most of the Big Run, thanks to a good amount of spaces to avoid Salmonids, but High Tide turns the basket area into a tight place where you can easily get pincered by the salmonids due to the spawns being quite close to the basket, and also the area is quite narrow, leaving you with little to no room to even get through.

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* '''Undertow Spillway''' for the '''June 10th - June 12th 2023 Big Run''' was mostly a return to the more laid-back shifts of Wahoo World thanks to the multiple safe perching spots where players could climb to get away from the Salmonids... but Low Tide was another story. The basket was in the middle of the map, on the narrow raised ledge with sloped sides, creating a mass GuideDangIt moment for players -- you can hand-deposit eggs from the low ground even though it looks too far, and many were led to inefficiently throwing eggs into the basket, inking the wall to climb up, or jumping and having that split second of immobility in the air. The area around the basket was also very narrow, making you easy targets for Scrappers and Steel Eels. This is compounded by the spawn points for Salmonids; not only do they surround the basket on all sides, but the two opposite sides of the map are far apart, so shoreline units like Big Shots and Stingers became that much more difficult to deal with if they spawned in unfavorable ways. Thankfully, though, this Big Run didn't feature the Griller, and there were multiple solid places where players could gather to avoid the Chum during a Rush wave.
* '''Um'ami Ruins''' for the '''September 2nd to September 4th 2023 Big Run''' has the same situation as Undertow Spillway's Low Tide, except it is the main normal tide. Unlike Undertow, you can deliver eggs from the bottom without having to go up top. Low Tide meanwhile, has salmonids coming from the spawn point, and the low tide spawn section, so you'll be having to deal with salmonids coming from the spawn point and the low tide spawn point too.
* '''Barnacle and Dime''' for the '''December 2nd to December 4th 2023 Big Run''' is quite tame for most of the Big Run, thanks to a good amount of spaces to avoid Salmonids, but High Tide turns the basket area into a tight place where you can easily get pincered by the salmonids due to the spawns being quite close to the basket, and also the area is quite narrow, leaving you with little to no room to even get through.
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This reads more like tips and not why the level was hard.


* January 9-January 11, 2023 gives '''Splattershot Jr, Undercover Brella, Sloshing Machine and Squiffer''' on Spawning Grounds. This loadout is a low damage rotation, but has great mobility. The Splattershot Jr, Undercover Brella, and Squiffer have lower ranges, and the Sloshing Machine needs knowledge of tricks for using it well. Squiffer would need to have a more agressive playstyle for this rotation, and the Undercover Brella should help the Splattershot Jr. with static bosses. At the least, this rotation is perfect practice for movement skills.
* January 26-January 27, 2023 gives '''Splattershot, Octobrush, Sloshing Machine and Heavy Splatling''' on Marooner's Bay. Sloshing Machine is back with it's tricks for it's swirling shots, while the Heavy Splatling has to be the range for the team and basket control. Octobrush should be on lesser clearing duty to help the most & Splattershot must help whereever needed. The team must know their weapon roles and not to be spending more time on the shores than needed on this rotation.
* January 27-January 29, 2023 gives '''Dapple Dualies, Carbon Roller, Splattershot Pro and the Hydra Splatling''' on Spawning Grounds. The rotation looks fantastic at first, but second glance becomes an extremely technical rotation on Spawning Grounds. The Dapple Dualies must roll for DPS, not stay on shore long and keep the basket safe. Carbon Roller must use it's flings for Lesser duty and bosses that need mobility. Splattershot Pro has longer range to help with Fish Sticks and Drizzler's torpedos, but poor paint and ink effeciency, while the Hydra Splatling have the basket area kept safe. Reckless shore runs on this rotation with a bad paint and ink effciency will end most shifts.

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* January 9-January 11, 2023 gives '''Splattershot Jr, Undercover Brella, Sloshing Machine and Squiffer''' on Spawning Grounds. This loadout is a low damage rotation, but has great mobility.Grounds, with all four weapons suffering from the same problem-low damage. The Splattershot Jr, Undercover Brella, and Squiffer have lower ranges, and the Sloshing Machine needs knowledge of tricks for using it well. Squiffer would need to While all of the weapons do have a more agressive playstyle for this rotation, and high mobility, that won't mean much when an ability to kill the Undercover Brella should help Salmonids results in the Splattershot Jr. with static bosses. At the least, this rotation is perfect practice for movement skills.
stage getting completely swarmed.
* January 26-January 27, 2023 gives '''Splattershot, Octobrush, Sloshing Machine and Heavy Splatling''' on Marooner's Bay. Sloshing Machine is back with it's its tricks for it's its swirling shots, while the Heavy Splatling has Splatling, while able to be shred through bosses, also is slow to charge and fire, and the range for Octobrush's weak damage and lack of solid turfing options pretty much forces it to serve as an egg carrier, meaning that only the team and basket control. Octobrush should be on lesser clearing duty to help the most & Splattershot must help whereever needed. The team must know their weapon roles and not to be spending more time on the shores than needed on this rotation.
can reliably handle most bosses.
* January 27-January 29, 2023 gives '''Dapple Dualies, Carbon Roller, Splattershot Pro and the Hydra Splatling''' on Spawning Grounds. The rotation looks fantastic at first, but second glance becomes reveals an extremely technical rotation on Spawning Grounds. The where a player must know how to use each weapon perfectly to avoid getting splatted, as the Dapple Dualies must will require a roll for DPS, not stay on shore long and keep which runs the basket safe. Carbon Roller must use it's flings for Lesser duty and bosses that need mobility. Splattershot Pro has longer range to help with Fish Sticks and Drizzler's torpedos, but poor paint and ink effeciency, while risk of sending a player into the water on higher tides, the Hydra Splatling have is slow and takes forever to charge and the basket area kept safe. Reckless shore runs on this rotation with a bad paint and ink effciency Carbon Roller will end struggle to hit anything, forcing the Splattershot Pro to handle most shifts.bosses.



* On the opposite end of the overspecialized range issue, July 28 - 30, 2023 brings the '''Flingza Roller, Bloblobber, Jet Squelcher, and E-Liter''' on Marooner's Bay. Each of these weapons is long-ranged for its weapon class, with no fast options on this composition that can run around the ship to pick up eggs or deal damage especially rapidly. Furthermore, the Bloblobber and E-Liter are technical with unclear purpose compared to multiplayer -- Bloblobber is the main DPS weapon compared to multiplayer where it paints and spams chokepoints, while E-Liter is used to clear lines of lessers in addition to splatting certain bosses. Especially when queueing with randoms who don't fully understand how to use the weapons, it's way too easy to get swarmed by unmanaged lessers since the weapons largely can't keep up with their numbers.

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* On the opposite end of the overspecialized range issue, July 28 - 30, 2023 brings the '''Flingza Roller, Bloblobber, Jet Squelcher, and E-Liter''' on Marooner's Bay. Each of these weapons is long-ranged for its weapon class, with no fast options on this composition that can run around the ship to pick up eggs or deal damage especially rapidly. Furthermore, the Bloblobber and E-Liter are technical with unclear purpose compared to multiplayer -- as the Bloblobber is lacks the main DPS weapon compared to multiplayer where chokepoints it paints and spams chokepoints, while E-Liter is usually used to clear lines of lessers in addition to splatting certain bosses. Especially when queueing protect while the E-Liter, while it can be a big damage dealer, still struggles with randoms who don't fully understand how a charge time and an inability to use the weapons, it's way too fire powerful shots quickly, making it easy to get swarmed by unmanaged lessers since the weapons largely can't keep up with their numbers.splatted and swarmed.

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* * December 9-December 10, 2022 brings the '''Splash-o-matic, Glooga Dualies, Bamboozler 14 Mk I and Tenta Brella''' on the Spawning Grounds. Right off the bat, it becomes clear that Splash-o-matic, the sole shooter of the group, will be the team's anchor and if the player using it isn't skilled to keep up, the team is going to be in for a rough time, as the Glooga Dualies are short ranged, the Bamboozler lacks other chargers' abilities to pierce the Salmonids' armor and the Tenta Brella suffers from a slow firing rate and having to fire the shield every time the player wants to hold it out.

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* * December 9-December 10, 2022 brings the '''Splash-o-matic, Glooga Dualies, Bamboozler 14 Mk I and Tenta Brella''' on the Spawning Grounds. Right off the bat, it becomes clear that Splash-o-matic, the sole shooter of the group, will be the team's anchor and if the player using it isn't skilled to keep up, the team is going to be in for a rough time, as the Glooga Dualies are short ranged, the Bamboozler lacks other chargers' abilities to pierce the Salmonids' armor and the Tenta Brella suffers from a slow firing rate and having to fire the shield every time the player wants to hold it out.


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* January 4-January 6, 2023 gives '''Inkbrush, Splat Brella, Explosher and Tri-Stringer''' on Gone Fission Hydroplant. Fish Sticks are the worst threat in this rotation since no weapon here can reliably splat them, and this loadout is a more technical one that freelancers struggle with. If the team can't utilize the Splat Brella. which must be on Lesser duty here, and the Explosher, which is one of the weapons that can splat the Flyfish's launchers, to their max, the team will be in for a rough time.
*January 9-January 11, 2023 gives '''Splattershot Jr, Undercover Brella, Sloshing Machine and Squiffer''' on Spawning Grounds. This loadout is a low damage rotation, but has great mobility. The Splattershot Jr, Undercover Brella, and Squiffer have lower ranges, and the Sloshing Machine needs knowledge of tricks for using it well. Squiffer would need to have a more agressive playstyle for this rotation, and the Undercover Brella should help the Splattershot Jr. with static bosses. At the least, this rotation is perfect practice for movement skills.
*January 26-January 27, 2023 gives '''Splattershot, Octobrush, Sloshing Machine and Heavy Splatling''' on Marooner's Bay. Sloshing Machine is back with it's tricks for it's swirling shots, while the Heavy Splatling has to be the range for the team and basket control. Octobrush should be on lesser clearing duty to help the most & Splattershot must help whereever needed. The team must know their weapon roles and not to be spending more time on the shores than needed on this rotation.
*January 27-January 29, 2023 gives '''Dapple Dualies, Carbon Roller, Splattershot Pro and the Hydra Splatling''' on Spawning Grounds. The rotation looks fantastic at first, but second glance becomes an extremely technical rotation on Spawning Grounds. The Dapple Dualies must roll for DPS, not stay on shore long and keep the basket safe. Carbon Roller must use it's flings for Lesser duty and bosses that need mobility. Splattershot Pro has longer range to help with Fish Sticks and Drizzler's torpedos, but poor paint and ink effeciency, while the Hydra Splatling have the basket area kept safe. Reckless shore runs on this rotation with a bad paint and ink effciency will end most shifts.
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%% NOTICE: As per the trope page for ThatOneBoss, the King Salmonids are considered superbosses and thusly banned from being this trope. Because Cohozuna, Horrorboros and Megalodontia are difficult but technically optional to fight (you can immediately flunk them and still win the shift, and you can still get scales even if you don't kill them), they qualify as superbosses and are excluded from being ThatOneBoss. This is true for any future King Salmonids as well. This policy may be put under review should a Salmon Run mode emerge where you have to fight King Salmonid to get any reward.

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%% NOTICE: As per the trope page for ThatOneBoss, the King Salmonids are considered superbosses {{superboss}}es and thusly banned from being this trope. Because Cohozuna, Horrorboros and Megalodontia are difficult but technically optional to fight (you can immediately flunk them and still win the shift, and you can still get scales even if you don't kill them), they qualify as superbosses and are excluded from being ThatOneBoss. This is true for any future King Salmonids as well. This policy may be put under review should a Salmon Run mode emerge where you have to fight King Salmonid Salmonids to get any reward.
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* January 1 - 2, 2024 started the year on a sour note with the '''Squeezer, Bamboozler, Hydra Splatling, and Sniperwriter''' on Spawning Grounds. Two Chargers that can't pierce with middling range and damage output, plus the slowest Splatling in the entire series, made for some truly abysmal turf coverage that the Squeezer wasn't capable of making up for on its own. The already challenging Rush waves were all but a death sentence, and even [[BreatherLevel Mudmouth Eruptions]] could go sour quickly if too many of them were Smallfry spawners (not helped by Spawning Grounds' awkward layout). While it was perfect for taking out Horrorbori quickly, getting to the end of a wave to fight one of the beasts was inconsistent at best.

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* January 1 - 2, 2024 started the year on a sour note with the '''Squeezer, Bamboozler, Hydra Splatling, and Sniperwriter''' Snipewriter''' on Spawning Grounds. Two Chargers that can't pierce with middling range and damage output, plus the slowest Splatling in the entire series, made for some truly abysmal turf coverage that the Squeezer wasn't capable of making up for on its own. The already challenging Rush waves were all but a death sentence, and even [[BreatherLevel Mudmouth Eruptions]] could go sour quickly if too many of them were Smallfry spawners (not helped by Spawning Grounds' awkward layout). While it was perfect for taking out Horrorbori quickly, getting to the end of a wave to fight one of the beasts was inconsistent at best.
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* January 1 - 2, 2024 started the year on a sour note with the '''Squeezer, Bamboozler, Hydra Splatling, and Sniperwriter'' on Spawning Grounds. Two Chargers that can't pierce with middling range and damage output, plus the slowest Splatling in the entire series, made for some truly abysmal turf coverage that the Squeezer wasn't capable of making up for on its own. The already challenging Rush waves were all but a death sentence, and even [[BreatherLevel Mudmouth Eruptions]] could go sour quickly if too many of them were Smallfry spawners (not helped by Spawning Grounds' awkward layout). While it was perfect for taking out Horrorbori quickly, getting to the end of a wave to fight one of the beasts was inconsistent at best.

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* January 1 - 2, 2024 started the year on a sour note with the '''Squeezer, Bamboozler, Hydra Splatling, and Sniperwriter'' Sniperwriter''' on Spawning Grounds. Two Chargers that can't pierce with middling range and damage output, plus the slowest Splatling in the entire series, made for some truly abysmal turf coverage that the Squeezer wasn't capable of making up for on its own. The already challenging Rush waves were all but a death sentence, and even [[BreatherLevel Mudmouth Eruptions]] could go sour quickly if too many of them were Smallfry spawners (not helped by Spawning Grounds' awkward layout). While it was perfect for taking out Horrorbori quickly, getting to the end of a wave to fight one of the beasts was inconsistent at best.

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* January 1 - 2, 2024 started the year on a sour note with the '''Squeezer, Bamboozler, Hydra Splatling, and Sniperwriter'' on Spawning Grounds. Two Chargers that can't pierce with middling range and damage output, plus the slowest Splatling in the entire series, made for some truly abysmal turf coverage that the Squeezer wasn't capable of making up for on its own. The already challenging Rush waves were all but a death sentence, and even [[BreatherLevel Mudmouth Eruptions]] could go sour quickly if too many of them were Smallfry spawners (not helped by Spawning Grounds' awkward layout). While it was perfect for taking out Horrorbori quickly, getting to the end of a wave to fight one of the beasts was inconsistent at best.
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%% NOTICE: As per the trope page for ThatOneBoss, the King Salmonids are considered superbosses and thusly banned from being this trope. Because Cohozuna and Horrorboros are difficult but technically optional to fight (you can immediately flunk them and still win the shift, and you can still get scales even if you don't kill them), they qualify as superbosses and are excluded from being ThatOneBoss. This is true for any future King Salmonids as well. This policy may be put under review should a Salmon Run mode emerge where you have to fight King Salmonid to get any reward.

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%% NOTICE: As per the trope page for ThatOneBoss, the King Salmonids are considered superbosses and thusly banned from being this trope. Because Cohozuna and Cohozuna, Horrorboros and Megalodontia are difficult but technically optional to fight (you can immediately flunk them and still win the shift, and you can still get scales even if you don't kill them), they qualify as superbosses and are excluded from being ThatOneBoss. This is true for any future King Salmonids as well. This policy may be put under review should a Salmon Run mode emerge where you have to fight King Salmonid to get any reward.
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* '''Barnacle and Dime''' for the '''December 2nd to December 4th Big Run''' is quite tame for most of the Big Run, thanks to a good amount of spaces to avoid Salmonids, but High Tide turns the basket area into a tight place where you can easily get pincered by the salmonids due to the spawns being quite close to the basket, and also the area is quite narrow, leaving you with little to no room to even get through.
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In Splatoon 3, more balancing effort was put into weapons for Salmon Run, with a variety of weapons (especially slower-firing ones) having their damage output buffed in Salmon Run in particular. In addition, various main and special weapons get specific balance changes for Salmon Run specified in the patch notes. However, the increased number of main weapons in Splatoon 3 somewhat counteracts this change by allowing for rotations with weapon sets that are annoying in new and different ways from the predecessor.

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In Splatoon 3, ''Splatoon 3'', more balancing effort was put into weapons for Salmon Run, with a variety of weapons (especially slower-firing ones) having their damage output buffed in Salmon Run in particular. In addition, various main and special weapons get specific balance changes for Salmon Run specified in the patch notes. However, Unfortunately, the increased number of main weapons in Splatoon ''Splatoon'' 3 somewhat counteracts this change by allowing for rotations with weapon sets that are annoying in new and different ways from the predecessor.
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Mention SRNW having specific separate weapon balance from PVP.

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In Splatoon 3, more balancing effort was put into weapons for Salmon Run, with a variety of weapons (especially slower-firing ones) having their damage output buffed in Salmon Run in particular. In addition, various main and special weapons get specific balance changes for Salmon Run specified in the patch notes. However, the increased number of main weapons in Splatoon 3 somewhat counteracts this change by allowing for rotations with weapon sets that are annoying in new and different ways from the predecessor.
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Incredibly mean-spirited and unnecessary


* If you can feel the shivers creeping up your back at the Ruins of Ark Polaris, know well that you're not alone. The basket is at the top of the central structure (unless it's low tide), meaning that you have to ink your way up the walls if you want to take the short route so long as there aren't ink rails nearby, and the salmonids can come from all directions too, meaning that while attacking from above is often a good idea, dropping in to get eggs without clearing the lower level first is likely to end with ''you'' getting dunked on. And the Great Zapfish forbid the Steel Eels overstay their welcome, because getting cut off on these small walkways is going to eat chunks off the clock if not horribly damn you outright. Playing this stage with randos who lack common intellect? They'll never find your bodies.

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* If you can feel the shivers creeping up your back at the Ruins of Ark Polaris, know well that you're not alone. The basket is at the top of the central structure (unless it's low tide), meaning that you have to ink your way up the walls if you want to take the short route so long as there aren't ink rails nearby, and the salmonids can come from all directions too, meaning that while attacking from above is often a good idea, dropping in to get eggs without clearing the lower level first is likely to end with ''you'' getting dunked on. And the Great Zapfish forbid the Steel Eels overstay their welcome, because getting cut off on these small walkways is going to eat chunks off the clock if not horribly damn you outright. Playing this stage with randos who lack common intellect? They'll never find your bodies.
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%%* '''Um'ami Ruins''' for the '''September 2nd to September 4th Big Run''' has the same situation as Undertow Spillway's Low Tide, except it is the main normal tide. where it gets quite harder.

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%%* * '''Um'ami Ruins''' for the '''September 2nd to September 4th Big Run''' has the same situation as Undertow Spillway's Low Tide, except it is the main normal tide. where it gets quite harder.Unlike Undertow, you can deliver eggs from the bottom without having to go up top. Low Tide meanwhile, has salmonids coming from the spawn point, and the low tide spawn section, so you'll be having to deal with salmonids coming from the spawn point and the low tide spawn point too.
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%%* '''Um'ami Ruins''' for the '''September 2nd to September 4th Big Run'''

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%%* '''Um'ami Ruins''' for the '''September 2nd to September 4th Big Run'''Run''' has the same situation as Undertow Spillway's Low Tide, except it is the main normal tide. where it gets quite harder.
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%%* '''Um'ami Ruins''' for the '''September 2nd to September 4th Big Run'''
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* On the opposite end of the overspecialized range issue, July 28 - 30, 2023 brings the '''Flingza Roller, Bloblobber, Jet Squelcher, and E-Liter''' on Marooner's Bay. Each of these weapons is long-ranged for its weapon class, with no fast options on this composition that can run around the ship to pick up eggs or deal damage especially rapidly. Furthermore, the Bloblobber and E-Liter are technical with unclear purpose compared to multiplayer -- Bloblobber is the main DPS weapon compared to multiplayer where it paints and spams chokepoints, while E-Liter is used to clear lines of lessers in addition to splatting certain bosses. Especially when queueing with randoms who don't fully understand how to use the weapons, it's way too easy to get swarmed by unmanaged lessers since the weapons largely can't keep up with their numbers.
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* November 27-November 29, 2022 gives the '''N-ZAP, Sloshing Machine, H-3 Nozzlenose and Hydra Splatling''' on Sockeye Station. While the N-ZAP and Sloshing Machine are decent, they are both bogged down by having to support the slow firing rates of the other two weapons, and with Sockeye Station being among the smaller stages in Salmon run, means that unless the players who got the N-ZAP and Sloshing Machine are amazing with their weapons, the stage will be swarmed very quickly.

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* November 27-November 29, 2022 gives the '''N-ZAP, '''N-ZAP '85, Sloshing Machine, H-3 Nozzlenose and Hydra Splatling''' on Sockeye Station. While the N-ZAP and Sloshing Machine are decent, they are both bogged down by having to support the slow firing rates of the other two weapons, and with Sockeye Station being among the smaller stages in Salmon run, means that unless the players who got the N-ZAP and Sloshing Machine are amazing with their weapons, the stage will be swarmed very quickly.



* December 9-December 10, 2022 brings the

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* * December 9-December 10, 2022 brings the '''Splash-o-matic, Glooga Dualies, Bamboozler 14 Mk I and Tenta Brella''' on the Spawning Grounds. Right off the bat, it becomes clear that Splash-o-matic, the sole shooter of the group, will be the team's anchor and if the player using it isn't skilled to keep up, the team is going to be in for a rough time, as the Glooga Dualies are short ranged, the Bamboozler lacks other chargers' abilities to pierce the Salmonids' armor and the Tenta Brella suffers from a slow firing rate and having to fire the shield every time the player wants to hold it out.
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Editing to avoid ZCE


* November 25-November 27, 2022 gives us the '''Glooga Dualies, Inkbrush, Squiffer and Heavy Splatling''' on Spawning Grounds. The weapons included in this rotation heavily suffer from mobility despite having the Squiffer and Inkbrush and having three highly-technical weapons with the Inkbrush makes this rotation quite a heated and risky rotation.
* November 27-November 29, 2022 gives the '''N-ZAP, Sloshing Machine, H-3 Nozzlenose and Hydra Splatling''' on Sockeye Station. The N-ZAP and Sloshing Machine can support the Hydra Splatling from getting overwhelmed, but a Hydra and a H-3 were not needed to be together. The N-ZAP has to cover painting for the Hydra and H-3 so they can have space to retreat to. It got a bit of help from the map being Sockeye Station.
* December 7-December 9, 2022 provides a heated and teamwork-reliant rotation of the '''Splat Dualies, Mini Splatling, H-3 Nozzlenose, and the Snipewriter 5H.''' The risk comes from the Snipewriter being new during the rotation and the heavy amount of dependency on each other, with the H-3 and Snipewriter being easily overwhelmed without the help of the Splat Dualies and Mini Splatling. One thing however was that the map was at least on Gone Fission Hydroplant.
* December 9-December 10, 2022 brings the difficult-to-use-well weapons '''Splash-o-matic, Glooga Dualies, Bamboozler and Tenta Brella''' on a limited Spawning Grounds rotation with Lesser Salmonid control being vital to keep the crew safe.
* December 22-December 23, 2022 gives the '''REEF-Lux 450, Splatana Stamper, Blobbber, and Goo Tuber'''. The weapons make for a powerful rotation, but potentially players (especially Freelancers) will struggle with the weapons apart from the Bloblobber. And to add to the pile, the map used in this rotation is Spawning Grounds.
* December 30, 2022-January 1, 2023 gives a Marooner's Bay rotation with the '''Luna Blaster, Splattershot, Splat Charger and the Dynamo Roller'''. Depending on who's using the Dynamo Roller, it could be the worst or the best, since the weapon is one of the most technical in Salmon Run.
* January 1-January 2, 2023 gives '''L-3 Nozzlenose, Ballpoint Splatling, Splattershot Pro, and the Tenta Brella''' on Spawning Grounds. The Ballpoint is a technical weapon that needs its firing modes to be learnt for effective use in Salmon Run.

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* November 25-November 27, 2022 gives us the '''Glooga Dualies, Inkbrush, Squiffer and Heavy Splatling''' on Spawning Grounds. The All four weapons included in this rotation heavily suffer have problems getting around the map and dealing damage, whether that be from the Inkbrush or Glooga Dualies' short range, the Heavy Splatling's slow mobility despite having and both it and the Squiffer and Inkbrush and having three highly-technical weapons with the Inkbrush makes this rotation quite suffering from a heated and risky rotation.
charging requirement, making it very easy for players to end up swarmed even on a normal round.
* November 27-November 29, 2022 gives the '''N-ZAP, Sloshing Machine, H-3 Nozzlenose and Hydra Splatling''' on Sockeye Station. The While the N-ZAP and Sloshing Machine can are decent, they are both bogged down by having to support the Hydra Splatling from getting overwhelmed, but a Hydra slow firing rates of the other two weapons, and a H-3 were not needed to be together. The N-ZAP has to cover painting for the Hydra and H-3 so they can have space to retreat to. It got a bit of help from the map being with Sockeye Station.
Station being among the smaller stages in Salmon run, means that unless the players who got the N-ZAP and Sloshing Machine are amazing with their weapons, the stage will be swarmed very quickly.
* December 7-December 9, 2022 provides a heated and teamwork-reliant rotation of the players with '''Splat Dualies, Mini Splatling, H-3 Nozzlenose, and the Snipewriter 5H.''' The risk comes from first problem is that the Snipewriter was a brand new weapon, meaning that most players that ended up with it most likely hadn't even used it in Turf War yet, let alone the much more frantic Salmon Run. Beyond that, it also suffered from the usual problem that Chargers end up having-having charge up shots leaves players open to being new during swarmed. The other weapons don't help with the rotation and the heavy amount of dependency on each other, difficulty, with the H-3 Nozzlenose having a sluggish firing rate, the Mini Splatling, while able to charge faster than most other Splatlings, is also weaker than most and Snipewriter being easily overwhelmed without the help of still has to charge and the Splat Dualies and Mini Splatling. One thing however was that the map was at least on Gone Fission Hydroplant.
Dualies, while having a consistent firing rate, are also lower ranged, meaning there's a high chance they won't be able to hit things like Steelheads.
* December 9-December 10, 2022 brings the difficult-to-use-well weapons '''Splash-o-matic, Glooga Dualies, Bamboozler and Tenta Brella''' on a limited Spawning Grounds rotation with Lesser Salmonid control being vital to keep the crew safe.
the
* December 22-December 23, 2022 gives the '''REEF-Lux 450, Splatana Stamper, Blobbber, Bloblobber, and Goo Tuber'''. The weapons make for Tuber''' and almost instantly, the flaws in the line up are clear-there's no shooter weapon and while the Bloblobber can perform decently in the right hands, the Goo Tuber is a powerful rotation, but potentially charger (a weapon class that already is known to not prefer very well in Salmon Run) and it's gimmick of letting one hold a charge while hiding in ink means nothing when the Salmonids can sniff players (especially Freelancers) will struggle with out, the weapons apart Splatana Stamper is short ranged and has a slow charging rate for the one long ranged move it does have and the REEF-Lux 450 is also short ranged while also suffering from low damage when uncharged. And while Sockeye Station is one of the Bloblobber. And easier stages to add to the pile, the map used in this rotation is Spawning Grounds.
play on, good luck not getting swarmed on High Tide or Rush.
* December 30, 2022-January 1, 2023 gives a Marooner's Bay rotation with the '''Luna Blaster, Splattershot, Splat Charger and the Dynamo Roller'''. Depending on who's using Of the four, only the Splattershot can deal consistent damage. The Luna Blaster is hampered by a very slow firing rate and low range, the Splat Charger needs to charge to do any consistent damage to bosses and the Dynamo Roller, it Roller is beyond sluggish and takes a long time to swing, possibly letting a boss fire off another attack that could be splat the worst or the best, since the weapon is one of the most technical in Salmon Run.
unlucky user.
* January 1-January 2, 2023 gives '''L-3 Nozzlenose, Ballpoint Splatling, Splattershot Pro, and the Tenta Brella''' on Spawning Grounds. The Ballpoint is a technical weapon that needs its firing modes to be learnt for effective use in Salmon Run.Run, which is not easy to do in a fast paced horde mode, while both the L-3 Nozzlenose and Tenta Brealla have a sluggish firing rate, which, again is not helpful when dealing with the hordes coming after, leaving the Splattershot Pro as the only true damage dealer.
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* July 13 - 15, 2023 has the '''Dapple Dualies, Carbon Roller, Dynamo Roller, and Heavy Splatling''' on Gone Fission Hydroplant. With the exception of the Heavy Splatling, the entire loadout is balanced around direct head-to-head combat, meaning bosses that aren't easily accessible from a distance (like Steelheads and Stingers) suddenly become much greater threats. The Heavy Splatling itself requires a significant charge time, and leaves its user a sitting duck just before and after firing -- meanwhile, the Carbon Roller is maneuverable but can only crush Smallfry, the Dynamo is reliant on backup from other, higher-DPS weapons (that it won't find here) to not be [[LowTierLetdown complete dead weight]], and the Dapples are effectively melee weapons. Lest you think Xtrawaves will be a reprieve, the featured King Salmonid is the Horrorboros, which flies well beyond the reach of three out of four weapons and has a very small weak point.

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* July 13 - 15, 2023 has the '''Dapple Dualies, Carbon Roller, Dynamo Roller, and Heavy Splatling''' on Gone Fission Hydroplant. With the exception of the Heavy Splatling, the entire loadout is balanced around direct head-to-head combat, meaning bosses that aren't easily accessible from a distance close range (like Steelheads and Stingers) suddenly become much greater threats. The Heavy Splatling itself requires a significant charge time, and leaves its user a sitting duck just before and after firing -- meanwhile, the Carbon Roller is maneuverable but can only crush Smallfry, the Dynamo is reliant on backup from other, higher-DPS weapons (that it won't find here) to not be [[LowTierLetdown complete dead weight]], and the Dapples are effectively melee weapons. Lest you think Xtrawaves will be a reprieve, the featured King Salmonid is the Horrorboros, which flies well beyond the reach of three out of four weapons and has a very comparatively small weak point.

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* January 1-January 2, 2023 gives '''L-3 Nozzlenose, Ballpoint Splatling, Splattershot Pro, and the Tenta Brella''' on Spawning Grounds. The Ballpoint is a technical weapon that needs it's firing modes to be learnt for effective use in Salmon Run.

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* January 1-January 2, 2023 gives '''L-3 Nozzlenose, Ballpoint Splatling, Splattershot Pro, and the Tenta Brella''' on Spawning Grounds. The Ballpoint is a technical weapon that needs it's its firing modes to be learnt for effective use in Salmon Run.
* July 13 - 15, 2023 has the '''Dapple Dualies, Carbon Roller, Dynamo Roller, and Heavy Splatling''' on Gone Fission Hydroplant. With the exception of the Heavy Splatling, the entire loadout is balanced around direct head-to-head combat, meaning bosses that aren't easily accessible from a distance (like Steelheads and Stingers) suddenly become much greater threats. The Heavy Splatling itself requires a significant charge time, and leaves its user a sitting duck just before and after firing -- meanwhile, the Carbon Roller is maneuverable but can only crush Smallfry, the Dynamo is reliant on backup from other, higher-DPS weapons (that it won't find here) to not be [[LowTierLetdown complete dead weight]], and the Dapples are effectively melee weapons. Lest you think Xtrawaves will be a reprieve, the featured King Salmonid is the Horrorboros, which flies well beyond the reach of three out of four weapons and has a very small weak point.



* High Tide waves in Salmon Runs can range from fairly difficult to brutal. The sea level rises, turning much of the map into a BottomlessPit and severely limiting your team's range of movement. Marooner's Bay and Lost Outpost remain rather large, while Spawning Grounds and Salmonid Smokeyard shrink drastically in this format. If the RandomNumberGod isn't on your side, you can end up with several of these in sequence, and if you get a Griller or Glowflies wave, you'll [[ThisIsGonnaSuck be in for one hell of a time]].

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* High Tide waves in Salmon Runs can range from fairly difficult to brutal. The sea level rises, turning much of the map into a BottomlessPit and severely limiting your team's range of movement. Marooner's Bay and Bay, Lost Outpost Outpost, and Sockeye Station remain rather large, while Spawning Grounds and Grounds, Salmonid Smokeyard Smokeyard, and Jammin' Salmon Junction shrink drastically in this format. If the RandomNumberGod isn't on your side, you can end up with several of these in sequence, and if you get a Griller or Glowflies wave, you'll [[ThisIsGonnaSuck be in for one hell of a time]].



* Compared to Wahoo World's relatively mellow take on the event, '''the March 4 - March 6, 2023 Big Run on Inkblot Art Academy''' was notorious for how unforgiving it could be. On normal tide, Salmonids could spawn from pools of water only a couple of meters from the egg basket, usually turning the center of the stage into a sea of killer fish in seconds. This would be bad enough, but it also meant that if a [[DemonicSpiders Stinger or Flyfish]] decided to spawn from the Gusher on the opposite side of the map after the first 30 seconds or so, it was almost guaranteed to stay there for the rest of the wave, blasting workers with impunity. Certain Boss Salmonids like Fish Sticks or Slammin' Lids went up a few notches threat-wise due to just how little dry land there was. Low tide wasn't much better despite having the entire stage to work with, as the Egg Basket's central placement meant Lesser Salmonids would still swarm it in very little time. The random nature of Big Run shifts means that you'd often get a loadout that wasn't equipped to deal with the Lesser Salmonid hordes and get swamped, resulting in a crew wipe. High tide, Rushes, and Grillers, though, were surprisingly easy, since the former had quite a bit of verticality that players could use to their advantage, and the latter two featured multiple locations that the Chums, Griller, and Smallfry were completely unable to reach without jumping.
* '''Undertow Spillway''' for the '''June 10th - June 12th Big Run''' was mostly a return to the more laid-back shifts of Wahoo World thanks to the mutliple safe perching spots where players could climb to get away from the Salmonids... but Low Tide was another story. The basket was in the middle of the map, on the narrow raised platform with sloped sides, creating a mass GuideDangIt moment for players -- you can hand-deposit eggs from the low ground even though it looks too far, and many were led to inefficiently throwing eggs into the basket, inking the wall to climb up, or jumping and having that split second of immobility in the air. The area around the basket was also very narrow, making you easy targets for Scrappers and Steel Eels. This is compounded by the spawn points for Salmonids; not only do they surround the basket on all sides, but the two opposite sides of the map are far apart, so shoreline units like Big Shots and Stingers became that much more difficult to deal with if they spawned in unfavorable ways. Thankfully, though, this Big Run didn't feature the Griller, and there were multiple solid places where players could gather to avoid the Chum during a Rush wave.

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* Compared to Wahoo World's relatively mellow take on the event, '''the March 4 - March 6, 2023 Big Run on Inkblot Art Academy''' was notorious for how unforgiving it could be. On normal tide, Salmonids could spawn from pools of water only a couple of meters from the egg basket, usually turning the center of the stage into a sea of killer fish in seconds. This would be bad enough, but it also meant that if a [[DemonicSpiders Stinger or Flyfish]] decided to spawn from the Gusher on the opposite side of the map after the first 30 seconds or so, it was almost guaranteed to stay there for the rest of the wave, blasting workers with impunity. Certain Boss Salmonids like Fish Sticks or Slammin' Lids went up a few notches threat-wise due to just how little dry land there was. Low tide wasn't much better despite having the entire stage to work with, as the Egg Basket's central placement combined with all of the Gushers surrounding it meant Lesser Salmonids would still swarm it in very little time. The random nature of Big Run shifts means that you'd often get a loadout that wasn't equipped to deal with the Lesser Salmonid hordes and get swamped, resulting in a crew wipe. High tide, Rushes, and Grillers, though, were surprisingly easy, since the former had quite a bit of verticality that players could use to their advantage, and the latter two featured multiple locations that the Chums, Griller, and Smallfry were completely unable to reach without jumping.
* '''Undertow Spillway''' for the '''June 10th - June 12th Big Run''' was mostly a return to the more laid-back shifts of Wahoo World thanks to the mutliple multiple safe perching spots where players could climb to get away from the Salmonids... but Low Tide was another story. The basket was in the middle of the map, on the narrow raised platform ledge with sloped sides, creating a mass GuideDangIt moment for players -- you can hand-deposit eggs from the low ground even though it looks too far, and many were led to inefficiently throwing eggs into the basket, inking the wall to climb up, or jumping and having that split second of immobility in the air. The area around the basket was also very narrow, making you easy targets for Scrappers and Steel Eels. This is compounded by the spawn points for Salmonids; not only do they surround the basket on all sides, but the two opposite sides of the map are far apart, so shoreline units like Big Shots and Stingers became that much more difficult to deal with if they spawned in unfavorable ways. Thankfully, though, this Big Run didn't feature the Griller, and there were multiple solid places where players could gather to avoid the Chum during a Rush wave.
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* Marooner's Bay has a number of traits that make it one of the harder maps in Salmon Run. At normal tide, the basket is located at the top of a ship whose exterior has no inkable walls at all, aside from temporary propeller-activated pillars. Traveling from one side of the map to the other is also tedious because the only paths at ground level that connect to the opposite sides of the map are at the shore and a narrow passage that can easily lead to someone getting trapped. At high tide, the map becomes a long, thin strip that can easily be swarmed by Salmonids with no way to flank them. This makes it really difficult to reach Flyfish and Stingers on the other side due to all the Salmonids in the way, and Steel Eels become a huge menace due to their length, ability to block attacks, and their weak spots becoming much harder to hit.
** While the Egg Throw in ''Splatoon 3'' makes it easier to transport Golden Eggs from the shore to the basket, there are several changes that make the map harder on high tide. The Sting Ray, which the player could aim to pierce Salmonids and reach Flyfish and Stingers on the other side, was replaced with the Killer Wail 5.1. While the Killer Wail 5.1 can also pierce enemies, it only targets up to three Boss Salmonids and moves aimlessly once they're gone, making it less reliable for clearing out Salmonids and prioritizing major targets. Slammin' Lids also make things worse at high tide since they can spawn enemies, block your shots, and position themselves over the grates, making it harder to bait them into falling down without getting yourself crushed in the process.
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* Jammin' Salmon Junction has a very narrow basket area, and leaves you vulnerable to Steel Eels and larger boss salmonids, and the whole stage gets worse during high tide, leaving only a narrow horizontal rectangle with two protuberant squares with ''no'' inkable walls or places to hide of any sort, and if you are unlucky enough to get a Glowflies rush or a Griller event, it's pretty much a death sentence as there's no places to hide and ''very'' easy to get overwhelmed by Boss Salmonids if you don't deal with them ASAP.

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* Jammin' Salmon Junction has a very narrow basket area, and leaves you vulnerable to Steel Eels and larger boss salmonids, Steelheads if not taken out first, and the whole stage gets worse during high tide, leaving only a narrow horizontal rectangle with two protuberant squares with ''no'' inkable walls or places to hide of any sort, and if you are unlucky enough to get a Glowflies rush or a Griller event, it's pretty much a death sentence as there's no places to hide and ''very'' easy to get overwhelmed by Boss Salmonids if you don't deal with them ASAP.

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