Re: Next Game Idea: characters/variants
@Iron_Guard8The main problem about bfn's communication is that it sometimes takes too dang long to look for what you want say and let us not forget the cringe and toxic emotes/dead memes.
Gw1 pots were weak but their positioning in maps was ten times better than anythinf they get in bfn ab characters like bonk choy and scaredy shroom were viable. They also had the bamboo shoot.
I remember the back chomp aim rework and hook style ideas which would go a long way for improving chomper as a character.
I dont want the Insta win gw2 spikeweeds back but bfns were just pathetic and i never saw a zombie actually fall for them. They were at their best in gw1 where they were basically tankier but less damaging potato mines that blended in better. I also really miss the hanging animation.
I'd be fine with half revive health if full regen stays as all scientist or sunflower were annoying.
I hope our shots aren't able to go through teamates next game. I'm fine with walking through teamates but give it a little resistance so it isn't instant like in tf2.
The ally markers should stay but replace the blue arrows with the head markers from gw2.
Drone hitboxes feel very off in bfn, I swear I could hit them multiple times hut nothing happened. I also miss the flying on top of them glitch that was very useful.
Engineer should be able to swap abilities and be reverted as the character wasn't fun in bfn and double time was a selfish ability.
Slide definitely needs to stand out more.
Hovergoats kit feels like the best support character we've gotten and I would love to see it expanded.