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Re: Upgrades Discussion: Scientist Upgrades!

BfN Scientist is a bit of a mixed bag. Healing hose is not as fun as the heal station or heal beam of science since you lose the ability to fight and heal that you had in the GW games, which means most scientists either don't heal much so they can attack, or have to focus on healing which isn't as fun as it was. BfN's warp is too good as well as we've discussed before; instant activation and 3 of them is crazy powerful. Also, sticky healy thingy is a bit too good with its instant activation and rapid healing pulses. The mega heal ball always felt fine in the GW games as while it gives a large burst of health (50), it takes time to activate and it's really obvious.

Evolution: Not a big fan as I focus on TT since I play PC and you often lose the overhealth before you can get into battle. It's better on other, smaller maps.

Reflexive: Love this one as I am one of the apparently rare support scientist players. Healing my team and myself at the same time is great, and one of my main builds uses this.

Precision: Due to the way the Scientist's weapon works in BfN, this is possibly too good, but it may be fine at 3 points, I don't really use it so not 100% sure. One of the things that helped balance the character in the GW games was that most Scientists were very nasty at close range, but not so great at longer ranges, with some obvious exceptions like the Astronaut, who is too good, period. Not a fan of this one.

Dolphin Blasting: And this is an upgrade where the name really irks me as Marine Biologist has been my favorite Scientist since I got the original game on PC and unlocked them. BfN trying to simulate variants with upgrades is very much a mess since there is no dolphin blaster, no dolphin noise, and no aquarium ammo backpack! While it costs 4 points which is a lot, so many players play assault scientists so getting vanquishes for more faster fire rate to get more vanquishes faster for more fire rate is a popular choice, and even at 4 is probably too good when one considers the scientist's kit.

Reanimate: Helping your team get back into the fight is good stuff. This one requires the sticky healy thingy, so it's a limited window which justifies the cost. I have this on one of my builds.

Diffusion: Seems a bit expensive for it's limited bonus at 3 points. It's a powerful ability normally, and this does make its healing effect twice the normal size, but only if it sticks to a character, and then only useful if that character is near allies so it takes effect, so it's not actually bad but it is very situational.

Materialize: This one is OP at 2 points, but considering how OP warp is in BfN in the first place, this one may be OP at 4 points. Warp is already used by assault scientists like it's going out of style, but then getting so much ammo back as well? Pretty much a must have if you use that playstyle. 

Wormhole: Again, with warp being so good in BfN, anything that makes it even better is going to be powerful. So now not only 3 instant warps, but 3 instant warps that go even further. Combine that with materialize and you are a wrecking machine that can get out of dodge in a hurry. I imagine using these 2 together is a very common build in BfN.

Power Wash: This one I really like as it lets me support my team and keep them up even more efficiently when in a big group, like capture points. That being said, the ability is very strong for healing, so making it even better if you aim is likely OP. If I'm aiming the hose, I'm not attacking anyway and not trying to evade so the lower speed and vision aren't that big of a disadvantage. 

CPR: More healing when allies are more wounded. On my main build for obvious reasons!

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