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stukapooka's avatar
4 years ago

Ability discussion: heal beam

Ability discussion: Heal beam

Gw description: If the Sunflower stays close to her target, she can use her heal beam to keep them alive.

Bfn: Heal an ally and extend their max health.

In gw the heal beam is the sunflowers bread and butter ability as it can allow her to heal her allies at

two health points every half second, continuously.

It has no cooldown or usage limit however it will automatically turn off after 4 minutes.

In bfn Heal Beam is able to grant allies overheal hand is the only ability of Sunflower that grants it. Though it slowly goes away after time.

There are upgrades to improve heal beam in bfn.

Blossom: Heal Beam can branch out and heal additional adjacent ally. 3 cost.

Full bloom:

Increase Heal Beam length by 50%.

Cocoon:

Increase max overhealth cap from 1.33 to 1.53.

It an be used on digging chompers, potted plants, bosses, and weed npcs in all games.

Healing rate seems to be buffed in bfn.

Exclusive to the gw games would be the beams very unique function of being able to remove status affects. It was also the only way to heal to full in gw1 outside of being count chompula or using medic summonables.

Being able to save allies from these effects in gw was a game changer as you could save allies from being burnt to a crisp, poisoned, and thaw them out of ice faster. This caused heal beam and sunflower (and scientist) to massively impact the gameplay of gw due to the variety of enemies you would face in both the multiplayer and ops that are constantly throwing characters with these 

In bfn however electricity is the only effect being used by zombies so there's no need to use heal beam to quickly remove the effects. Ice exists with the yeti imp but they can't permanently freeze their target so there's no true urgency for a sunflower to quickly thaw out a peashooter on the brink of death.

I wouldn't be suprised if they added overheal as a way to keep healers relevant in bfn since there are so many other healing options in the game with upgrades and less incentive for healers to be played overall.

This was going to be a mishmash of a post about healers in the series but I'll instead go over the abilities in the series as a whole.



3 Replies

  • I wish they had alternate abilities as well in BfN, I was hoping for that since the game's release (I suppose that is what the ability upgrades are for). Are you going to discuss alternate abilities as well? 

    I'll participate in these discussions as I really like most of the abilities in the shooters, and the alternates as well. I will mention ability upgrades in BFN and what I think of them as well.

    HEAL BEAM

    Heal Beam for the Sunflower is really useful from my experience, since I prefer a supportive and a defensive playstyle in general, this is one of the best abilities for me to use, as being able to use it continuously without waiting for a cooldown is really useful. It sort of is a shame you cannot heal yourself with it, although that would probably make this ability very overpowered, especially in BFN. It can really be difficult to get maximum use of this ability when lots of allies are in need of healing, as you can only heal a single ally at time, although this can be somewhat countered with your Heal Flower or Sunny Side Up ability, depending on which game. Being able to attack, except in Sunbeam, while healing is quite useful as well, as while Sunflower's attack is not that powerful, the extra damage can help. It annoys me though because I seem to only be able to concentrate on healing or attacking when playing Sunflower and I do not know why. I knew about the fact that the Sunflower's Heal Beam would automatically detach from a target after 4 minutes on its own for a while, I do not particularly see the point of this as I have never healed the same ally without changing targets for anywhere near that long, but an interesting piece of trivia nevertheless.

    GW Alternate Abilities

    Rainbow Heal Beam: This alternate ability is the only alternate ability that has been around since GW that has no differences apart from no cosmetic changes, which is interesting. I really like the cosmetic difference and would almost always use it over the regular Heal Beam, although it would have been cool if the heal rate could have been slightly increased.

    BFN Ability Upgrades

    Cocoon: Costs 3 upgrade points. You can overheal allies even more with this upgrade, however the additional overhealth only remains while you have the Heal Beam attached to that target. This is really useful to heal someone under constant fire. Even more healing is really cool, I do wish the allies kept this overhealth for a bit longer after detaching, although that could make this upgrade overpowered, not sure. Overhealth is really annoying for enemies to deal with already.

    Full Bloom: Costs 3 upgrade points. Your Heal Beam can heal allies from further distances and stretches further. I can see this being really useful, as you can stay more hidden and protected from enemies while healing, which is especially useful if you have less health, but still continue to heal your allies that are not too far from you without being in too much danger. It makes it more  convenient for healing allies as well in general.

    Blossom: Costs 5 upgrade points (it could be 3 but I think this got buffed a while back and I cannot remember). You can heal up to 2 allies at a time if there are multiple allies close to each other. The Heal Beam will branch out and heal another ally. I absolutely love this upgrade, this helps to deal with times where lots of allies need healing at once and the overall healing rate is much faster. Upgrade is expensive, but worthwhile. If it does cost 5 upgrade points, I suggest it being reduced to 4.

    Pocket Protection: Costs 3 upgrade points. This does not directly impact the Heal Beam, but it benefits you when using the Heal Beam on allies. You know how I was going on about that it was a bit annoying that you cannot heal yourself? Well, with this upgrade, you heal about 10 health per second while you are healing allies, which is great and really useful. This rewards the healer for healing allies as well as giving the healer a passive way to heal. Having support characters left alive for longer allows the team to stay alive for longer.

    Sunslinger: Costs 2 upgrade points. You actually heal allies that are at low health at a faster rate with this upgrade. This is really useful for keeping them alive and saving them from being vanquished, reducing the time before they will be completely healed and you can get started on healing another target more quickly if you wish. I find this upgrade really useful, cheap to use, and this can really help save your team when multiple allies are at low health. 

    Conclusion

    I find Heal Beam really useful, being able to heal allies at any time without a cooldown, and still being able to attack while healing is a helpful bonus. It is such a versatile ability and the BFN ability upgrades make it even more powerful. It can be difficult to heal all your allies when many are in demand of healing, although you can use your Heal Flower or Sunny Side Up, depending on the game, for even more efficient healing and better grouped healing if needed. Really useful upgrade, and I really enjoy using it due to my defensive and supportive nature.

  • Remember in BfN when you could have Cocoon and Blossom at the same time before they changed the values so you couldn't? Along with the fork of the heal beam being able to heal yourself was extremely obnoxious.

    Despite healing being too good in BfN, playing Sunflower in the game has somehow been less enjoyable than either GW game, it drove some old friends like Asaibada away from the game over just that alone. Overheal as a concept doesn't bother me, but it just makes things more tedious in BfN. Healing XP is part of the issue, as despite how powerful it is, you don't get all that much XP from it. It feels bad to be top healer and do decently on vanquishes, but be in the lower half of your team because of that.

    Sunflowers always felt a bit too vulnerable in GW, but in GW2 they felt so good to play, even before their health was increased by 10. I swapped to the rainbow healing beam in both GW games, because why not?

    It's critical to have a Sunflower or 2 when fighting the Yeti King boss hunt in GW2, mostly for that heal beam.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 It's because despite the fact that healing was buffed everything else with sunflower was nerfed. Her rate of fire and damage were tossed into the trash and sunbeam has no reason to exist in bfn. Sunny side up is a braindead escape ability unlike heal flower where you had to stand your ground and fight.

    Both gw games allowed sunflower and scientist to actually have a really powerful dps with scientist needing close range and sunflower needing good aim allowing damage that can rival soldier. Compare this to most shooter games healer philosophy of medic=pathetic weakling in combat.
    "Ze healing is not as rewarding as the hurting"- medic tf2. A healer in a shooter that actually rejoices in the slaughter unlike most of the bland pacifists in 90% of shooters nowadays.

    We also lost all the variety sunflower got from variants. In gw2 you could choose between a tank, a heal machine, or a vampire that won't die easily but each of them having a respective weakness. There was something there for everyone. Bfn sunflower might as well be discount stuffy flower given that they reused all the sound effects for bfn and certain upgrades just do what stuffy does but with no downsides.

    Yeti king shows the value of the beam being able to thaw you out from ice as while its not impossible without healers everything will go your way if you do have one.

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