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BfN's Spikeweed really lacks health too. It's very easy to take out, instead of requiring your attention to do so as a zombie. I can't find the actual value, but I think it's about 25 or 30. Combine that with how visually obvious they can be, and they just aren't good in BfN, despite the ability to launch them at range (inaccurately). I almost never hit a spikeweed or have mine occupied by players in BfN as opposed to how often it occurs in GW and GW2.
The instant activation added after GW's version makes it too easy to cheese, like potato mines and the GW/GW2 sonic mines, it should have a short arm time so you can't instantly grab zombies with it. The GW upside-down trapped animation was the best of the bunch too.
I love Vampire Spikeweed in GW and GW2, but not as much in BfN, partly since it's one of those upgrades that could and should, but doesn't, have a distinct appearance. It's especially good with Count Chompula as you get so much life steal!
For the next shooter, spikeweed should mostly go back to GW as far as timer, effectiveness, and animation. At the very least, the instant activation should go and it should not be like it is in BfN where the damage is high but it's too easily destroyed and seen.
100% agreed on an activation delay. The hanging animation was amazing to look at.
Vampire Spikeweed needs the different coloring or else nobody knows when chomper is using it which is the main flaw of bfn's upgrades as you never know what they're doing. It really does fit chompula well.
I feel like the extra damage in bfn was meant to counter overheal but they completely forgot that not everyone has overheal 24/7. Funny since they nerfed a ton of the other abilities in damage.
Gw1 spikeweed supremacy!
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