Forum Discussion

Anonymous's avatar
Anonymous
9 years ago
Approved

Ability vs Ability

I figured it might be nice to list the abilities/variants that might need a slight tweak to balance it with it's opposite ability. Here's some examples:

Shuck Shot vs ZPG

Shuck Shot does 100 damage while ZPG does 250. Both take time to charge/load before firing and have a slow projectile speed. Does Shuck shot have a bigger splash? Larger projectile? I don't know only a dev can clarify that. Otherwise these two should have the same damage. Now Shuck Shot might've been invented as the opposite of Super Ultra Ball hence the damage. However Corn can't jump as high as Superbrainz and launch it down at targets. He has to shoot straight, much like the Foot Soldier, even then the Foot Soldier can get elevated or fire it from the air after he uses Rocket Jump.

So now let's consider all the explosive abilities that zombies have: ZPG, Super Ultra Ball, Imp punt.

Now plants: Shuck Shot and Chili Bomb.  (You could maybe include the Chomper's new ability Chomp Cannon but that one isn't default and only does 100 damage.)

So 150 imp punt, 100 Super Ultra Ball, 250 for ZPG vs 100 Shuck Shot, 250 Chili Bomb and 100 Chomp Cannon. Now granted the Chilibomb has a big AOE but the imp punt also has an AOE, maybe not as large as Chilibomb but enough to be an effective grenade. Most plants don't go over 150hp anyway.

My conclusion.. Shuck shot needs a damage boost to at least 150 so plants can have explosion damage on par with Zombies. Preferably 250 so it can mimic the ZPG.

Artichoke/Garlic Drone vs Parrot

The parrot has faster projectiles making it easier to lead and shoot down your targets while it is harder to lead and shoot folks with the Artichoke/Garlic drones. The parrot seems to have a smaller hit box but I'm not entirely sure. I just can't hit the damn thing with any plant I pick yet with half the zombies I can easily nail the Artichoke/Garlic drones. 

Shark Laser vs Any Cactus

Now I haven't unlocked all the Cactus variants but I have yet to find one that does as much damage as DeadBeard with a Shark laser. Now hear me out. I've taken him out on 3 matches and have have more than 50 vanquishes with a 25+ kill streak thanks to him. I do not even have him maxed out yet. I can not do this with the Cactus. Her projectiles are slower and the slow zoom in doesn't help. Comparing the numbers the shark laser does 32 per hit and 35 if I crit. If I'm shooting Citron and he throws up his shield my shot can do 16x3 (48) at times. This also happens to any armored weed I fire at as well.  There isn't a single cactus I have that does 32 damage as base. My elemental cactuses actually do around 18 on crit shots. I just got the Jade Cactus yesterday and I was impressed with her being able to do 26-28 damage per shot and that her shots do explode upon contact. Then I tried DeadBeard next match and stop being impressed.

Husk Hop vs ImpKata

With ImpKata you can fire your weapon until near empty, use ImpKata and at the end of it receive a full loaded gun which you can empty into your enemies again. With Husk Hop if you are near empty and use HH you will not land with a full clip and will have to reload. Either HH should give me a full clip like ImpKata or the Imp should need to reload at the end of ImpKata. It's a small complaint but players have taken advantage of this.

Melee vs Melee

SuperBrainz and Chompers are melee classes. Or are suppose to be. Superbrainz is the only one  who gets a beam to use. The beam is effective enough to take out plants at range thanks to his tanky body. Further more SuperBrainz has more HP AND is effective at taking out multiple plants at melee range. I don't know about you but I think Chompers are getting rather jealous at this point. They need a buff if we are going to leave SuperBrainz as is. A buff in all areas: HP, damage and CD reductions.

But wait Chompers can One-hit vanquish zombies! Surely that means something?

Yea it would if majority of zombies didn't have a means of escaping him (Scientist Teleport, All-Star Charge, Engineer Jackhammer, SuperBrainz's jump and hero kick, DeadBeard Barrel). So the only zombie that can't really escape Chomper is the Imp. But he gets a double jump+hover. So if he's lucky and quick he might be able to land on some high ground to save himself. How is this balanced again?

So how many plants can SuperBrainz's Twister take out? Sunflower and Cactus. The cactus is a 50/50 because I was able to put up a wallnut and mine behind it to save myself but that was only with the idiot Brainz who didn't see me do that. Also SuperBrainz can survive a potato mine since it only does 175 damage. Sunflower is wrecked, no chance of escape. Imp gets a chance to escape by jumping on something. Sunflower, nope. Now every other plant has an ability they can use to escape SuperBrainz but if they fail to use it then they are usually dead.

Thoughts? Was this a fair analyze? Was there anything I didn't consider? Any you have in mind that I might've missed?

17 Replies

Featured Places