5 years ago
All about the vanquishes
Not really but you’re here now. Don’t get me wrong, I do love getting a ton of kills. My style runs more on objective base. However sometimes on bad days I enjoy racking them up. In GW1 and 2 I ha...
@dwooten77 I guess you got the 100+ vanquishes in Turf Takeover (I know Team Vanquish couldn't be it, but Gnome Bomb and Subordination would also be possible)?
I don't think I ever achieved that, so congratulations to you for achieving it.
Just out of interest, how high is your (and the other player's here) vanquish streak?
I would like to get a feel for what the best vanquish streak experienced players can get is.
I imagine there is a big difference between console and pc (my accuracy is 25% on pc)?
Anyway, I think that @Gormey , @Iron_Guard8 , @TheSprinter85 and you have all very valid points on healing and the TTK.
I just wanted to offer some of my opinions, even if they are unpopular, because I like discussing these things.
I never really liked the TTK in the gw games, especially gw2. They added so many powerful variants. Even if some of the strong ones had some negatives to them, in order to balance them, the still ruined the experience (in my opinion). They started doing this with Steam Blaster and Brainium basher in BfN as well. It just isn't fun if anything can one shot you and fly across the map within seconds. In gw2, I felt like most characters were like this even by just using their primary weapons. Even though the game had damage drop-off, I still encountered hundreds of Foot Soldiers obliterating me from across the map within seconds. I liked to play healers a lot at the time and felt like they were nearly useless in the gw games. They were more like normal fighters, but a bit weaker with some slight healing capacity added to them.
In my point of view, healing in BfN is too strong in these instances:
Playing as a normal Sunflower, without the "cheater" config, I feel like she is worse than Scientist in many ways. Sure, you can use your abilities to survive longer, but after you've used them and are stuck with "normal" healing via sun beam, healing isn't way too powerful. Still good, but not op, in my opinion. So many characters have abilities that deal huge amounts of damage instantly or in a short period of time combined with strong primaries, so strong healing is (to a degree) needed.
To sum up: I think healing would be fine if nerfed by about 10%
@benn1nat0r Definitely in turf. I’ve got a 60 something streak with foot soldier but it wasn’t a fair game by any means.
Turf has always been the easiest to get a lot of vanquishes in as they tend to be longer matches if the attackers do well. You can get a chunk of vanquishes in Gnome Bomb and Suburbination too, but the greatest potential is in TT. In BfN the TT matches aren't as long as GW1 or 2's as they only have four points and the fighting is almost 100% either on a payload or right on the point, so that is one factor that makes the overall vanquish count lower in BfN, but also how easy is it to just sprint out of trouble and how bad the aiming can be, along with the hit registration problem, and the extreme power of healing in BfN. BfN has such a weird TTK formula as zoomed in cacti and deadbeards can do 99 damage to someone which can one shot some characters, yet most main weapons don't feel anywhere near as satisfying. I preferred the GW's games TTK as it rewarded more aggressive play (even if I tend to be more defensive/support), and yet wasn't as silly short as it can be in games like CS:GO. You can still get away in GW1 and 2 but it's more difficult and makes tactical awareness all the more rewarding.
One thing I also noted as I ramp up my time in GW2, the mega healing ball for the scientist has a large burst heal, but unlike the heal thingy in BfN, it takes a bit for it to activate (similar to warp actually), so the plants have time to try to vanquish low health zombies before it heals them.
@Iron_Guard8And heal station could be destroyed preventing the scientist from healing himself and with his multiple healing options he could choose to be a team player or lone wolf which were reflected well in his abilities such as the beam being a great team player option but you can only heal one person, heal bomb can help multiple people but has to recharge and takes time to go off, armored was tougher to break but had a slower healing rate for groups, and both station and heal bombs could be used to boost up somewhere.
Same could be said with sunflowers flowers as stock allowed her to last longer in a fight while helping her team, rainbow produced at a faster rate but didnt put out as mich to begin with and is much more noticeable, and dark flower allowed sunflowers combat abilities to be increased at the downside of removing self healing.
Bfn makes counterplay worse because it increased their natural abilities while removing the counter play such as attacking heal stations and flowers to prevent escape and now the healers survival abilities are on steroids.