Anonymous
10 years agoBad characters
So, while we're all talking about Pant team vs Zombie team balance, how about discussing which variants are asolutely awful. Please take note that this is just my opinion based on my experience. I'd also appreciate to know whom you consider to be terrible in comperison to his other variants.
Plants
Cactus
I'd say, the Bandit, Ice and Power Cacti are all terrible. The Bandit Cactus is really bad outside of close range engagements, not because of his damage, but because the accuarcy is terrible. After 10 meters, you constantley need to tap the trigger in order to land your shots on target, which increases the TTK way to much. The Ice and Power Cacti suffer from 1 BIG problem: 19 points of damage over long ranges with the damage upgrade and critical hits. What? Are you serious? Why do these guys deserve such a low damage outpout over range? The Fire Cactus deals 21 points of damage plus damage over time, the Jade Cactus has 20 pints of damage (don't have the upgrade jet) and splash damage, so why do the two variants have low damage? To make matters worse, the Ice Cactus freezes after around 5-6 shots, so that you usualy kill somebody before you freeze him and electric chain damage doesn't work that well with burst damage classes like the Cactus or Scientist.
Chomper
While a class that can insta-kill you usually doesn't need buffs, the damage on the Toxic Chomper and the Chomp Thing is to low to make them worth using. Altough it seems like the Toxic Chomper got a slight buff, he could be brought to the damage level of the Fire and Chomper, which deal the double of his damage. Same goes for Chomp Thing and please make his special perk noticebale.
Citron
Altough Citron generally is one of the strongest classes in the entire game, I feel like the Iron Citron could use a damage buff. I don't have it myself, but one of my friends got it and when I was playing at his house, It seemed like he was true God-Tier when in Iron mode, but it was quite hard to get into it. The main change that would satisfy me is a damage increase from 50-24 to 60-30, or if that is to much for some reason, the removal of RNG affecting his damage. It sucks to hit a Paleontologist with 50 and then hitting him with 47 when he's in the exact same spot and than see him warping away into safety while you need to reload.
Kernel Corn
Mob Cob feels kinda meh and his perk is nearly useless, but he's still a good variant. I actually think that Corn and the Footsoldier have the best balance as far as variants are considered
Peashooter
There is specific Commando Pea balance thread, so I won't repeat my statement. A s far as the other Peas go, the Law Pea nerf should be reverted. Before the Legends of the Lawn update, he was a perfect example for an easy to pick up, hard to master class. Now, he's an hard to pick up, still garbage tier when mastered class. Now, you need to hit 5 headshots to kill a footsoldier up close, while the old one could demolish an All-Star with six headshots. Now, to be effective with him, you need superhuman accuarcy to hit moving targets, since fires projectiles, and an abnormally good trigger to compensate for the mediocre damage.
Sunflower
With the Park Ranger being d good, I don't understand why the Alien Flower has spuch a low AoE and direct hit damage. However, my main concern is the Shadow Flower. She's supposed to fire faster and deal higher damage than the default up close, in trade-off for an earlier damage drop-off. This variant basically lost her advantage in the Legends of the Lawn update, when the damage on the default Sunflower was increased, and she fires only a tad bit faster than the default, so I suggest to buff to the close range damage by 1 point and an increase in the RoF. And I don't care if this mutates her into an OP crutch killer, because let's be honest, if you can't kill a Sunflower, you're not the greatest player ever.
Rose
Somerhing to Ice Roses freezing power and a buff to movement speed (not jumping) for her and Fire Rose while charging is enough.
Zombies
All-Star
If you really want to know why I'm waiting on a buff to the Hockey-Star since two years, go into the Backyard and ger a friend to go into the Gatling or Sunbeam. Then shoot him from medium range. If any other All-Star is considered, the Golf-Star could use a söight buff to damage over range or overheat
Captain Deadbeard
Increase the magazine size of Captain Flameface and Captain Canon= Problem solved
Engineer
Needs dispenser to pootis here. Just kidding, he feels fine and I can use every variant with decent succes, altough the splash radius on the Landscaper feels like it got nerfed. Anybody got some information or hard facts on this one?
Footsoldier
The Footsoldier is fine and still one of the strongest cöasses in the entite game. Every variant feels useful. And before you cry about the Tank Commander, I can confirm to you that my most beloved variant still deals 40ish points of damage on a direct hit over range. First, you're going to see the 10 points of splash damage and then an RNG geberated number (usually between 30-35) that gets added on top. If you don't trust me, try it out with a friend in the Background Battleyard. And no crying about the Super Commando nerf allowed. I considered him to be more broken than the ASM1 from CoD:AW.
Imp
In my opinion, these squishy annoyannces could use an HP nerf, but the Party Imp and his Mech are absolutely awful and on top, if you somehow earn party mode, he's insanely hard to control
Scientist
While everybody whines about him being OP and I agree that any decent Scientis main can be increadibly hard to kill, that doesn't mean that a Scientist is not the WORST Zombie in the entirety of PvZ GW1 and 2. Which Zombie am I talking about? The Archeologist. While you might argue that Dr. Toxic is worse, and while Toxic is a bad Scientist, he has a lot of things that the Archeologist: Toxic damage, toxic AoE damage, an intermediate damage between his long range and in-your-face damage and a decent amount of in-your-face damage. The only thing the Archeologist has that Dr. Toxic hasn't is a big clip, but if you need half of your clip to kill, you can't consider it an upside. Even the Hockey-Star is better, since he can deal his maximum damage at close range without needing to stuff the barrel of his gun into somebody's throat. And even if you shoot somebidy into their face, you only deal a mediocre amount of damage. I'd suggest to leave him like he is right now and increase the clip of Dr. Toxic by 2 because: A. He can still self heal and tank more damage than he's supposed to, B. A *ty variant as a trade-off for the Physicist (yes, I like this guy), Marine Biologist, Chemist and Zoologist is fair enough and C. Somebody not further described on this forum will probably hate us all for a Scientist buff and I won' blame him, because the last time a Scientist got a buff (Dr. Chester), he went from garbage tier to the killing machine that is the Zoologist (they are basically the same guy with a different skin)
Super Brainz
If you really want to buff somebody who completly outclasses the other tank on his team, increase the damage of Kozmic Brainz's uncharged punch.
Plants
Cactus
I'd say, the Bandit, Ice and Power Cacti are all terrible. The Bandit Cactus is really bad outside of close range engagements, not because of his damage, but because the accuarcy is terrible. After 10 meters, you constantley need to tap the trigger in order to land your shots on target, which increases the TTK way to much. The Ice and Power Cacti suffer from 1 BIG problem: 19 points of damage over long ranges with the damage upgrade and critical hits. What? Are you serious? Why do these guys deserve such a low damage outpout over range? The Fire Cactus deals 21 points of damage plus damage over time, the Jade Cactus has 20 pints of damage (don't have the upgrade jet) and splash damage, so why do the two variants have low damage? To make matters worse, the Ice Cactus freezes after around 5-6 shots, so that you usualy kill somebody before you freeze him and electric chain damage doesn't work that well with burst damage classes like the Cactus or Scientist.
Chomper
While a class that can insta-kill you usually doesn't need buffs, the damage on the Toxic Chomper and the Chomp Thing is to low to make them worth using. Altough it seems like the Toxic Chomper got a slight buff, he could be brought to the damage level of the Fire and Chomper, which deal the double of his damage. Same goes for Chomp Thing and please make his special perk noticebale.
Citron
Altough Citron generally is one of the strongest classes in the entire game, I feel like the Iron Citron could use a damage buff. I don't have it myself, but one of my friends got it and when I was playing at his house, It seemed like he was true God-Tier when in Iron mode, but it was quite hard to get into it. The main change that would satisfy me is a damage increase from 50-24 to 60-30, or if that is to much for some reason, the removal of RNG affecting his damage. It sucks to hit a Paleontologist with 50 and then hitting him with 47 when he's in the exact same spot and than see him warping away into safety while you need to reload.
Kernel Corn
Mob Cob feels kinda meh and his perk is nearly useless, but he's still a good variant. I actually think that Corn and the Footsoldier have the best balance as far as variants are considered
Peashooter
There is specific Commando Pea balance thread, so I won't repeat my statement. A s far as the other Peas go, the Law Pea nerf should be reverted. Before the Legends of the Lawn update, he was a perfect example for an easy to pick up, hard to master class. Now, he's an hard to pick up, still garbage tier when mastered class. Now, you need to hit 5 headshots to kill a footsoldier up close, while the old one could demolish an All-Star with six headshots. Now, to be effective with him, you need superhuman accuarcy to hit moving targets, since fires projectiles, and an abnormally good trigger to compensate for the mediocre damage.
Sunflower
With the Park Ranger being d good, I don't understand why the Alien Flower has spuch a low AoE and direct hit damage. However, my main concern is the Shadow Flower. She's supposed to fire faster and deal higher damage than the default up close, in trade-off for an earlier damage drop-off. This variant basically lost her advantage in the Legends of the Lawn update, when the damage on the default Sunflower was increased, and she fires only a tad bit faster than the default, so I suggest to buff to the close range damage by 1 point and an increase in the RoF. And I don't care if this mutates her into an OP crutch killer, because let's be honest, if you can't kill a Sunflower, you're not the greatest player ever.
Rose
Somerhing to Ice Roses freezing power and a buff to movement speed (not jumping) for her and Fire Rose while charging is enough.
Zombies
All-Star
If you really want to know why I'm waiting on a buff to the Hockey-Star since two years, go into the Backyard and ger a friend to go into the Gatling or Sunbeam. Then shoot him from medium range. If any other All-Star is considered, the Golf-Star could use a söight buff to damage over range or overheat
Captain Deadbeard
Increase the magazine size of Captain Flameface and Captain Canon= Problem solved
Engineer
Needs dispenser to pootis here. Just kidding, he feels fine and I can use every variant with decent succes, altough the splash radius on the Landscaper feels like it got nerfed. Anybody got some information or hard facts on this one?
Footsoldier
The Footsoldier is fine and still one of the strongest cöasses in the entite game. Every variant feels useful. And before you cry about the Tank Commander, I can confirm to you that my most beloved variant still deals 40ish points of damage on a direct hit over range. First, you're going to see the 10 points of splash damage and then an RNG geberated number (usually between 30-35) that gets added on top. If you don't trust me, try it out with a friend in the Background Battleyard. And no crying about the Super Commando nerf allowed. I considered him to be more broken than the ASM1 from CoD:AW.
Imp
In my opinion, these squishy annoyannces could use an HP nerf, but the Party Imp and his Mech are absolutely awful and on top, if you somehow earn party mode, he's insanely hard to control
Scientist
While everybody whines about him being OP and I agree that any decent Scientis main can be increadibly hard to kill, that doesn't mean that a Scientist is not the WORST Zombie in the entirety of PvZ GW1 and 2. Which Zombie am I talking about? The Archeologist. While you might argue that Dr. Toxic is worse, and while Toxic is a bad Scientist, he has a lot of things that the Archeologist: Toxic damage, toxic AoE damage, an intermediate damage between his long range and in-your-face damage and a decent amount of in-your-face damage. The only thing the Archeologist has that Dr. Toxic hasn't is a big clip, but if you need half of your clip to kill, you can't consider it an upside. Even the Hockey-Star is better, since he can deal his maximum damage at close range without needing to stuff the barrel of his gun into somebody's throat. And even if you shoot somebidy into their face, you only deal a mediocre amount of damage. I'd suggest to leave him like he is right now and increase the clip of Dr. Toxic by 2 because: A. He can still self heal and tank more damage than he's supposed to, B. A *ty variant as a trade-off for the Physicist (yes, I like this guy), Marine Biologist, Chemist and Zoologist is fair enough and C. Somebody not further described on this forum will probably hate us all for a Scientist buff and I won' blame him, because the last time a Scientist got a buff (Dr. Chester), he went from garbage tier to the killing machine that is the Zoologist (they are basically the same guy with a different skin)
Super Brainz
If you really want to buff somebody who completly outclasses the other tank on his team, increase the damage of Kozmic Brainz's uncharged punch.