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JarlAdalbert's avatar
10 years ago

Balance: Both teams

I notice so many threads about plants being terrible or zombies being overpowered and yet there are also threads mentioning how the teams are damn near perfect balance. I personally believe the game is near perfect balance but of course there are always things that people will be angry about. I have decided to try and design my own balance thread.

I don’t believe the Zombies are leagues better than Plants, but I do believe they have a slight advantage that can easily be beaten by the Plants working together. However that is not always the case. So then if we buff plants too much, zombies will be weakened maybe to the point of needing buffed. A vicious circle.

Please note that these are all my opinions as I have not mastered every class and variant. I will try to touch on a few things including variants and not classes as a whole. But I will try not to give specific numbers on upgrades or weaknesses as everyone belief is different.

 

Peashooter- I believe their health and speed are fine. No upgrades required as a whole.

Commando Pea- He has always been a rather underwhelming class coming in short behind every full auto variant so I believe he needs a slight damage increase or he needs his firerate increased.

Rock Pea- As most other heavy variant plants, I think he should be at least at 175 health and deal a bit more damage as he is, in my opinion, meant to be a slow walking tank.

Electro Pea- Travel speed of his projectile should be increased. I feel as though I am waiting for my attack to get to an enemy much more than I feel like I am helping my team through damaging.

Sunflower-

Here I would like to touch on the want for Sunflowers to get a ‘shotgun’ ability making them more equivalent to Deadbeard. My personally think that is a terrible idea. Sunflower is mainly support designed for precision strikes, not damaging strikes. As this is a team game, she requires her team to help defend her.

I will say that I think Sunflowers heal beam should heal for more than the scientist heal beam to counter for the damage the scientist can do.

Now I don’t play as Sunflowers often but when I do, I do fairly well.  Healing my team, while peppering the enemy. Able to leave a healing plant on one side and then personally heal the other. I feel like she is right where she needs to be.

For pro sunflower players, I ask that you include variant specific ideas that you believe need worked in.

Alien- With Park Ranger being so strong, Alien should fire faster.

Chomper

So I have created threads and responded to many threads involving the Chomper. Let me be very clear on where I stand.

Chomper is absolutely fine. His damage is great. His swallow speed is still fine especially with upgrades. He is very versatile but I believe he fills his role as assassin and no one else can compete with him in his category. One Chomper does need to be touched on.

Chomp Thing- Though I do not have him mastered I am uncertain if he gets a damage upgrade. But his damage does need slight buffed or he needs a constant healing innate ability. Nothing too crazy but just always healing. His health is at 125 so with so many damaging zombies, it shouldn’t make it too crazy.

Cactus

 

I believe Cacti and Deadbeard need ways to get on top of rooftops because as sniper classes, they are weakened with being grounded. Also, some people believe Cacti need a cannon but if they were too do that, they would need to weaken his long distance damage as they did Deadbeard.

I also think we need to be careful so that the two snipers are special and not mimics of one another.

Petrified- Similar to the Electro Pea, just can’t get any good shots in without the enemy moving the second they get hit once or see it coming.

Zen- After upgrading the Imps health, having Zen deal at most 70 damage on the final shot should not be an issue anymore.

 

Citron-

 

I wish peel shield covered more or at least protected me longer as I do not feel like a tank.

 

Em-Peach- Should deal way more damage to a mech and stun it for longer. It is fine where it’s at against players but a mech just brushes it off.

 

Electric- His base damage with no charge should be increased slightly because three damage is a joke. Also, maybe have his charged shot not require so much ammo. I think three full shots should force reload not two.

Party- His damage should be brought back up to normal. He feels just too weak right now.

Kernel Corn

For being the all-out assault kind of character he was meant to be, he comes off as very weak in comparison to the All Star whom I believe to be his rival. The less health makes sense as his frame is smaller and harder to hit. However, the damage just doesn’t exist. I feel like this class as a whole needs to be strengthened in damage.

 

Rose- Do not touch Rose, I repeat, do not touch Rose. She is support and I like where she is at.

Foot Soldier

 

I think the foot Soldier is good where he is at with a fairly good amount of damage, good health and too me a really well balanced character.

Scientist

Most people say scientist is too powerful but the thing of the matter is he needs to be right in your face and if he is focusing on killing, chances are he isn’t focused on healing. His normally means the Zombies have no healing support. Many plants have abilities to counter Scientist.

Like the Sunflower, I do not touch the scientist much.

Dr.Toxic-  A very weak and underpowered scientist. Requires either buff in damage or fire rate.

Physicist- Weak as well and could benefit from having a channeled beam similar to Electro Brain laser but weaker and with ammo and medium range.

All Star

 

Needs a bigger head lol. With his health Equal being Citron who is a walking critical hit, All star should probably be a little easier to crit on.

Imp bomb also doesn’t seem to travel as far as it did before and with bigger maps I saw this as a bit confusing. Bring back the old Imp bomb.

Tennis Star- Bring his health to 175 or 150.  All star is slow when attacking and that is why he has high health but to give such a mobile all star speed, damage and health seems absurd.

Golf Star- His weapon seems to over heat quickly and even for a ‘ranged’ all star he is really bad at it. I am not even sure how to fix him.

Engineer

Less damage as a whole would be optimal for this class. Do too Zombies lack of simple support characters and the overabundance of damaging characters. Weakening Engineer to just be support seems reasonable.  

So Less damage, weakened damage from afar and maybe less stun time or two stun mines and not three.

Big Bolt Blaster needs drastically weakened as Sunbeam and Pea Gatling can’t even touch it.

 

DeadBeard

 

Deadbeard being one of the new Zombie classes seems to be balanced rather well but there are a few things I would like to touch on. His health seeing as how he can deal very good damage up close should be dropped to 100.

SharkBite- He seems to be dealing a bit too much damage from afar so a fix could be damage decrease or slow fire rate.

Super Brainz

 

Electric Brainz- Nerf that terrible beam. Staying in a base to defend is pointless when that beam can burn down three plants in seconds.

Toxic- For being a legendary, he seems weak. Electric Brainz appears to be more legendary with him so I recommend Toxic have 175 health and move faster and attack faster.

Imp

 

It is hard for me to look at what is more balanced for Imp. 50 or 75 health so maybe they should naturally have 50 health and the health upgrade should bring it to 75. Also for Mechs, stop letting me know Z MECH IS READY FOR DEPLOYMENT every few seconds. I get it and know this.

There should be a limit to how many imps can be in a game or how many mechs can be deployed at a time. I think the Mechs health, damage and abilities are fine but when you got four mechs entering a base and not one plant smart enough to Pea Gatling or Sunbeam them down, it’s a mess.

Z7- Should be weaker because right now, it can decimate anything.

GENERAL IDEAS

 

Infinity mode for local multiplayer.

Party players and legendries should not have to use their Bar right away. They should be able to hold onto it when they need it and activate it strategically.

Separate bling items into their own sticker packs.

Increase chance of super boss mode. 50 Garen Ops and 30 Graveyard ops and not a single boss mode. Maybe its just me.

More character abilities. I was hoping for at least each original class to have one new ability. Or the new characters to each have two options for each ability slot.

Remember, these are just my opinions and be viewed as such. If you dislike them please give feedback in a courteous manner and do not be rude to myself or anyone who agrees or disagrees with these changes. I apologize for any grammatical errors.

 

I am by no means an expert at this game but I have accumulated hundreds of hours of gameplay between GW1 and GW2 and wished to share these ideas with you. If you like them, please let me know in the comments so that PopCap can know.

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