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Anonymous's avatar
Anonymous
10 years ago
Approved

Balance issues discussion

If a Rose cannot defend her base or take a base with her Arcane Enigma then Imps should not be able to take base with the Mechs. 

Rose Arcane Enigma does not last long  and if you do damage is even less but Mechs have a long Battery power, Health and the Dps is High even have AOE. All it takes for zombies to win is Communication between three imps in order formthem to use the Mech together and clear a Base out or defend it.

If Rose got Nerf because she is not suppose to get alot of kills she is a "Support Character" and  the Sunflower damage is not enough unless you get stuck to the ground with the Sun Beam.How can the Chemist,Zoologist and the Marine Biologist can just teleport to you and kill you almost instantly. Not to mention the Regular Scientist at close range headshot can do 70 damage from one shot ONE SHOT!!!!!!! ( With 2 shot you eliminate 4 out of 8 of the plants,and with 3 shot the rest of the plants). Engineer have an AOE primary attack, good damage, 125 Health and if you put AC Perry vs the Frost Rose for example the outcome is almost clear. 

And the other thing affecting the Turf takeover gameplay is: Super Brainz Twister and Electro brainz beam. Super Brain twister is good on damage but they should change one of these two things: The damage reduction he has while doing it or that it drags you and leaves you with a DOT.  For electro brains the 15 chain damage from his lovely beam.

What do you guys think?

5 Replies

  • Anonymous's avatar
    Anonymous
    10 years ago
    Approved
    The Arcane Enigma is an almost exact copy of the Scientist's Energy Warp, which blocks him too from caping/defending the point. Imps are a pain to get rid of as most classes and I can feel why people don't want them to cap/defend a point (especally when their are 2+ Mechs on one point) but the Mech can be taken out in almost no time by the Citron, Kernel Corn or a rooted plant, but I do agree rhat more than 2 Mechs shouldn't be able to cap/defend

    I don't know about you, but Druid Rose can still get a lot of kills and the Vampire Flower is just awesome. But I agree, Ice Rose is too weak as is right now.
    Scientist always warp in and destroy you because they are supposed to do this and they did it in GW1 too. Their healing abilitie is only secondary and was only added because the Zombie team needed a healer since you only regenerated half of your health in GW1 and the Zombies had no other heal option (later, they did add the healing Zombie). Otherwise, they are a full on assault class, because they otherwise wouldn't have shotguns, teleports and sticky grenades. If they constantly kill you and you get pissed, use the Citron or Fire Chomper to and bait them into rushing you. Hen, stun them and use your Peel Shield/throw a Spikeweed at them and kill them. General tip for Spray Chompers, never swallow somebody, your spray will almost always kill faster.

    200% agreement on Electro Brainz and the Twister. While they are somewhat less annoying to Citron players like me (the Peel Shield) prevents the beam from arcing to your teammates and the EMPeach is just awesome at shuting down the Twister, they are a seroius pain for all the other classes exept Rose (the main counter to Super Brainz)
  • I think with the mechs, they can be countered if you have some good cactus players on your team so they never even get near the base. If you see mechs are coordinating, and you only have one or two cactuses, then it's time to switch. This happens in most games, many players don't know their role, and/or fail to switch to a different role to fill a void. I admit, while I'm trying to level up my characters, I've been guilty of that too. But,  I've also been in games where based on my character, I knew who to be targeting, and who I'm ineffective with, like when I'm playing as chomper, and see footsoldiers on the roof causing havoc in our base. We may have several peas or corns, but they completely ignore them. Problem then is, if I were to switch to yet another pea on the team, I can't cover the ground threat. My point here is, it's more an unbalanced team of characters and lack of coordination that's the issue, rather than how powerful the mech is.

  • Anonymous's avatar
    Anonymous
    10 years ago
    Approved

    Yeah is not that I want a big change on Scientist is just a tweak and I mentioned them to prove the point that if Scientist and Engineers are support character as well as Rose and Sunflower why you see the Scientist being the Vanquish master and Streak master while Rose got TOO NERF because she is not suppose to kill just assist . And yeah I know the Druid rose is really good and the Vampire Flower but other than that the other need just a little something extra to be fun and more usable. You don't see alot of Roses other than to build a teleport.

  • Anonymous's avatar
    Anonymous
    10 years ago
    Approved

    I know the team composition is important and key to win but Zombies on Turf Takeover don't need a team composition in order to beat the plants so that means that there is a Balancing Issue. Three of there Zombies have Shotguns/AOE (Scientist, Pirate and Engineer)primary attack as well as AOE skills. They have a 400 HP mech with damaget reduction for certain plants for example a Citron doing 3 damage with his beam. So one Mech I can deal with but 2+ Mech is too much because they don't just stand there doing nothing hey have high damage that can kill Roses,Peashooters, Sunflower and Even Chompers that are on the base defending really fast. The mechs doesn't walk from far to get to the base, Imps just sneak past plants and activate the Mech when the are on the base or steps away from it.

  • Anonymous's avatar
    Anonymous
    10 years ago
    Approved
    Just a little correction, the Citron dies an additional 5 points of damage for every hit, because PopCap messed up the damage indicator. The Citron deals 5 points of splash damage that seemingly ignore the Mech's armor (yes, you only need to hit near somebody to deal damage) which get added to every direct hit, but they're being shown seperatly. So while you seemingly hit two hits for 5 points of damage, you hit 1 for 10 at a high rate of fire.

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