10 years ago
Balance MEGATHREAD
During the heyday of GW1, I posted and maintained a balance Megathread that combined player opinion from both the reddit forums and this page into one concise post. Once a day I'd check back in and u...
I suppose I'll put the TLDR changes I posted in another thread first...then explain 'em.
-Corn variants get a more respectable move speed than the turtle crawl they have now.
This is pretty self explanatory. It's not entirely needed as he's already in a good spot now, but I feel that I'll see less TDM-ey matches of herbal assault if the guy could move faster on offense.
-Buff some of the Cacti variants ranged damage and/or increase the damage modifier at closer ranges so skilled cacti can hold their own in a pinch.
First off, I think that the Zen and Future Cacti are in a great spot currently. (Camo is too, but she just doesn't fit my playstyle)
However, I feel the other variants are just too weak or too clunky to be effective in GW2 - as the zombies have THREE potential bullet sponges on their team, (Two of which have 200 hp baseline) rather than just the All-Star in GW1. You see a LOT of Super Brainz/Z Mech spam currently - which means you generally empty your clips on one or two targets so you can still try and shoot the low hp zombie classes.
Since the plants can do offense now in Turf Takeover, a defensive ranged model is a bit outdated for the cactus. Deadbeard can defend himself at close range, why can't the Cactus? She needs to be able to defend herself if she gets ambushed - and no amount of hip firing or mine spamming will always protect you from being punched/shot in the face point blank.
-Increase Citron Beam duration or damage. Buff the shield slightly? Buff the Electro Citron's uncharged shots. (4 damage is NOT okay if you need to spam shots)
Now, before you get on me for suggesting this, I happen to like the Citron as he is now. But you don't see many Citron players these days - which is a shame because his EM-Peach and even his Spin Dash counter a lot of plays from the ever-popular Imp or Super Brainz. He's also got amazing mobility in his Ball form, which lets him flank enemies and push. His beam is pretty damaging to unsuspecting zombies if you space it out properly - and it doubles as deterrence to deadbeards or soldiers insistent on keeping their little camping spots. The beam's fine as is, but increasing the duration or damage slightly would allow for more plays - since the zombies tend to run bullet sponges these days.
If nothing is done with the beam, add a little hp to the shield. And as for the Electro Citron, the uncharged shot should hit around 8-10 baseline. This reminds me of the Future cactus, but it should do less than that since an element's tacked on...and he isn't a true sniper.
-Decrease Super Brainz's health to 175 or less so he's more in line with the chomper. NERF the target arcing on Electro Brainz's beam.
You also don't see too many Chompers these days, despite him being a hard counter to Super Brainz, a destroyer of Z Mechs, or one of the biggest threats to a lone Scientist trying to revive his team.
As is right now, Super Brainz is too good of an all-rounder. He's a Chomper with a super accurate ranged alternative and ranged nuke, has a gap closer and does more damage than the chomper in close range, and damage resist/snare/AOE all in one. Instakill aside, he's supposed to be the Zombies' answer to the Chomper, not entirely superior to him. At the very least, it'll be easier on the plants if his HP was reduced to 175 or less.
And don't get me started on how ridiculous Electro Brainz's beam is - that should have been nerfed in the last patch.
I know that I've already posted this on my own page, but I would like to see the opinions of other on if this buff is too powerful or just right.
A few ideas on how to improve the Chomper.
The Chomper has two problems
To fix the Chomper’s digestion rate problem it needs a new way eat zombies.
This is how I think it should be solved.
This is only given to chompers without spray types or belching weapons. I’m calling it the buffet bar. This digestion themed bar will show how many zombies can be swallowed by a Chomper before digestion, with a limit of 2 zombies. If the Chomper swallows 2 zombies the Chomper needs to sit and digest for the time of 7 seconds. If a Chomper swallows only one zombie the bar will go up to half way, and the Chomper will not be restricted in the use of abilities or his primary weapon. Also if no zombies are eaten during 3 seconds after swallowing a zombie, the bar will steadily drop until zero. If an impatient Chomper eats a zombie while the bar is 4th the way up or more the bar will max out and force them to digest. This buff will help out with the problem of zombies paring up in groups too.
(When zombies group together.)
This is for all the chompers. We give him a second burrow. Now before you think that it is OP let me describe it. When underneath a zombie (through the burrow ability) you click the burrow button again in which you pop up half way pulling the zombie down into the ground. The zombie will be swallowed and digested at the end of the second burrow. Through this means that you can’t eat another zombie through the use of the second burrow because you have a zombie still in the Chomper’s mouth.