Balancing:- Plants Vs Zombies: Garden Warfare.
Okay so I'm just going to cover some of the classes starting with the default characters you are set to start with and go over some of their strengths and weaknesses and which of them I think deserve or more so need a buff(strengthening) or nerf(weakening) and why.
NOW BEFORE YOU START SAYING THIS OR THAT, THIS IS COMPLETLY OPINION BASED.
Let’s start with plants.
You have the 4 classes to choose from,
1.Peashooter
2.Chomper
3.Sunflower
4.Cactus
(remembering each class has their sub-division I.E "Future Cactus" or "Toxic Peashooter" wich are very different from the base class.)
~PEASHOOTER~ (This is based on the peashooter with NO upgrades.)
HEALTH: 125
DAMAGE CLOSE(PEA CANNON): 25-35
DAMAGE MEDIUM/LONG(PEA CANNON): 10-15
SPLASH DAMAGE: seems to be around 1-10 depending on the range and proximity of the two damaged.
Now the peashooters abilities.
CHILI BEAN BOMB: 175 in a medium radius. Closest to the initial blast can reach 180 as far as I've witnessed.
PEA GATLIN: Holding 100 peas that shoots very fast each pea dealing 7-9damage
HYPER DASH: Enables the peashooter to enter a hyper state increasing movement speed slightly and jumping height dramatically.
So with all that out of the road you can see why this can be a nightmare on the battlefield!
It's a top tier class in my own opinion that is, being able to close gaps quickly with hyper dash and let out a chili bean bomb killing everything around it, this far outclasses its opposing class the foot soldier.
This class seems fairly balanced overall, It has a lot of potential and I don't think it needs any severe nerfing done to it but I do believe the chili bean bomb should be slightly nerfed, not damage wise but more so the ability to tag it with hyper jumping and throwing it into an unsuspecting group of zombies, and more or less I would like to see the Pea Gatlin cooldown increased.
Next up for review we have the infamous CHOMPER!
~CHOMPER~ (This is based on the chomper with NO upgrades.)
HEALTH: 150
DAMAGE(CHOMP):this ability has 2 effects, the initial effect facing the opposing zombie is a basic attack dealing around about 20-25damage and relatively quick but the best part comes with its ability to one hit K.O an enemy by "chomping" them from behind.
ABILITIES:
BURROW: Burrow is a one hit K.O rendering the player you ate "Un-revivable" now this is fairly straight forward, you burrow underneath the floor for a very short period of time coming underneath people to deliver a one hit K.O, this is useful for coming around a corner whilst your team is being suppressed by a "All-star zombie" and gobbling him up.
SPIKEWEED: Allows you to place down "spikeweed" much like the cactus placing his "potato-mine" this will pick which ever zombie is unlucky enough to stand on it, dealing 50 damage but that’s not the good part, the good part is whilst they are strung upside down by your devastating trap you are now able to "swallow" them without having to be behind them or using1 burrow.
GOOP: This attack does very minimal damage but that’s not the point, this slows down the zombie it hits tremendously! Making it very easy to pair with your "Chomp" ability by getting behind them and gobbling them up! Not only that but it can be a good way to escape a long enough for your burrow to reset!
Do I have any negatives with this class?
It's a very slow class making it a harder to use class, is it bad? Far from it! This class is extremely good if used by the right players.
Pairing together all of its abilities and laying your spikeweed in high traffic places is crucial for success using the "chomper".
Having not much endurance you have to strategize more, two zombies at once can be a real pain to get but using your goop ability to slow one right down and setting up a spikeweed to catch the other by surprise whilst gobbling us his gooped partner can be a good tactic but you will have to play the class for yourself to get a feel for it.
Does it need a nerf or a buff? Honestly neither! This class is so well balanced and it captures every aspect of using the chomper exactly how it was designed to be used! A close range fighter! If anything the base movement speed could be increased ever so slightly to give this class the edge it needs.
Now onto one of my favorite classes! The Sunflower!
~SUNFLOWER~ (This is all based on the sunflower with NO upgrades.)
HEALTH: 100
DAMAGE (SUN PULSE): 6-9
the sunflower comes Equip with these abilities.
SUNBEAM: A very long range attack with laser accuracy dealing 7-8 damage at any distance, this attack turns the cute sunflower into a nasty laser burner!
HEAL BEAM: Straight forward, this ability puts a stream of healing from you to which ever plant you have chosen to heal, it has a decent range allowing you to take cover while you heal a pea shooter using "Pea Gatlin" this ability has NO cooldown.
HEAL FLOWER: The sunflower places a potted marigold that offers up an AOE heal, this is great for a selfheal for those who use the sunflower as an offensive player.
My opinion on this class? It is in need of a buff, this plant can NOT hold its own against any zombie one to one, it is completely outclassed and the best it can offer is healing. Whilst yes this class is designed and made for healing I am not saying it needs and over the top buff, but changing the Sunbeams damage from 7-8 slightly to a higher 9-10 would help this class in its offensive part, the standard 7-8 gives the enemy zombie too much time to hide behind cover or even just wipe you out completely. now with damage out of the way the healing, I think that the ability "Heal beam" could use a SLIGHT healing done buff, you are able to heal a plant rather quickly when they are not in any combat situations and sometimes even when they are in the line of fire but in my opinion it just needs the slightest upgrade, and I don’t mean anything dramatic like being able to heal OVER enemy damage I just mean being able to hold of that extra one or two shots from a zombie can really come in handy. Whilst I think this topic will be very controversial keep in mind that this is IMO (in my own opinion)
Last but not least moving onto the Cactus!
~CACTUS~ (This is all based on the cactus with NO upgrades.)
HEALTH: 125
DAMAGE (NEEDLE SHOT): 25-30
onto the abilities:
TALL-NUT BATTLEMENT: The cactus deploys a barrier offering cover from incoming attacks until destroyed or until you have exceed the number of barriers allowed up at once and when that happens it removes the first one you placed upon deploying another
GARLIC DRONE: The garlic drone offers a unique play style taking control of a remote drone leaving yourself open for attack on the floor(so hide) this has its own damage and ability, dealing 8-9 damage with its fully auto fire and providing you with the ability to call a corn strike dealing massive damage!
POTATO MINE: Place a potato mine on the floor, any zombie unlucky enough to stand on one of these will be sent sky-high to their death.
My opinion on this character? Whilst I love this plant it has ALOT of issues to work through, the "barrier" that you can place restricts you from firing too far to either side leaving you with limited use of this, It's more used for blocking doorways and entry points, you can really only fire forward when trying to shoot from behind one of these things, My suggestion would be to either make them longer so you can fire slightly to your left and right or make them higher and use them for a make-shift wall to hide behind under fire. Now that’s all the complaints I have for the abilities, for the Cactus itself I have some issues, This plant was designed to be the "sniper" of the PvZ's world, with extreme range and high damage, the downside? Well with its SLOW fire rate it takes around 4 Needles to kill one enemy critical hits or not, making the critical hit worthless to go for in most cases! now that’s a bummer for a plant that is meant to be a sniper, my recommendations for the cactus would be leave its standard non-crit damage where it is at 25 but increase its critical damage from a measly 30 to a 40 or 45, encouraging it to be used how it was designed, Long range critical strikes putting enemies down in 3 hits.
That’s all for the plants, Leave some comments of your own and some suggestions you would like to see, and remember this is a IMO post, no hate desired.
Zombies coming soon.