Balancing: Team Plants
Welcome plant vs zombies lovers and haters...😉
I am pleased to present you with my ideas, balance tweaks, and potentially new abilities for the best team!
It has been a hectic launch for everyone, and I would like to help balance this really great game in order for it to remain enjoyable for everyone irrespective of team and class.
Where to start...now that plants need to attack in this game so in my opinion they all need an overhaul. Most weren't given any love at all except new variants and some have already been nerfed down a peg or two. I have to compare classes like for like to the zombie equivalents and well this is what I came up with. I will edit this as I see fit based on responses and replies, values and numbers are currently just estimates and until it's implemented we will never know what the effects will be.
Cactus
Unzoomed Shotgun (Primary Weapon)
Close: 30 Damage
New Ability: Cactus Spines (Replaces Tallnut / Maiden)
50% Damage Reduction
25% Movement Speed Increase
25% Damage Increase
5 Second Timer
30 Sec Recharge
This will allow Cacti to potentially close a gap, try and capture an objective and counter close ranged zombies.
Chomper
25 Health Increase (All Variants)
5 Damage Increase (All Variants)
50% Damage Reduction (Digestion)
100% Damage Reduction (Burrow)
Digestion Time Decrease (Zombies)
Fix Goop (Direct Hits Not Gooping)
Fix Burrow (Camera / Skating Glitch)
Ability: Chomp Cannon - Damage Increase to 175
Citron
Remove Shield Acitvation Delay (Ball)
Improved Shield (25% Damage Reduction)
Increased EMPeach Stun Duration (Mechs)
Corn
Ability: Bigger Better Butter
Unlockable
Peashooter
25 Health Increase (All Variants)
5 Damage Increase (All Variants)
10% Movement Speed Increase
Natural High Jumps
Ability: Pea Gatling - Moveable, 350 Health (Mech Balance)
New Ability - Pew Pew (Replaces Pea Gatling)
50% Move Speed Increase
50% Damage Increase
5 Second Timer
30 Second Recharge
This will allow Peashooters to potentially close a gap, try and capture an objective and counter close ranged zombies.
Rose
25 Health Increase (All Variants)
5 Damage Increase (All Variants)
Variants: Fire and Ice - Revert Charged Shot Movement Speed
Fix Primary Weapon (Shots Not Homing/Registering)
Sunflower
Unzoomed Shotgun (Primary Weapon)
Close: 75 Damage
Ability: Sunbeam - Moveable, 400 Health (Mech Balance)
New Ability: Sun Shield (Replaces Sunbeam)
100% Damage Reduction
50% Damage Increase
5 Second Timer
30 Second Recharge
This will allow Sunflowers to potentially close a gap, try and capture an objective and counter close ranged zombies.
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I had to give both myself, and others time to play out the patch in order to be able to break it down and comment, and I think I've played and seen enough now so here is what I think needs to change in order for the game to be more fun. I have used alphabetical order as opposed to how they are set out in the game because for me it is easier to find what you want.
Please excuse my post with the lack of spelling and formatting due to me writing this on my iPad, predictive text kicks in as well so bear that in mind and work with me here.