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spIash_damage's avatar
6 years ago

BfN’s Upgrade System vs GW’s

Something I’ve meant to discuss for a while and that really bugs me about BfN is the upgrade system.

I loved the fact GW games of past allowed newcomers to compete with vets with very little to gap character potential.  In other words, I liked that a newcomer could pull a Toxic Brains or other powerful character from a random card pack and be nearly as powerful as myself who maxed out that same character.

I dislike games that create a huge “skill” (ability/power) gap between newcomers and vets and feel as though BfN’s current setup illustrates this issue more than either GW game.  

Take Nightcap, for example.... the piercing upgrade makes the upgraded character far superior to those unequipped.  

Some of the upgrades themselves are pretty powerful and should probably be nerfed (like Fearless, which is about as broken as anything I’ve seen in the hands of a skilled Super Brainz main).

.... now assume a youngster who never knows to equip these upgrades faces a max rank with the perfect upgrade kit.... he stands no chance.

At least the GW games were more straight forward and easier for everyone to understand.  Now it seems like newcomers are more noobish than ever, if that makes sense.

Anyone else notice this/agree?

3 Replies

  • @spIash_damageYes, I agree with you. Many of the weapons / abilities are high-powered enough anyway without drastically increasing them.

    The pirate one to uproot plants? Sunflower has ONE high-risk, high-damage ability that can be cancelled out from the other side of the map - is that REALLY necessary for a character that can easily take out the opposition with a strong primary & a no-risk drone?

    The All-Star one which makes you think your screen is kaput?? And many, many more!

    I know Rose has an Arcane upgrade to heal herself, but miss the true Arcane Lotus which less selfishly helps your team as well.

    Not keen on the current system - it's good that they're being imaginative with the uogrades but I think there's too much of a gulf between recruit & master.

    (Edited wording)

  •  I love the idea of different weights being given to different abilities and the ability to save 3 loadouts (It should be more though, even if just for more saved costumes). The upgrades in GW1 and 2 were certainly effective (even OP in the case of the Commando's ammo bonus in GW1), but not as big of a gap barring special cases like that one, as it is here. 

    We don't really need levels anyway. I mean I played a lot of TF2 till GW1 came out and it had no levels at all yet I played 770 hours in that game because it was a great MP experience. If players started with all the upgrades available, it'd be a more level playing field but modern online MP games are cursed with the idea of leveling up and grinding, so here we are.

  • @spIash_damage The newcomer wouldn't have stood a chance anyway because of skill. And GW2 wasn't good in terms of balancing of variants and upgrades, considering the RNG. Love how there's no play2win/get lucky in a pack to have strong character in this game. In BFN the starting upgrades are good, there's a limit to how many points you can have to balance it out, and the upgrades are better than stupid 'Damage Up' upgrades. Upgrades are an improvement in BFN, however there's still some work to be done in terms of balancing.

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