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Iron_Guard8's avatar
5 years ago

Class Discussion: Rose

Onto Rose. A character I don’t play all that much, barring specific reasons, like when I need to get certain quests done (teleporters, vanquish streaks and especially with Druid Rose, assists). Another character that changed a lot in BfN, and mostly in a bad way to be honest.

I’ll start with the models; they look great in GW2, especially Nec’Rose, but in BfN, as Zero said; ‘She looks more like a tulip’. Rose is my least favorite model in BfN, although some of her cosmetics and gestures are very good.

Again, as they are so very different despite the obvious similarities, I’ll cover the GW2 and BfN versions separately. The GW2 version had 125 health originally, and early on in the game’s life, she was so overrepresented in PvP and ruined so many matches that I was worried for the game’s future; it was THAT bad. Luckily that didn’t last and they cut her health to 100 and made some other adjustments. Still, she can be an Imp’s worst nightmare in GW2 as her guided shots are one of the best ways to take the little double jumpers out, and Druid Rose, my favorite one, is even better at it thanks to how toxic works! Long range guided projectiles are extremely effective and only their slow speed keeps them from being oppressive in PvP. Nec’Rose could use a nerf as her jinxing is extremely effective, but she’s also the best looking one in my opinion, really nice work on her whole look.

Time Snare is useful and can really mess with your plan as a zombie. I’m not a big CC (crowd control) fan but it fits her, and while it can be difficult to deal with as a zombie, it’s not as bad as EMPeach or Gravity Grenade can be in GW2. It does what it says on the tin.

Arcane Enigma and Arcane Lotus. Back on Reddit, someone who likes BfN the most complained about Rose in GW2 and I should have pointed out how that makes no sense. His complaint was about how she can be invulnerable in GW2 and still attack, whereas she can’t in BfN. That would be a valid complaint if not for the fact that the BfN Rose can stay in Enigma form much longer, moves faster and buffs her teammates to also go faster, can grab an upgrade that lets her heal while in the form, and that not only is that attack in GW2’s version not all that great at damage and range, but that it shortens the duration as well. I wouldn’t be against them removing the attack in the next game, but it’s hardly as big a problem as it is in BfN. I actually prefer Lotus after they buffed it (it was poor when first released), as it let’s me heal myself upon using it and teammates nearby during it and now only use Enigma for quests.

Goatify and Psychedelic Goat. These were changed a long time ago now but they really made the wrong adjustments. I’d say to speed the abilities projectile up again, slow down the goat’s speed, make the psychedelic version harder to steer, and make any other balance adjustments needed to make it be effective without being too good. It’s in an odd place ever since that last patch that changed it. Personally, I use the psychedelic one the most.

Moving on to the BfN Rose, the first issue is that her projectile’s homing ability is sporadic and unreliable. I’m not a big fan of homing projectiles as it is, but when they’re supposed to home and they don’t, it needs to be fixed. Like GW2, the projectile is slow, so losing the homing, especially at close range, makes her often frustrating to play. I enjoy her floaty jump in BfN and seeing how she’s a sorceress, it fits her well. I’d like this to come forward to a new game.

Jinx has moved from a variant’s weapon effect to an ability. This makes sense as Nec’Rose is probably the best Rose in GW2, and jinx is a big reason why. They moved Time Snare from an ability to an upgrade effect, which is fine, as while it’s useful, Jinx is more useful. It’s very good to use against high health zombies, and especially mechs and stations as they’re big targets with a lot of health so very easy to take advantage of Jinx being applied to them. I don’t have any real issues here.

Arcane Enigma is where we have real problems with BfN’s Rose. The biggest issue I have with it is how long it lasts. Unlike in GW2 where it lasts longer if you don’t move and rapidly burns through its duration if you move and/or attack with it, it just lasts till it runs out of time or you manually deactivate it. Being able to turn it on and run so far away with it is another one of BfN’s many frustrations to deal with, but it’s made worse with the Epiphany upgrade that let’s her heal while also being invulnerable and faster, and also making her teammates move faster! I actually like the part where it makes teammates faster as it’s far more useful than the Engineer’s double time, but stacking that on top of everything else makes this one of the worst changes from GW2 to BfN.

And of course, we have Goatify. When it doesn’t bug out and randomly decide to fly straight up or straight down when you wanted to send it forward (although I see this less after patches to be fair), the fact that it goes through terrain and has a huge area of effect makes it another bad change in BfN. It takes awhile to completely change you, but that’s small comfort when the enemy team has 3 or 4 Roses and sends them at you, one after the other, and forces you to constantly get off of an objective to not transform. This is an issue in all the PvZ shooters to a point; oversaturation of a particular class can really ruin matches; Peashooters and Foot Soldiers in GW1 (Toxic Peas and Super Commandos especially), Imps (mostly from mechs) and detonation characters in GW2, and in BfN, they include too many healers and/or citrons, and while Goatify barrages aren’t the worst, they can be much harder to avoid than one may at first think possible.

Thorn Apart is her only legendary upgrade and it’s an interesting one. It can one shot several zombie characters at full charge but it takes work to do so and can’t do it all that often. I don’t use it much myself, as I find it a bit slow to use in a firefight. I’ve never been big on charged weapons like Plasma Pea, Mystic Flower and so on, so this is in that same group. Both plant legendary upgrades just don’t match the zombie ones as far as effectiveness.

BfN seems to want to encourage more teamwork and fewer lone wolves than the GW games with the team classes, overhealing, and other changes, but like the Engineer, Rose’s new kit makes her more of a lone wolf than ever. Yes, you can use upgrades that make her a very effective support, I have at least 1 of my 3 builds set that way, but most I’ve seen in matches focus on Epiphany and how annoying it is to deal with, more even than Electric Slides with Defibrillated, which is a similar situation I’ll mention in more detail when I get to that character soon. One more reason to drop the attack/defend/support idea added to BfN that we don’t really need.

For the new game, I’d return Goatify to GW2 levels with some tweaks to make it more useful, including buffing the psychedelic alternate ability a bit, as the BfN Goatify is awful to deal with. Arcane Enigma/Lotus would work more like GW2’s although I would have the default speed up nearby teammates as that’s a nice bonus that helps your allies which I fully approve of, maybe remove the attack portion as it’s not all that great anyway. Lotus heals around you so it would lose the speed up ability for allies as you could choose heal or speed based on which you grab. As far as Time Snare and Jinx, I’m not against them going back to GW2 for Time Snare being an ability, but if only Nec’Rose has Jinx, she really needs a nerf in some way. If Jinx was an ability like in BfN, Time Snare could remain an effect of an upgrade or an alternate for Jinx but it would have to be made into an appealing alternate so people would want to choose it over Jinx, while Jinx is such a good ability. Keep her floaty BfN jump, as I love that. Make the model back to GW2 as the BfN model just doesn’t look right.

5 Replies

  • @Iron_Guard8Probably my least favorite of the new classes in gw2. I can't really seem to excel as her and fighting her is a pain due to her skinny hitbox.

    Beta rose was a nightmare and I think everyone is glad they nerfed her.

    I liked how different her,guardians and teleporter was from engineer's.

    She had the floaty jump in gw2 as well even producing a trail effect beneath her.

    She is the only plant in gw2 able to ignore mech armor which makes her a decent threat against imps.

    Her homing was always gimmicky but somehow feels even worse in bfn.

    I kinda miss time snare as it was more in line with the stun grenade rather than the empeach dealing damage, which was a load of bull and I prefer the visual effect of knowing I'm slowed down rather than just suddenly turning into a snail in bfn from a rose hiding somewhere with vague upgrade icons on the vanquish screen.

    Goatify could be faster in gw2 but it going through walls like its hanzos ult from overwatch is cheeky bs and it has little counterplay. Also small thing but they took away the goat animations from gw2, boo. Psychedelic goat could use a small buff.
    Not too mention that the bfn goatify is really glitchy.

    I like nec rose being her own variant as she was my favorite in gw2 but she could use a small nerf while the other charge roses could use a buff.

    Gw2 rose just looks infinetly better than bfn rose and has more detail and better color scheme due to the lighting much like all star. Her hands are rose buds in gw2 where its just the vine in bfn. Her body thorns looked way better in gw2. Her thistles and wand reload are just much more vibrant and noticeable in gw2 and she doesn't have her eye width turned up to 100. The cape in gw2 is also way more appealing to look at with the flashing stars. Even arcane enigma is much more vibrant and noticeable in color and animation.

    If they really wanted rose to be support they should've just given her arcane lotus in bfn imo. The rose in bfn looks like she has a reddish/pink filter over her whole body in arcane where as gw2 arcane transformed rose into energy. Rose in gw2 also has the clear turn animation before she transforms yet bfn rose already has the effect on before she turns, why?

    I don't mind arcane having damage as it forces rose to choose to flee or attempt to take down her opponent. Remember bfn arcane before the cooldown being teammate dependent? The speed boost is nice but it also requires the team to group up and most rose will just use it for self defense.

    I think trying to focus so much on team play hurts bfn as a whole and im gonna mention it in a retrospective post in september as it dictates the game design of the character changes which imo did not turn out well as many of the ideas are rushed or just not thought out well at all.

    Thorn apart is an upgrade I never really cared for as the lack of aiming destroys her direct combat capabilities in her thistles. It also charges regardless of the rose using her support abilities so you can just wait or canp by your teamates in arcane then delete a scientist or imp from existence.

    Her downed state looks ok in both games.

    Overall never a character I really cared for but I think her gw2 is better than her bfn version and I hope we get a reversal of the character.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    5 years ago

    @stukapooka I thought she had a floaty jump in GW2, but if she does, I don't really notice it much as actual extra jump height/distance and in fact when going from BfN to GW2, get stuck on stuff I expect to clear because of that (the opposite of Super Brainz between the 2 games) as she can hover and such in BfN and can't do so in GW2, that's about the only BfN change I like for this character. 

    I too like how she had those guardians for her teleporters (also I like breaking her magic teleporters with a zombie with the Everlasting Crown and having it say stuff like; 'Magic? Shmagic!' I do want teleporters and bots/guardians back, but we don't need the GW1 bot upgrades as they never existed for the guardians and the upgrading could turn into a competition to get the final upgrade so you got credit for its vanquishes. 

    The homing is something I'd not be upset if she lost, although they'd have to speed up her projectiles if they do. It was mostly ok if a pain in GW2, it hardly even works most of the time in BfN, especially closeup.

    Having Arcane Enigma give teammates speed still can be used to help teammates escape with you, or when losing a point to get the next one without needing to respawn or getting shot like mad trying to fall back. I don't really mind the damage on the ability in GW2, but it's honestly not that hot, best used against low level AI mobs with low health than anything else. 

    I'm mostly 'meh' about thorn apart, although I'd rather use it than Brainium Basher.

    BfN Goatify is awful. Between how buggy it is and how it goes through walls, the ground, and everything else and is huge. I've been in matches where multiple Roses would launch them one after another so we had to bail off the cart we were trying to push over and over. I mentioned this in the main post of course, but BfN's Goatify is so obnoxious it had to mentioned again. GW2's version isn't all that hot right now, but reverting it to that version and buffing the 2 versions a bit would be so much better than in BfN.

  • stukapooka's avatar
    stukapooka
    Legend
    5 years ago

    @Iron_Guard8The jump is definetly more noticeable on bfn rose and hovergoat.

    Upgrading did have engineers fight for the turrets but it was nice seeing all the different forms and I believe gw2 concept art had different crystal forms as well.

    The everlasting crown was a blessing that needs to return.

    The homing seemed ok in gw2 as it fell off at longer range but didnt seem to have much problens otherwise but in bfn the spread and homing just seem really awful to use and really ineffective at any range besides medium range when your zoomed. Same with space cadet. Can't believe they seriously gave this to the peashooter of all characters in bfn.

    Yeah the damage wasnt to useful but most roses in bfn use the speed boost selfishly for their own preservation.

    Thorn apart is meh but it isnt as terrible as shogun and doesnt break the game as badly as basher. I think legendary upgrades overall were very poor attempts at trying to get people interested in the game again due to the lack of variants.

    Gw2 goatify could be better by increasing the speed of the attack but bfn goatify is really bad. Ai rose in bfn also seems to spam it everytime they have it even if one zombie is there almost like they have wallhacks.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    5 years ago

    @stukapooka I haven't posted Space Cadet yet although it's written up in Word (I want to post 1 per weekday so we have time to talk about these), but I mention there that the Space Cadet can lose her homing and I'd not mind one bit, and she's my favorite new character in BfN. She doesn't need it, and some variant ideas I have couldn't use it anyway. 


    The Peashooter homing upgrade is a bad idea, but it also either doesn't work at all, or doesn't work very well.

    I feel that legendary upgrades could be turned into variants instead with some work and simultaneously give us some variants that stand out more from the standard fire, ice, toxic, electric, etc. variants and give us more like unusual ones. With some balancing of course.

    As for upgrading the turrets (and as an extension of that, the Guardians), I'd not be against the idea, I actually did like it, but the last upgrader got all the credit for the bot's vanquishes which was a problem. If they wanted to bring that back, they'd have to either only let the original builder upgrade their own turret (not a fan of that idea), or everyone who built/upgraded it should get credit.

  • stukapooka's avatar
    stukapooka
    Legend
    5 years ago

    @Iron_Guard8Space cadet has the best chance of the new zombies imo. I like 80s visual design the most but I think cadet is the most salvageable from a gameplay perspective.

    More variants in line with the more unique gw2 era ones like scuba, cozmic brains, or nec rose isn't a bad idea.

    Not neccesarily a terrible idea but its one that was implemented horribly and wasn't thought out.


    If the turrets gave xp to every engineer that worked on it, it could be good.

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