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DoomEternalHype
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2 years ago

[Discussion] My Garden Warfare 2 update wishlist

The following post is a series of pipe dreams and high hopes for potential re-balances/changes for a few characters that will probably never happen, but I feel like sharing anyway. Let's get started.

Electro Citron.

Electro Citron is the mose divisive character in the game. Some say he's the best Citron, while others say he's the worst. I think his main problem is that the nature of his charging weapon hampers his performance as a hit-and-run class. Not to mention his splash damage is not very forgiving for missed shots. I would suggest increasing his speed from 6 to either 7.15 or 6.5 if the first option is too much. I would also increase his splash damage from 15 to 20 for his first charge, and 25 to 30 for his second charge. These changes will allow Electro Citron to get within range of his targets easier, as well as retreat faster whilst charging his primary. The splash damage buffs are minor, yet will help with his lackluster splash damage considering how little times the charged shots can be fired before a reload.

Toxic Citron.

I would increase the damage his toxic cloud deals from 2 to 3, and increase his clip size by 4. This will allow him to more easily score vanquishes with his primary, as he is not much of a threat head-on.

BBQ Corn.
His DPS is rather low compared to other Corns, to the point where getting vanquishes can be a little hard for him. I propose keeping his damage exactly the same as it is, but increasing his rate of fire from 675 round per minute, to either 700 RPM or 685 RPM if 700 makes him broken.

Mob Cob.

Increase his damage by 2-3 points. As is, his damage per shot is too similar to normal Corn's for his lower rate of fire to be of use. This will give Mob Cob a better play style with pros and * in regards to having a slower rate of fire but higher damage per shot than stock Corn.

Plasma Pea.

On PC, he's kind of busted with his fire rate, dealing a whopping 20 damage per hit at 225 RPM. Like with BBQ Corn, I reccomend keeping his damage exactly the same, but reducing his rate of fire to 200 RPM and reducing his projectile speed from 200 m/s to 175 m/s. These changes will allow Plasma Pea to keep his damage per shot while making him more manageable and less frustrating to fight against at longer distances.

Every manual detonation character.
Characters such as Electro Pea and Captain Cannon deal too much damage for how easy they are to use at point blank range. I suggest a system where the manual detonation of a shot deals 50% less damage than a direct hit. For example, Captain Cannon deals 50 damage on a direct hit (a damage amount that is unacceptable since Cannon Rodeo deals the same amount of damage, but slower, rendering the abililty obsolete). So the manual detonation would then deal 25 damage instead of 37. This will allow manual detonation characters to still be quite powerful while removing the frustration from fighting against them.

For Captain Cannon, reduce his damage to 40 for a direct hit, thus making his explosion deal 20 damage with the system as described above. The same should also be applied to Petrified Cactus. Their blast radius should also be reduced to 3.5 meters.

For Electro Pea, I recommend changing his damage to 32 with a direct hit, with his explosion dealing 16 damage. However, unlike the other two manual detonation characters, I recommend increasing his blast radius from 3.5 to 5 meters. This will allow Electro Pea to maintain his status as a fast crowd control character, while reducing frustration when fighting against him. His speed should remain untouched as to maintain his status as the fastest peashooter and further maintain his identity as a crowd control character that's easy to pick up and play.

Cosmic Brainz.

Cosmic Brainz is fine as is, but there isn't much of a reason to score a vanquish with his full charge. I would make it so that upon sending an enemy into the black hole, he heals 15 health for every target that is affected. For example, if he sends 2 plants into a black hole at a time, he gains back 30 health. This will provide an additional benefit to charging up his fists to full and scoring a vanquish, and also increase his survivability against multiple opponents.

Captain Squawk.

Considered to be the worst pirate in the game, Captain squawk struggles with a sub-par Time To Kill, and his toxic damage does not do enough to make up for his lack of DPS.

I propose increasing his damage from 39 to 45, as well as giving him a 1.2x damage modifier, making him deal 54 for a critical hit. This will vastly improve his performance against all classes and reduce the amount of shots required to get a vanquish by 1 (45 and 54 are also mirrored, and that makes me happy). This will also make his toxic damage come into play more often, for even if a plant has less than 60 health left, even if they survive getting shot once, the toxic damage will make quick work of them, dealing an additional 2 damage every second, thus adding up his potential damage per shot up to 60. I would also advice giving his weapon the pierce effect, allowing him to hit multiple people in a straight line. These changes will make Squawk more satisfying and rewarding to play for players that wish for a Quake 2 Railgun-like experience and can land their shots consistently.

Turbo Twister.

Increase its duration from 4.4 to 5.2 and increase its damage from 2 to 4. This will allow for more comfortable use as a finisher, and help make Turbo Twister more multi-purpose. I proposed a 5.2 duration mostly because I wanted to hear the full voice clip for Turbo Twister when in use.

That has been my Garden Warfare 2 update wishlist. None of these changes will probably make it into a future patch, but a guy can dream. I hope to see what everyone's thoughts are on these potential changes.

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