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the game is fully unalanced towards Zombies i hope you rebalace imps as well cause now there way to strong and out of control there no counter to them anymore 🙂
Literally any Plant (aside from Rose now) that has a charge shot ability can almost or entirely one shot an Imp. I think the lowest damage is the Mystic Sunflower, at 70 damage? Electric Citron does 82, and Future Cactus and Plasma Pea do around 75 to 80.
Law Pea, assuming you have good aim, can annihilate an Imp with a single clip. Agent Pea can probably three shot it.
Imps are fine having 75 HP.
- 9 years ago
enjoyed the new changes, Rose feels very stable in close quarters but weak at long range, so good job there.
imp - not played yet, but ive killed a few, i thought they were taking a bit longer to kill and mechs seem good again to try and take down, good job.
the new map is awesome, a re-skin with added new areas, love it, nice to have some familiarity back.
i would still like to see the overheat on rank 1 all stars reduced a bit though, still too quick to overheat on hockey star for very little damage.
- 9 years ago
Well, if i'm allowed to be honest:
Good points:
Firstly it was kinda nice to see a lobby that wasn't full of Roses and judging by the end of game stats, kills and kill streaks have returned to something far more sensible. Good work.
Lobby stats can once more be viewed during the respawn countdown.
The backyard seems to have one or two more challenges so a little more playtime can be had in single player.
Other points:
I've noticed that on occasion when Herbal Assault starts the next game I have developed a tendency of spawning into a completely game to the one I was originally in. Strange.
Also, when it does happen all my plant/zombie stats show as level 1 on the character selection menu but resort back to their original values when the game starts.
When the screen gets busy some of the sound effects seem a bit behind the action and you get the odd scenario of the sound effect emulating one of those dodgy Chinese dubbed movies.
Framerate issues when the action gets real hardcore. The moonbase map seems to be the most obvious one that I've noticed.
After leaving single player Garden ops the game sometimes hangs real bad (almost like it's crashed) before returning to the backyard.
Although they are now registering as complete, the two "talk to" challenges remain on my current tasks. Are they supposed to be still there?
Infinity and kill leaderboards still not showing either mine or my friends scores.
The new map:
Well to be honest i'm not over impressed with it because it seems to be just another over saturated heavy on the colour purple (what is with all this purple?) affair, complete with the obligatory explosions of needless onscreen particles when thing start to hot up. Just my opinion and i'm sure many will disagree with my thoughts.
So going forward i'm not quite sure exactly where I stand with PVZ2. Although the balancing has been sorted, the in game mayhem and confusion remains solidly in place and that for me is a bit of a game killer. The main problem is, I can't really see these issues being resolved because to rework maps and textures sounds to me like quite a big task and considering Popcap are busy expanding the game then, time wise, it doesn't seem like a justifiable option.
Sorry Popcap but, although I do appreciate the efforts you put into the patch, for me personally it hasn't quite introduced the charm and fun factors into the game like i was hoping it was going to do.
I think i'll stick with PVZ1 for the time being.
- 9 years ago
I knew this was going to happen they would nerf the Rose until it was unplayable then increase something not only on one zombie class but two so now once again they have made the game one sided and unbalanced forcing people to play one faction over the other like they did in pvz1. Haha I went and played Rose again for the heck of it and basically they put the imps health on the rose and decreased her damage that is just plan nice of the dev team.
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