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@intello761 wrote:You can adjust the mouse sensitivity in zooming mode now. Look into the options.
The control on Xbox too, nice option
Haven't gotten a chance to play with the new patch, yet. Are zombies winning much easier now?
- 9 years ago
@AWMaxSterling wrote:
Haven't gotten a chance to play with the new patch, yet. Are zombies winning much easier now?
Too easily.
- Anonymous9 years agoAll I've tested out was rose on turf takeover and we got pushed back to Rome before winning. Rose seemed a bit underwhelming at first with such a wide spread for hip fire. You actually have to aim now with rose to get hits, just don't try to hip fire unless somebody is right on you. Rose seems to play as really good defense for the point. Keeping CC when zombies get on the point while laying a constant stream of damage while the rest of the team is killing them too. I got a ton of assists and mediocre kills and very few deaths by playing smart and using the class as support the way it was intended. So far, great job on fixing rose. People are going to complain and whine, when all they have to do is learn how to play it.
- 9 years ago
I have 2 points of feedback, and I've been kind of sitting on one of them for a while.
- Before I begin, my issue here is not with Rose in her current state of balance, but rather I have an issue with her current character design. Rose as a character seems to have a muddy design, and therefore she comes off as this strange, flawed character. Her basic form is this quick-casting spell weaver that doesn't quite fit the "supportive casting mage" motif that her design seems to seek out. I think her execution is poor, and the changes to her in this most recent patch deviate from the proposed design of "support" and just more to "close range CC if I can survive." Her balance changes which take power away from her utility support, rather than taking away from her offensive output, leave Rose feeling like less of a character, and on top of that, less clear of who she is and her place on the plant team. Rose has to be one of two things: DPS support, or utility support, and what the balance team is doing is trying to merge the two in unhappy unison. It just doesn't work, and again, it makes her character design less clear. From my understanding of Rose, she is a supportive mage class. She casts spells with her wand as a basic attack & she weaves spells in-between for her abilities. The closest that the team has gotten to good design is Fire & Ice Rose. They charge their attacks and cast spells that feel rewarding. So why do Rose & Druid Rose not do the same thing? Thematically it would make more sense for them to be like Fire & Ice, and it would also fix her DPS output - it addresses the issue that many people complained about in the boards here - HER DAMAGE WAS WAY TOO STRONG. So, then I ask, why in the sake of balance, when the playerbase says "nerf Rose," do you attack her utility and then call her a support?
- My advice: clarify her identity within her role. Rose should be a slow-casting mage. Her homing thistles should be much slower. Her damage should be lowered when she uses quick, rapid-fire casts (like Fire & Ice), but in return, she should be able to charge attacks on her other variants (Rose, Druid, and Party) to fit the "mage" theme she has going on. Her Time Snare should have strong utility (maybe not with the aim removal), but the slow should be massive and the duration should be long enough to be useful (it seems as though the nerf to the duration works a bit more fairly, so I applaud that). Her Goatify ability is another thing that works well with the nerf. I would, however, like to see her Arcane Enigma do less damage to convince people to use it as a defensive ability, rather than to rush in and burst people for like 50-60 damage.
- The zombie side has become overly strong with the most recent patch. It seemed a bit preemptive to give Zombies a compensation buff since the main issue was Rose, but now the zombies have a very strong offensive advantage and it seems a bit, dare I say it, UNBALANCED. I've played quite a few games on the new patch, and I feel as though zombies can just plow through all of the plants team without any sort of issue. The zombie side has so much working in their favor offensively - they have high burst, consistent damage, ranged damage and DoT's. On top of that, characters like Electro Brainz, who have been consistently abused in the later part of the first few weeks of launch, remains untouched despite his consistent high damage output on his aimed ranged attack. With some more tweaks to that, and a couple minor changes to other characters, I think balance will be a bit better. EDIT: I figured I would add this in as well - electricity damage across the board is WAY TOO STRONG.
- 9 years ago
KumaxKing, agreed about Rose's character design! I am finding the range on some of the zombies a bit ridiculous. You will see a zombie soooo far into the distance you can barely see them (this is why I am not sure which one it is) yet their range is as if they are not that far from you. It makes no sense. The electricity is way too powerful and hopefully they will do something about that in the future.
- Before I begin, my issue here is not with Rose in her current state of balance, but rather I have an issue with her current character design. Rose as a character seems to have a muddy design, and therefore she comes off as this strange, flawed character. Her basic form is this quick-casting spell weaver that doesn't quite fit the "supportive casting mage" motif that her design seems to seek out. I think her execution is poor, and the changes to her in this most recent patch deviate from the proposed design of "support" and just more to "close range CC if I can survive." Her balance changes which take power away from her utility support, rather than taking away from her offensive output, leave Rose feeling like less of a character, and on top of that, less clear of who she is and her place on the plant team. Rose has to be one of two things: DPS support, or utility support, and what the balance team is doing is trying to merge the two in unhappy unison. It just doesn't work, and again, it makes her character design less clear. From my understanding of Rose, she is a supportive mage class. She casts spells with her wand as a basic attack & she weaves spells in-between for her abilities. The closest that the team has gotten to good design is Fire & Ice Rose. They charge their attacks and cast spells that feel rewarding. So why do Rose & Druid Rose not do the same thing? Thematically it would make more sense for them to be like Fire & Ice, and it would also fix her DPS output - it addresses the issue that many people complained about in the boards here - HER DAMAGE WAS WAY TOO STRONG. So, then I ask, why in the sake of balance, when the playerbase says "nerf Rose," do you attack her utility and then call her a support?
- 9 years ago
on PS4 its pretty even in the ones ive played.
Turf is 50/50
Vaanquish is 70/30 zombies (from my games)
Suburbination probably seemed like 60/40 zombies
but the point is this, plants used Rose as a crutch, they need to take time to adjust again, its not a problem, things will even out once Electro Brainz is tuned down.
@kumaxking wrote:
@AWMaxSterling wrote:Haven't gotten a chance to play with the new patch, yet. Are zombies winning much easier now?
Too easily.
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