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@MentalMosquito wrote:
Ice Rose also got a deserved movement nerf while moving. If future cactus can't move fast or jump while charging why should rose? Well done here.
This is the worst change at all.
Future cactus projectile speed is almost instant. Also the attack itself is thin, so you can snipe quite well.
Rose can't snipe, because the attack is terrible slow and the projectile is big (with non relevant splash damage)
. It's also troubling using a cover to charge because you have to full exit to shoot, it's not enough line of sight, to avoid hitting the obstacole. It's impossible to charge in battle for obvious reasons and so... fire and ice are actually a lot weaker than the base.
So, my impressions.
I can't say much about basic Rose, so I will focus on fire/ice.
First thing to note, however, is that rose lacks of identity.
As is now, it's a closed range char. But doesn't have the dmg burst to kill at close range, neither the speed to avoid shots.
Mid/long range is terrible. The projectile speed is so slow that without homing even a blind can easily dodge the attacks.
Charged shots are basically useless... to hit something you must be at close range but if you charge at close range you're dead.
The homing skill now is little useful too: the range is so close that when it starts working it's easily avoidable running in circle, so actually the only chance is to land time slow to kill something.
Basic logic says that if the damage is low (5+4dot for fire rose) with no splash the projectile speed must be high.
There are several ways to rebalance; what I suggest is
1) increase projectile speed. A LOT
2) significantly increase movement speed
That said, homing could be totally removed: should never existed in my opinion.
I'll also add a little dot to time slow (such 3 ticks of 5 dmg) and remove speed reduction when charging
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That said, in general, the game balance is much better: better to have a weak characther than a dominating one
- 9 years ago
So far the only thing I've noticed that seems a little out of balance are the imps mechs. While they aren't impossible to destroy, I feel like they can be a little weaker health wise. When two mechs are in a capture point in Turf Takeover it becomes really tough to do anything about it so they immediately dominate with not contest.
If I think anything else is a little off I'll post more feedback.
- 9 years agoNon-balance complaint: the time in a post-game lobby is way too short now. I never have enough time to open a 2nd sticker pack.
- Anonymous9 years ago
So far the game is feeling great! The only problem I have is that the skill level of zombie players is a lot higher than all the people who played OP rose. Rose battle hardened the zombies and now they can steamroll the plants. (I totally saw this coming) I'm positive that after a week or so the plants skill level will go up and the game will be even better. The only balance issue I have is Electric brains' chain damage is pretty high.
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