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"such as a fastest transition between ball and attack form"
If you make him faster in the transition you give no counterplay.
Just a more transition between transformations and his skills like empeach and the shield.
Besides that Frozen Rose is garbage and generally speaking all rose are, AND TAKE NOTE homing doesnt even work more on low-medium range. I dont know if is a bug or is intended to be.
I tested yesterday with a friend.
HOW IS SUPPOSED to work? This mechanics is unclear. There is no guide in game that explain you in what range works, how works.
Nerfing her range DO mean using only the homing at medium-high range, but the HEALTH reduction keep her in a safer position when you CANT frontline and stay back and peel your teammates. So basically you keep using your Autos mostly on CLOSE range. This character is actually the most skilled one, and LUCK base. His projectile speed dont allow her to properly show individually mechanics skill but just shoot and hope enemy is moving in the direction you shoot or being so good at the game you can predict your totally enemy direction. Does this character reward you for that? NO, instead there are case like this guy showed up insulting you for using a character that he dislike and a big “gfto” in the scoreboard. This pretty much explain why plants are losing because they have a useless team-mate on their side and this character is not fun to play, not rewarding your mechanic skill and his kit is totally unclear, her desing seems nice and cool but very poor in transition to be worked on.. like her arcane enigma, seems cool but take infinity and gives a delay to time which you are not invincible, but being invincible and do damage at the same time i dont think is a good mechanic overall.
WHAT'S WRONG WITH IMP
Imp is the second class that really needs an adjustment.
Before the patch imp was almost unplayable, but not for a flaw in his kit, the problem was the super rose that hit him harder than other characters.
The main problem is that imp is a strong char even without the mech. This is really a bad design for 2 reasons: if a class got a skill that make it very powerful than in normal condition should be weaker than the average class.
Imp now got great speed and mobility, a small body, good damage and maybe, after time snare nerf, the best cc skill in the game. 75 hp are more than enough to make him one of the best 1vs1 classes in the game.
Given so, we have teams of 4-6 imps and this is a dangerous thing for the game. If we had 6 foot soldier in a team this were not a problem. With 6 imp is because is a permanent live on impakta. This makes playing for plants frustrating (i saw too many ragequits already)
Suggestions:
Push life back to 50 hp. Insert a cooldown for double jump: something like after a double jump imp cannot jump again for 0.8 seconds.
TEST THE CHANGES
- 9 years ago
I would actually appreciate that hp fix. But THEN: no double jump nerf. don't nerf EVERYTHING bc EVERYTHING SUCKS!
One nerf is enough!
hp was smart tho. He has got that health upgrade later up to 60.
Maybe he should at least have 55 hp 🙂
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