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Yes that is true.. But i really can not believe why the fire rose is still this way?
Perhaps it's easier to see balancing issues if we pit each class against their counterpart? I've put my notes as below:
Peashooter vs Foot Soldier (balanced assault?)
125 hp vs 125 hp
Sombrero/Bean Bomb vs ZPG/Multi Rocket
Hyper/Super Jump vs Rocket Jump/Rocket Leap
Pea Gatling vs Stink Cloud
Comment: In terms of matchup, these two are pretty balanced. I wouldn’t mind a slight speed increase to give an edge over other assault classes that have more burst damage.
Sunflower vs Scientist (healer)
100 hp vs 100 hp
Long range chip damage vs short range spread burst damage
Heal Beam + Heal Flower vs Heal Beam/Heal Station/Armored Heal Station + Mega Heal Bomb
Dark Flower vs Sticky Bomb
Sunbeam/Solar Flare Beam vs Warp/Energy Warp
Comment: Warp is simply too good an ability for the scientist, it can help him get close to a plant for a quick instant kill; escape from a dangerous situation; or get to a fallen team mate for revive. The sunbeam, which leaves the sunflower vulnerable while firing, and with the many obstacles the maps have now for zombies to hide behind, is clearly no comparison to the warp. It would be really good if the standard Warp ability is just removed all together. Failing that, I suggest making the scientist’s standard walking speed slower and shotgun damage lower.
Chomper vs Super Brainz (close combat)
175 hp vs 200 hp
Close quarter combat + Swallow vs Close quarter combat + long ranged beam
Normal jump vs Super jump
Goop/Super Sticky Goop/Chomp Cannon vs Super Ultra Ball/Super Multi Ball (long range attack)
Burrow/Sprint Burrow vs Heroic Kick (damage + travel)
Spikeweed/Spiky Spikeweed vs Turbo Twister (trap)
Comment: In terms of the usefulness of the abilities, I think they are pretty on par. Super Brainz’s long ranged beam currently outclasses Chomper’s Swallow since it has decent firing power and Swallow has too many abilities that counter it. Each Swallow also leaves the Chomper super vulnerable. Super Jump is clearly better than normal jump. Like many have suggested, Super Brainz should have 175hp. I think his long range beam should deal less damage, too. Chomper’s digestion mechanic should also be improved so that he’s not as handicapped.
Cactus vs Captain Deadbeard (sniper)
125 hp vs 125 hp
Snipe vs Snipe + Shotgun
Garlic Drone/Artichoke Drone vs Parrot Pal
Tallnut Battlement/Iron Maiden vs Barrel Blast
Potato Mine/Nugget vs Cannon Rodeo
Comment: Parrot Pal’s airstrike should definitely be nerfed or Drone’s airstrike buffed. Since zombies don’t really have a dedicated sniper class, I say keep Deadbeard’s current sniping powers and nerf his shotgun to really really short range and/or reduce the shotgun damage. I thought Barrel Blast is better than Tallnut/Iron Maiden, but then realized that Deadbeard can't shoot while inside the Barrel.
Citron vs All Star (tank)
200 hp vs 200 hp
EMPeach vs Imp Punt/Long Bomb
Citron Ball/Spin Dash/Hyper Ball vs Sprint Tackle/Ultra Tackle
Peel Shield vs Dummy Shield/Shield Decoy
Comment: I think Citron could use alittle buff- increase the health of his peel shield; reduce the cooldown timer on EMPEACH etc.
I don’t really consider the rest of the classes (Rose, Engineer, Corn, Imp) to be counterparts to each other, as they are all very different. But I would like to see the imp’s health dropped and rose’s health back to 125.
What do you guys think?
- Anonymous9 years ago
@apan1154 wrote:Perhaps it's easier to see balancing issues if we pit each class against their counterpart? I've put my notes as below:
I agree with many things, sunflower is too weak at moment
Ice rose need more love and both ice and fire need Revert Charged Shot Movement Speed
- Anonymous9 years ago
Guys, is it intended that my Disco Corn does only 3-4 damage a hit? Hardly manage vanquishes in multiplayer mode. How am I supposed to gain the 10-streak to run disco mode?
- 9 years ago
Nice feedback, perhaps you could paste it on my balancing thread and allow me to use some.
I do think Citrons EMPeach should have a more devastating impact, like instead of 5 seconds, or should maybe last for 10 seconds on a Mech. Also should disable their movement and firepower. Then it'd be a Mech killer 🙂
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