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@Zaheen1337 wrote:
Whether you buff one side, or Nerf the other - the outcome should be the same if done correctly.
No. No because of the likelihood of new elements breaking the game. No because of the experience i have in GW2 so far supporting that. And no because of the experience we have with the original GW.
I give you an example:
Back then the Camo Cactus was an issue. With the damage the Camo could do on critical hits they could 3-shot an All-Star. That has been addressed by increasing the amount of critical hits needed to 4, lowering the critical hit damage from 88 to 66. Now the Camo in GW2 can also deal 66 damage per critical hit just like in GW. And if we buff all plants that 3-shot problem comes back.
Also the Mechs are completely fine. It's the people that cried for an HP buff for the Imp that are now playing all the masses that cause one of the current problems. Because as soon as they are getting destroyed and can no longer spam their Impkata they will switch to other classes. The 0-aim and armor skills (Impkata, Twister, Barrel) are to be found a lot as of now simply because they bear low risk. But as soon as the risk is increased the behaviour of people with change.
Rose is also an example. Rose has been nerfed because she was too powerful. And Chompers are generally fine. The Gravity Grenades are annoying and the marking duration could be reduced.
And now once again something concerning that little maggot called the Imp:
I've already mentioned that his HP needs to be reduced back to 50 and that his Gravity Grenade causes way too many problems. People have already suggested to reduce it's duration.
But there is some specific mechanical flaw that hits the plants way too hard: it pulls rooted plants out of the ground. And that is where the plants have their damage reduction bonus, but the Imp simply nullifies that with a grenade. Or should i say 5 Imps nullify that with 5000 grenades the instant a Pea Shooter puts on his helmet.
Before the Imp it was the Soldiers job with the ZPG to counter rooted plants, but now with the masses of Imps rooted plants constantly fly through the air because of that grenade. This is a perfect example of imbalance and needs to change.
- 9 years ago
And i am not done with the little maggot. That Gravity Grenade is broken beyond repair and literally the worst idea in the entire game.
The maps are designed to allow more movement and cover. Positioning, movement and taking cover is important. But the Gravity Grenade makes even cover useless. Let alone elevated positions or any other strategic movement. This is a shooter. A Shooter is defined by the use of aim and movement. Being able to predict enemy movement and factor in projectile speed is the biggest part.
But not for the Imp. As the Gravity Grenade makes even movement and aim useless. I've now been in countless situations where that grenade was the decisive factor. 150 HP does not matter as i cannot move and an Z7 Imp dished that out in less than a second. Cover does not matter as i cannot use cover. Elevated positions do not matter as i cannot move. Rooted position does not matter as i cannot use it.
And all the imp needs to do is throw the grenade from behind cover, aim at one spot and get a guaranteed vanquish. And if someone should for whatever reason survive a Gravity Grenade, a quickly followed ~90 dmg no-aim-needed Impkata will do the rest. Which of course also hits plants on elevated positions such as roofs, as it does not simply emit bullets around the Imp, but in a complete sphere. Or as i had it multiple times as well: Just a second Gravity Grenade from yet another maggot.
It is hard to put in words how much this simple mechanic breaks the entire game and its foundation. I am now for the Imp HP reduction to 25 HP and a DRASTIC NERF to the Gravity Grenade. But the wisest decision would be to remove it completely from the game.
And i am dumbfounded how that thing made it through even alpha testing of a competitive multiplayer shooter. Some things should stay on paper.
- 9 years ago
You've taken the Gravity Grenade approach where I wanted to narrow down on the Mech.
I experienced something exactly like that yesterday also, I'm there fully maxed with my Chomper hiding behind a wall, and this level 42 noob comes and tosses his Grenade, remotely close to me but quite far, I'm then sucked into it and he just stands still and guns me down from full health finishing me off with Impkata...
I hear lots of rubbish about plants having better CC but the difference is, none of them are as insane as this one. Anyway I'm not going to comment on how ridiculous the zombie classes are compared to the sucky plants team because I've exhausted myself with it all already.
More XP for you, they should do a similar 'fix' to the Imp what they did with Rose, make it complete trash.
- 9 years ago
1..Reduce all weapon damage by 30-50% and that will ensure no plant/zombie can kill a foe with a single clip of primary weapon or a one shot kill with a special weapon.
2..Resort back to the 50% max energy regeneration.
3..Extra XP for garden capture/kills
4..Garden capture boast on the podiums.
That will ensure:
a) Loaners can no longer just run around simply overwhelming opponents with 'superior' weapons.
b) Snipers can't just sit at distance randomly shooting enemies for easy vanquish streaks
c) Team effort is required to both attack and defend a garden.
d) An increase in close combat fighting
e) Regeneration pot plants become useful again.
f) Sunflower/Scientist become more active again due to the lack of instant kills and therefore an increased need to use healing abilities
g) Players are better rewarded for playing the game as it's supposed to be played
5..Add an option to turn the visual effects on/off (that really can't be too difficult)
6..Increase the 'out of bounds' areas to lessen respawn camping
How I see it is that, due to the endless permutations, balancing an increased amount of characters to make them equal is pretty much impossible so the easiest way would be to simply alter the damage mechanics throughout the entire cast and then people would actually have to start using a little skill (yeah, perish the thought at actually having to be skilful) and teamwork to obtain objectives. Each character already has unique attributes away from firepower (some are faster, some have airborne abilities, some have more energy, some are smaller etc), so let players utilise these attributes instead of the over reliance of firepower. It's not rocket science.
Reducing firepower will also create a more fluid game, remove the chaos and more importantly take away frustration of stepping 1mm too far out of cover and getting wiped out by yet another unseen foe with a weapon that has too much damage attached to it.
And shock horror, people might actually start to enjoy the game.
- Anonymous9 years ago
it's been my 10th game of infinity and most of time i get 25 or 30k coins some time i get customization on both side plant and zombies on plant i need last part of rose while on zombies (1 part of imp , 2 part of super brainz) and all time i have between 25k to 30k shards
spending 1 hours of playing infinity to get what 30 k coins !!!!! i really hate it
i'll not play infinity again until they patch it
- 9 years ago
Party Rose is unobtainable. No one has got her since your latest patch, so fix that BS.
- 9 years ago
Now i have some sort of appendix to all the feedback i have given.
This goes through my head since day 1 and constantly reminds me how difficult team balance is. With the focus on TEAM of course. As so many often seem to forget that.
I just finished another Herbal Assault as Plant and the Plants won. Zombies did not pose any noteworthy threat. The plants slowly took ground and moved into the graveyards. All while the Zombies had at least 3 Super Brains of which 2 were Electro; 2 Mechs, Snipers, Barrel Blasts and 2 pushing Scientists constantly harassing.
The main difference however was the presence of at least 3 Citrons, so rarely to be seen. And i was one of them. As Super Elite Citron i slowly pushed forward, denying the Scientists, taking elevated positions, canceling Twisters with the EMPeach, denying Parrots. In the end i had the Vanquish boast with 56 and only hit the floor 10 times and it all seemed very manageable and balanced. And i don't even have much experience as Citron (but i am an experienced player).
Now this still of course leaves the possibility of Citron being OP too, but i do see a pattern whenever there are more Citrons messing with the Zombies.
So here is my thought: is the absence of Citron one of the major reasons the plants have it so hard?
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