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Ditronus's avatar
6 years ago

Issues so far from a pvz:gw vet

Nightcap is OP:

-edited: wide, piercing and fast projectile primary weapon is better than anyone else's in the game.

-small hitbox and agile

-goes mostly invisible, and concealment is just as good as cover. Has two charges of this escape that also gives a mini teleport and big movement speed boost on top of mount speed.

-high dps primary weapon, and Kung Fu can aoe one-shot many characters while making the night cap invulnerable. Since most people play as the nightcap because it's new, fun, and OP, the gameplay for zombies goes downhill fast when multiple shrooms cloak into a fight and one-shot everyone.

Aiming is dramatically harder for many characters than compared to older titles.

The scientist, for example, has the hardest time hitting people despite being right in front of them. But you can pick almost any character and have a difficult time. This is mainly do to the fact that projectile speed is so slow and you therefore have to lead your target even when they are directly in front of you. The fact that Night Caps projectile speed is almost instantaneous and piercing makes him even more strong in this environment.

Gross amounts of rubber banding when using mobility abilities.

Destroying the drill objective is unclear

People shoot the objective marker where it is pointing, and not the actual object on the drill that needs to be damaged, which is usually on the other side of the marker from their perspective. There's also poor indication that you are actually damaging the object as damage numbers and visual feedback is inconsistent. Zombies usually always win this entire level for this very reason.

Rewards are unrewarding.

Unlocking a single item, like an emote, as a reward in a capsule after 3-5 long games doesnt feel as nice. Without variants or consumables, it doesnt feel that there are enough things to earn or look forward to.

These are all my main issues after playing 8 or so hours. The first two and last one are pretty big deals for me. I think there needs to be a lot of work with the night cap, and not just damage value adjustment. Mainly because he is very easy to deal damage with given how easy it is to aim with him. Other characters feel like garbage to aim with, having to lead targets too much despite them being close. Increasing bullet travel time is a good start in making this game feel better.

I understand removing variants might help with balance (the night cap being an offensive anomaly), but it also removes uniqueness and the reward pool. Giving me upgrades, like the decision to choose between leveling up faster (selfish) or a gameplay enhancing upgrade that actually helps my team, is a silly decision to have to make, and a poor substitute for variants.

8 Replies

  • Night Cap is my main issue so far. She is just too good and too difficult to hit right now.

    I also am not a fan of the capsule system as it is right now. 30k for one thing isn't ideal.

    Aiming seems a little off for everybody. It needs some adjustments. And agreed, it makes Night Cap's attack even better when compared to other classes.

  • I do not get this argument that variants needed to be done away with to balance the game. There are counters to all the characters in GW2. And they were constantly tweaking the variants to help balance them. Granted, outside of peashooter, I haven't spent much time with the other plants, and haven't touched the zombies yet, but no fire, ice, toxic for anyone? They didn't need to take all that away. And they even gimped basic Chomper, can he even goop now? I know he can't chomp from behind.

    I think complaints about variants were due to a lack of time playing the game to know how to counter them. I've played GW2 from the pre-release on EA Access, after they nerfed Super brainz and Rose, the characters were just fine. 

  • Yep, awfull balance plus no variants like the 2nd one seems like a massive step backwards.

  • In all honesty I agree. And i think the reason why NightCap is so OP is because of the playtests a while back. The whole point of that was so people could help Popcap buff and nerf characters that were too over/underpowered. However its clear to me that many of those doing the playtests were only there because they thought "Haha i can play the next PvZ game and you cant haha" and gave NO feedback to Popcap or EA to help them make the game better.

    I know characters like NightCap will be nerfed and All-Star will be buffed in the future, but releasing a game this early before its official release date with a whole lot of unfair and stupidly powerful characters makes me believe that the playtest was filled with idiots who gave no input to the games development and just abused their invites to brag about being in the playtest. 

  • @lenny28102003 This is actually completely incorrect. I was part of the playtest along with many people and during the alpha posted numerous posts on the alpha-only forums about balance concerns, as i saw did many other people. The developers simply didnt care to take that feedback into account 🤷🏼‍♂️

    In addition, when the alpha concluded there was a massive survey sent out by email that was optional to complete. Now i obviously cant speak for everyone, but I personally took over an hour filling out that survey with all the things i liked about the game and all the concerns i had with it.

    Top of my list of concerns during the alpha was:
    - aiming feeling wonky and unresponsive. Shots dont register when they should. Your shots dont go where u r aiming.
    - reward-a-tron capsules feeling grindy and unrewarding since you only get 1 thing.
    - massive balance issues, especially those concerning nightcap
    - variants

    It isnt the communities fault that the developers fail to implement any changes based off of that feedback. What more can you ask from your players when they give you feedback and you just ignore it?
  • arit0824's avatar
    arit0824
    6 years ago

    Trying to think in the devs shoe, I think they took variants away, because they were aiming for a different kind of “overwatch” style, where everyone’s focus was on the primary characters and not leaving the original characters to dust as everyone would only play variants (obviously). Plus it seems they want to add new characters (like they did with goat and torch wood in GW2) without having to worry about giving them variants and needing to worry about balancing 50 classes (as the variants were a bit pike their own class). I think it’ll be complicated and difficult for devs to handle all these variants. I do miss devs, but you lose some you gain some

  • @Ditronus Disagree fully about Nightcap. I even made a thread about her, so not gonna recap here. Check it out if you want. One thing I need to note is that I play with auto aim completely off so maybe that’s why I don’t have the ‘snap to kill’ lock on as you stated. I find scientist easy to shoot with. Try Kernal Korn. Hardest by far.

    Drill, partially agree but nope, what I see is ppl just killing instead of shooting the damn objective. The objective marker is almost right above where you have to shoot. Unless you’ve seen something that I haven’t when the vulnerable part is on the other side you can see it that way on the marker as well.

    Aiming: was weird in alpha and still is.

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