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.