Forum Discussion
@realitysquared wrote:I suspect that the nerfs for the various freezing effects may have been prompted by the huge number of complaints coming from The Kings Day Out Boss Hunt, which probably did more to show how incredibly quickly someone can be frozen and dispatched than any PvP match possibly could have displayed.
I haven't done enough Multiplayer or tested the character changes myself since the update to see how the balance has shaken out.
Maybe to some extend. But it is counter intuitive since the splash from the engineer was never the problem, but the snipes from soldiers were. Popcap should just nerf the damn Yeti if they want to bring that event a tiny bit closer to balance.
But then again: AC Parry never showed up on my radar after he got nerfed a while ago.
1. I believe the Toxic and Chomp Thing should have their damaged buffed to 9. Chomp Thing especially since he has no DOT on his spray. The buffed Toxic Chomper is a bit capable now, but not as effective as the Fire Chomper who quite honestly should be put back at 10 dmg. Neither of these chompers can vanquish an all-star before there breath exhaust even with goop.
2. I've tried the new tank commander and he seems ok. I listen for the sound cue when he loads another shell in his gun to know when to fire again, but its still about .5 seconds off the animation on screen after he loads it. If that was fixed and they increase his dmg to 70 so he can three shot Citron who already has an advantage over him with shield and EMPeach, he would be perfect.
3. The Ice Cactus will suffer the most from the frozen duration nerf. From long range, the Ice Cactus already has a difficult time taking out 200 HP targets because they can recover and escape before she can KO them since her damage is low. Not to mention, you have to delay your shots so they don't miss since her reticule expands each shot. Now that they can recover quicker from being frozen, heroes and all-stars will have a better chance of escaping before they get KO'd.
Other frozen variations, won't suffer as much because they can do more dmg and fight close-mid range. I've already suggested that they increase the Ice Cactus dmg slightly so targets can't escape her after she successfully freezes them.
4. In addition to reducing gravity grenade duration, they should also reduce the radius of the field. What makes this ability so good is that IMPs don't have to aim it because it covers so much space. Reducing the radius will make IMP player be more precise with the ability instead of just lobbing it without having to aim.
5. The turbo twister was already nerfed and contrary to what the notes say, this ability is extremely easy to counter. Most plants have a hard counter to it and its useless against Chompers who can just negate it with weed or burrow to escape. Reducing the spd penalty is one thing, but the dmg should have stayed. Even at 8 dmg, it was slow in terms of DPS which allows most plants to escape or counter it. The peashooter can actually tank it and win by going into a gatling stance if its fast enough.