Forum Discussion
Squawk needs a rework to his reticle and a readjustment to how he should play out in the field. I can still somewhat rapid-fire ADS targets without worry; the issue is that with each recoil of a shot, the reticle goes back way too much, making it look like you cannot immediately fire, but most of the time as long as my target is moving right of the reticle I can still fire without care and it will hit. My major peeve is what would he be best to compare to as he is not equal to a tank or scuba soldier as their shots are meant to reload quickly and their reticles/shots remain the same even in ads, nor is he an iron citron as the splash from iron's shots is meant to cover a wide area to obtain kills. Squawk from my perspective is a lot stronger on the defensive than the offensive as targets are more likely to come to you and their teammates might group together, which causes a lot less missed shots (the flem thrower is still rather pathetic in comparison to other shotguns). It 's rather befuddling as most captains are great offensive teammates and okay defenders, which is the exact opposite I feel for Squawk.
Citron has always been weird, and personally frozen should not exist in the game as the class was clearly designed to have a beam, which coding-wise is probably a nightmare as keeping the values for both elemental and its effect in check otherwise the variant would become obscenely abusable. I really enjoy playing electric and iron, though both are designed around specific ways that the character was being played with one being long range and the other for close range/aoe combat, which I feel is needed moreover in future as requesting the default variants (fire, ice, electric,toxic, etc.) may no longer be viable depending on the class primary weapon. For both superbrainz and citron, beams should not skim over surfaces, but it would be harder to redesign current maps or punch in specific lines and values to prevent that so a focus is needed on encouraging behavior for closer combat rather than far-range pokes. Another issue, which would be present even if they decreased the damage that citrons could do over a long gap of an area, is that the beam creates a lane of denial and distraction which allows allies to breach enemy defenses too quickly (same goes for brainz, though his primary damage is in his fists). EMPeach, I feel, should be a stun for normal characters and only damaging for mechs as the imp can currently be easily picked off from an EMPeach blast. I still look at citron as a weird mixture of scout with more emphasis at speed and maneuvering. Maybe in the future, have an ability that would allow him to keep his higher speed, not maneuverability to encourage engagement rather than escape, as ball form further annoys players who might have done almost enough damage to finish them off or citrons will use it to jump to higher surfaces that some enemies cannot reach them. I still want for citrons to not be able to capture a point while in ball as the rose cannot capture the point in arcane, though it reminds me of scientists in GW1 with energy warp and it may become tradition that a character can still capture things when it should not.
I disagree about the imps' health as it is fine, if it were to go lower, he would be easily picked off by camo, zen, petrified and future cactuses at long distances, but with no extra health to allow him to survive and cope with the damage, he would have to hide behind cover more often in order avoid being taken out, defeating the purpose of his double jump. As I am curious, what are everyone's opinions of the other variants of the sunflower? I feel stuffy and vampire are a little overplayed with their abilities being extra helpful in boss hunt in respect to power, metal or even regular who are really decent outside of that area.
@bobburgers6wrote:I disagree about the imps' health as it is fine, if it were to go lower, he would be easily picked off by camo, zen, petrified and future cactuses at long distances, but with no extra health to allow him to survive and cope with the damage, he would have to hide behind cover more often in order avoid being taken out, defeating the purpose of his double jump. As I am curious, what are everyone's opinions of the other variants of the sunflower? I feel stuffy and vampire are a little overplayed with their abilities being extra helpful in boss hunt in respect to power, metal or even regular who are really decent outside of that area.
Personally I'm fine with 75 health too. 50 was too low so I use 65 as a compromise if they feel they need to nerf their health.
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