9 years ago
Let's talk about scientist
In the middle of the current "zombie are better then plant". Scientist is a name that often come up during those discussion. It not hard to see why, terrifying at close range, a self-heal and good ap...
At close range Deadbeard's definitely got the Cactus beat. Which is why I'd LOVE to see her Needles get stronger at close ranges. Her hip firing feels a little awkward at close range thanks to the new engine, but hey, she was designed to be a defensive character, killing things before they got close.
The only thing holding the Cactus back right now is primarily team balance. (and maybe low sensitivity, but that can be fixed) It's hard to get fast kills on Scientists and Deadbeards because of the "Bullet Sponge" spam. Future Cactus works wonders on unsuspecting 125 hp or less classes. Zen Cactus, although not as overwhelmingly powerful since the patch - is still strong, hitting attacks that can stack up to 55 with splash. Jade works well against groups, and the splash can make it easier to hit - plus you can outlast deadbeards with your superior hp.
Compared to the many Cacti variants, Deadbeard only has two (barring the party captain) that are viable currently. (Stock, Sharkbite) The others are useless because of their hilariously bad ammo count/close range damage. Deadbeard also has a MUCH clunkier reload than the Cactus as it's two weapons in one - and this kinda forces you to spam reload to stay in some fights. Sharkbite's also probably gonna get an ammo count/fire rate nerf because he's just far less clunky than the Camo Cactus, which is supposed to be his harder hitting equivalent.
Part of why I brought up the Chomper at all is that his presence alone is a Scientist deterrent, especially on defense. (Mind games, you know?) If they try diving in with a warp, the other won't guarantee they escape - since you can catch up to a warping scientist if they have one left. Armor Chompers are especially scary on defense because of that 50 damage bite. (even if they're slow, but that doesn't matter if they manage to goop you) Even if you play completely obvious, chomping a Scientist is a win because they're unrevivable and you're denying healing and full revives. He's also great at killing/countering the "bullet sponge" classes.
I'd like to see Super Brainz get nerfed first (175 hp or less, nerfing electro's beam), maybe a Z-Mech CD increase too, and see how things fall into place.
Honestly changing anything on the Scientist will break him and make him UP, the only thing I can think of would be to increase the cool down his Warp. Glass cannons like him can go from OP to UP with only one small change and it probably best to just leave him alone and bite the bullet. that being said I have to problems with the Plants getting some close range burst damage to help counter him.
Scientist, at least the MarineBiologist, Zoologist, and Computer Scientist need a damage nerf. It's too easy to get vanquish master in multiplayer with a healer class. It's not hard at all. Which is pathetic because he's supposed to be a healer class. It's not like Sunflowers run the table and go vanquish master all the time. I leveled up both the zoologist and the computer scientist and I was vanquish master almost every match. That's crazy. I could get 20 kills in that first 5 minutes of turf wars, and we (zombies) defended right off the bat. I was on pace for 100 kills had it gone all the way. It is so easy to just teleport to several plants and just drop at least 2 of them each and every time.
You said it wouldn't take much to make him underpowered, but even you say he's overpowered right now. Well then what the hell. He's a support class. Make him underpowered offensively then! His role is not to go out an be vanquish master. It's to heal and revive. God knows there are plenty of other zombies that take over the role of offense for his lack there of. Damn. That's part of the issue. Whereas the plants are more set in their roles, all of the zombies have crazy offensive power! It shouldn't be!
Then why don't we make the Plants stronger like the Zombies rather then make the Zombies weaker like the Plants? Give don't take.
@XMalakhX wrote:Scientist, at least the MarineBiologist, Zoologist, and Computer Scientist need a damage nerf. It's too easy to get vanquish master in multiplayer with a healer class. It's not hard at all. Which is pathetic because he's supposed to be a healer class. It's not like Sunflowers run the table and go vanquish master all the time. I leveled up both the zoologist and the computer scientist and I was vanquish master almost every match. That's crazy. I could get 20 kills in that first 5 minutes of turf wars, and we (zombies) defended right off the bat. I was on pace for 100 kills had it gone all the way. It is so easy to just teleport to several plants and just drop at least 2 of them each and every time.
You said it wouldn't take much to make him underpowered, but even you say he's overpowered right now. Well then what the hell. He's a support class. Make him underpowered offensively then! His role is not to go out an be vanquish master. It's to heal and revive. God knows there are plenty of other zombies that take over the role of offense for his lack there of. Damn. That's part of the issue. Whereas the plants are more set in their roles, all of the zombies have crazy offensive power! It shouldn't be!
@GhostKing1337 wrote:
Honestly changing anything on the Scientist will break him and make him UP, the only thing I can think of would be to increase the cool down his Warp. Glass cannons like him can go from OP to UP with only one small change and it probably best to just leave him alone and bite the bullet. that being said I have to problems with the Plants getting some close range burst damage to help counter him.
Trust right here,look as some of the least popular variant like Dr.toxic and Physicist. They all have respectable DPS at close range,but aren't nearby as popular as it fairly easy to get out of ammo with them or because they get most of his damage from the projectile,heck, Chemist actually don't even have that much DPS ,he's just that good because of his big splash and decent ammo count. As well as gaining ALOTS from his damage upgrade now.
@ChikoWiko wrote:
Meh he's fine. If he gets close to you its your fault for not noticing your surroundings.
Considering he have a warp to approach (and escape if he fell like he's losing the fight) and because map in general encourage close range fighting more with bunch of flanking options... Yeah no.
Ghostking pretty much explained why a flat out damage nerf wouldn't work. It could easily make the difference between a UP scientist and a OP one,remember that scientist is awesome at close range but can't do jack * at longer range. Better solution would be a fire rate nerf,ammo nerf and some shotgun splash range tweak.
@DawnOfNoob wrote:
And as for beefcakes, I meant 200 hp or higher classes. I edited that to "Bullet Sponges", but I guess I wasn't fast enough.
Ah I see,cactus actually don't have that much trouble killing those class at longer range as they have a rather big hitbox anyway,but yeah it take time and he still die to them at close range.
GhostKing1337 wrote: Then why don't we make the Plants stronger like the Zombies rather then make the Zombies weaker like the Plants? Give don't take.
I believe that plant team in general is actually in a very fine place balance wise (outside of chomper being UP) and that it just that zombie team is have more "OP" char in general. Why do you think nobody complain about engi, all-star and foot soldier? Because they are fine too.
@solve4me wrote:
- scientist (healer + death machine+instantly health recover+warp) > sunflower (healer + supporter)
If you would explain more about your opinions instead of quoting part of the same thing you say every time. Maybe people will respond to you... Sunflower have more difference when scientist for one,mainly that she much better to fight at longer range. While scientist is a blast at close range but is lacking at any other range.
And Sunflower can recover health with heal flower too.
@solve4me, at this point of the game there is no reason to compare a class to its apparent twin class on the other side. Every plant has distinct looks, power, abilities, and so-forth that makes them more unique and their proper niches different from their 'rival' zombies and vise-versa.
There's others, such as the Deadbeard vs. Cactus hype, but I will go over quickly the main subject here: Sunflower vs. Scientist
Most Scientists excel greatly in close range. Although there are a couple Scientists, such as the Zoologist, that I feel should be toned down a bit, all Scientists share the same weaknesses.
As for the Sunflower, it still does pretty well in mid-ranged combat, even in 1v1 mid-ranged fights. In GW1, you could run many of the Sunflowers as a front line plant, but in GW2, many of the maps hinder the Sunflower from straying too far from the team due to close-range danger. However, the higher dps Sunflowers are still liable in this game due to having dps similar to the stock Foot Soldier and having a self-healing plant.
All I have to say about Sunflower users is to often heal those that are highly susceptible to damage and fight at mid-range. Many Sunflowers are surprisingly strong when it comes down to mid-range encounters. Sunflowers may not be able to dominate their mid-range as good as the Scientist can in their close-range, but Sunflowers can check many of the zombie classes in its mid-range really well, which includes some Foot Soldiers, Engineers, Deadbeards, and Imps if accurate enough. The other zombies not listed are difficult to pin down with a Sunflower and would typically require help.
Sunflowers that can maintain good dps while taking damage include: Metal Petal, Sun Pharaoh, and Mystic Flower. Sunflowers that can do moderate damage mid-range while staying alive is the Shadow Flower and Vampire Flower.
Remember, this game is not a run-n-gun shooter game, this game corporates more strategy and positioning than running in thinking you will get a bunch of vanquishes - that may be true for some Scientists as the way most of the maps are made in this game favor close-range gameplay, but in the end, it all comes down to strategy if you want to win a match, especially a match against a group of Scientists.
I may use the lowest dps plant character in the game against a Scientist, but if I continue to hold down my niche, my favored range and role, I should be able to have a much better time supporting my team and possibly giving my team the victory.
Does this mean Scientists should not be nerfed? No.
I still agree that some Scientists should be nerfed in this game. What the nerf should be is complicated as what other people say, a nerf can utterly destroy a character if the nerf is too strong and at this time, I have no idea on what the nerf should be.
edit: I do apologize for the speech, but this trend of Scientists dominating Sunflowers is something that cannot be resolved easily with short words.