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Regarding your question, I hope they are updating to nerf the characters known as chompers, by removing their instant kill aspects, and replace it with Heavy-Damage aspects
I saw on Reddit discussion thread that there is an upcoming balancing update. It was a response to a tweet question to Justine Wiebe.
Very likely that this maintenance down time is the balance update.
- Anonymous8 years ago
Likely to be the next round of balance changes, considering we get some about every four months.
Really hoping they won't nerf Turbo Twister any further...
I think the game is pretty much balance, probably just little tweak.
I just hope they don't nerf dark garlic drone, since it's doing so awesome, it creates a huge chaos to crowded zombies and it moves pretty fast so it's hard to bring it down, especially if your character must zoom to shoot (pirates) and your reduce your sensitivity for zooming.
@JustCallMeTotal wrote:Regarding your question, I hope they are updating to nerf the characters known as chompers, by removing their instant kill aspects, and replace it with Heavy-Damage aspects
Well, I know it can be frustrating being goop by chomper, being spike weed by chomper, being swallowed by chomper. As someone who loves to eat, I sometimes get frustrated being eaten as well.
But what can you do? You just need to learn how to tame this wild and hungry "beast" : https://www.youtube.com/watch?v=pZEOqLkDeGQ
Only then you calm your heartbeat, keep your composure and apply your training to survive. I see some players apply it when I try to eat them and it works...but if he tries the same trick twice, I won't fooled again so zombies need to keep your eyes wide open, stay off the ground, and keep improvising.
- Unfortunately, due to lag, many of those techniques will often fail. In particular, rocket leap and super jump result in getting swallowed high above the ground. Chomper physics.
You're right, this can be frustrating for the one being eaten but so satisfying for one eating , seeing the victim trying to escape but still got you !
You technically have to react super fast, and much earlier than what you think should be.
What they need to do is do a streamlined fix on characters regarding their ammunition count/overheat time, and their ammunition/overheat upgrades, among some minor changes. This is what they should do:
Peashooter Class
Ice Pea
- Increase his ammunition upgrade from 2 to 3, bringing his maximum ammunition count from 14 to 15.
Commando Pea
- Increase his ammunition upgrade from 5 to 6, bringing his maximum ammunition count from 35 to 36.
Agent Pea
- Increase his ammunition upgrade from 2 to 3, bringing his maximum ammunition count from 14 to 15.
- Reduce the recoil of his weapon by 50%.
Plasma Pea
- Reduce his standard ammunition count from 14 to 12, and increase his ammunition upgrade from 2 to 3, bringing his maximum ammunition count from 16 to 15.
- 2nd charge shot should consume 2 ammo.
- 3rd charge shot should consume 3 ammo.
- Reduce the recoil of his weapon by 50%.
Rock Pea
- Increase his ammunition upgrade from 1 to 2, bringing his maximum ammunition count from 9 to 10.
Electro Pea
- Increase his ammunition upgrade from 1 to 2, bringing his maximum ammunition count from 9 to 10.
Chomper Class
Power Chomper
- Reduce his total firing time to a level that's identical to Fire Chomper and Toxic Chomper.
Armor Chomper
- Undo the nerfs originally made to him, on his biting speed, and health.
Disco Chomper
- Improve the effectiveness of his Super Meter Upgrade against zombie heroes from 20% extra to 30% extra. This means he'll only need to swallow only 3 zombie heroes before he can engage his Disco Fever mode.
Sunflower Class
Fire Flower
- Increase her ammunition upgrade from 5 to 6, bringing her maximum ammunition count from 35 to 36.
Mystic Flower
- Decrease the time taken to charge up her primary weapon to a level that's similar to Plasma Pea and Electro Citron.
- Increase the velocity of her primary weapon's shots by 50%.
Alien Flower
- Decrease her standard ammunition count from 15 to 12.
- Her lingering attacks should also be able to damage other certain targets such as tombstones and vases used in challenge waves, and burgers and popsicles in boss hunts.
Vampire Flower
- Increase her ammunition upgrade from 5 to 10, bringing her maximum ammunition count from 45 to 50.
- Increase her health upgrade from 10 to 25, bringing her total health count from 85 to 100.
Cactus Class
Ice Cactus
- Increase her ammunition upgrade from 3 to 5, bringing her maximum ammunition count from 18 to 20.
Future Cactus
- Decrease the time needed to charge up her weapon, to a level similar to Plasma Pea and Electro Citron.
Citron Class
Electro Citron
- Increase his ammunition upgrade from 3 to 6, bringing his maximum ammunition count from 27 to 30.
Iron Citron
- Increase the effectiveness of his Super Meter upgrade from 20% extra to 25% extra. This means he'll only need to vanquish either 8 standard zombies or 4 zombies heroes to engage his Iron mode.
Toxic Citron
- Increase the damage of his lingering effect from 2 to 3.
- His lingering attacks should also be able to damage other certain targets such as tombstones and vases used in challenge waves, and burgers and popsicles in boss hunts.
Rose Class
All variants
- Increase their standard health count from 100 to 110, and their health upgrades from 10 to 15, bringing their maximum health count from 110 to 125. No objections, please.
Rose
- Change the firing sound of her primary weapon from a downwards tone to an upwards tone.
Party Rose
- Change the firing sound of her primary weapon from a downwards tone to an upwards tone.
- Increase her ammunition count from 18 to 20.
Corn Class
All corn variants have dual weapons, so keep that in mind.
Kernel Corn
- Decrease his standard ammunition count from 45 to 40, and increase his ammunition upgrade from 5 to 10, maintaining the maximum ammunition count of 50.
BBQ Corn
- Increase his ammunition upgrade from 5 to 6, bringing his maximum ammunition count from 35 to 36.
Mob Cob
- Decrease his standard ammunition count from 45 to 40.
- Improve the effectiveness of his penetration upgrade by 20%.
Party Corn
- Increase his standard ammunition count from 35 to 36, and decrease his ammunition upgrade from 5 to 4, maintaining his maximum ammunition count of 40.
Commando Corn
- Eliminate all levels of recoil of his primary weapon.
Soldier Class
Foot Soldier
- Increase his ammunition upgrade from 5 to 6, bringing his maximum ammunition count from 35 to 36.
Arctic Trooper
- Increase his ammunition upgrade from 5 to 6, bringing his maximum ammunition count from 35 to 36.
General Supremo
- Reduce the maximum reticle bloom of his weapon by 25%.
Camo Range
- Replace his penetration upgrade for damage upgrade that does 20% more damage per shot when equipped.
Centurion
- Full-Auto fire is now permanent for him, removing the need for us to continually press the fire button. This is to help make each shot more accurate.
Park Ranger
- Increase his ammunition count from 18 to 20.
- Increase the damage of his lingering effect from 2 to 3.
- His lingering attacks should also be able to damage other certain targets such as gardens in challenge waves.
Engineer Class
All variants
- Decrease the damage output of Bling Big Bolt Blaster to a level the regular Big Bolt Blaster is at.
- Remove the arc-firing pattern of their primary weapons.
Engineer
- Increase the range of shots fired from his primary weapon by 50%.
- Increase the velocity of shots fired from his primary weapon by 25%.
Electrician
- Increase the range of shots fired from his primary weapon by 30%.
- Increase the velocity of shots fired from his primary weapon by 20%.
Mechanic
- Increase his ammunition upgrade from 5 to 6, bringing his maximum ammunition count from 35 to 36.
- Reduce recoil of his primary weapon by 35%.
Plumber
- Increase his ammunition upgrade from 1 to 2, bringing his maximum ammunition count from 9 to 10.
- Increase the range of shots fired from his primary weapon by 20%.
- Increase the velocity of shots fired from his primary weapon by 25%.
Sanitation Expert
- Increase the velocity of shots fired from his primary weapon by 80%.
Roadie Z
- Remove the zoom ability for his primary weapon, but retain it for his BB Blaster.
AC Perry
- Increase the accuracy of shots fired from his primary weapon by 20%.
- Increase the velocity of shots fired from his primary weapon by 25%.
Scientist Class
Chemist
- Replace one of his ammunition upgrades for a second reload upgrade.*
- Increase his ammunition upgrade from 1 to 2.*
*With both changes made, his maximum ammunition count of 8 is maintained.
- Remove the zoom ability for him.
Archaeologist
- Reduce his standard ammunition count from 12 to 10, bringing his maximum ammunition count from 14 to 12.
- Increase the damage output of his primary weapon by 5%.
Paleontologist
- Reduce his standard ammunition count from 12 to 10, and reduce his ammunition upgrade from 3 to 2, bringing his maximum ammunition count from 15 to 12.
- Increase the damage output of his primary weapon by 8%.
Zoologist
- Increase his ammunition upgrade from 1 to 2, bringing his maximum ammunition count from 7 to 8.
- Remove the zoom ability for him.
Computer Scientist
- Increase the effectiveness of his Super Meter upgrade from 20% extra to 25% extra. This means he'll only need to vanquish either 8 standard weeds or 4 plant heroes to engage his Crunch mode.
All-Star Class
All variants
- Remove the arc-firing pattern for all affected variants.
Cricket Star
- Increase the velocity of shots fired from his primary weapon by 20%.
Rugby Star
- Increase the firing time before overheat of his primary weapon by 20%.
- Increase the standard and upgraded damage of his primary weapon by 10%.
Wrestling Star
- Reduce the damage fall-off of his primary weapon by 40%.
- Increase the velocity of shots fired from his primary weapon by 80%.
Tennis Star
- Increase his movement speed when priming his weapon by 20%.
Pirate Class
Captain Squawk
- Increase the damage output of his short-range weapon by 40%.
Superhero Class
Super Brainz
- Reduce the recoil of his zoomed weapon to match that of Electro and Toxic Brainz.
Party Brainz
- Reduce the recoil of his zoomed weapon to match that of Electro and Toxic Brainz.
Imp and Z-Mech Class
All Imp variants have dual weapons, so keep that in mind.
All variants
- Decrease their standard health from 75 to 60, and increase their health upgrade from 10 to 15, bringing their maximum health from 85 to 75.
- Decrease the duration of the Imp's Gravity Grenade by 0.5 seconds, and increase the cooldown time of this ability by 10 seconds.
Imp
- Increase his standard ammunition count from 35 to 36, and reduce his ammunition upgrade from 5 to 4, maintaining his maximum ammunition count of 40.
- Increase the firing time before overheat of his Z-Mech by 0.5 seconds.
Lil' Drake
- Increase his ammunition upgrade from 5 to 6, bringing his maximum ammunition count from 35 to 36.
- Increase the usage time of the Drake Z-Mech by 15 seconds.
Pylon Imp
- Increase his ammunition count from 16 to 20.
- Remove the arc-firing pattern of his primary weapon.
- Reduce the damage output of Bling Pylon Z-Mech to a level the regular Pylon Z-Mech is at.
S.H.R.Imp
- Increase his ammunition upgrade from 5 to 6, bringing his maximum ammunition count from 35 to 36.
- Increase the usage time of the S.H.R.Imp Z-Mech by 15 seconds.
Z7 Imp
- Increase his standard ammunition count from 18 to 20, bringing his maximum ammunition count from 22 to 24.
- Reduce the damage fall-off of his primary weapon by 20%.
Party Imp
- Decrease his standard ammunition count from 40 to 36, and decrease his ammunition upgrade from 5 to 4, bringing his maximum ammunition count from 45 to 40.
- Increase the usage time of the Party Z-Mech by 15 seconds.
Other changes
Torchwood
- Increase the accuracy of shots fired from his primary weapon by 15%.
Hover-Goat 3000
- Remove his Super Rare rarity, making him a primary character.
Increase the effectiveness of the Health Regeneration Delay upgrade for all characters by 10%.
Increase the effectiveness of the Speed Upgrade for all characters by 30%.
Add an overheat meter for characters whose primary weapons fire continually.
- The infinite logo for overheat characters has been removed and replaced with the overheat meter. If the overheat meter turns red, that character's weapon will stop firing, entering overheat penalty time.
Re-adjust the health for all boss characters in the backyard battleground after finishing a session of ops mode with 2 or more players/allies and returning there.
- After finishing a session of ops mode with 2 or more people, when you return to the backyard battleground, the health of the boss characters in the backyard battleground are higher than what they should be, for one player to handle.
- EA_Darko8 years ago
Community Manager
The maintenance can be for any number of things, from server updates, security patches, performance improvements, bug fixing, additional features and so on. If i can get any more information about it I'll update you all.
- Love the Rose part! Can’t wait for my full on destruction on Turf, if that’s accepted! >🙂
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