Make Imp Great Again - a list of Imp & Z Mech changes
Hello everyone! My cousin ShadowTur_ (very experienced Imp player since the beginning of GW2), made a list of what he thinks Imp needs to be a balanced and fun character in Battle for Neighborville, he spoke to other very experienced Imp and geral players from the community and we seen to agree with everything he proposed. I wanted to share the list with the people from the BfN forum and reddit, and maybe get dev. attention, to make Imp great again. So, without further ado, lets get to it:
Damage drop off included:
Base changes:
- Mid air jump slow down mechanic doesn't apply to imp, because he's made for jumping
- Jump height decrease after getting hit mechanic doesn't apply to imp, because he's made for jumping
- Z Mech still gives Imp the "second life" after getting destroyed
Explaining: Imp don't have the group up capabilities of Acorn and Space Cadet, so, if Imp died too, it would be bad to say the least.
Imp blasters:
- Damage increase: 4,5->6,5
- After 35 meters it deals 4,5 points of damage
- Increase gravity of projectile: -10-> -48
- Bullet spread decrease: 25% less than what it is now
- Max ammo reduced: 56->40
Gravity grenade:
- now cancels escape abilities (such as Acorn Dash, Husk Hop, Spin Dash, Swoop Slam, Arcane Enigma, Petal Propeller)
- cooldown increase: 16>20
Explaining: Gravity Grenade is an ability made for pulling and holding enemies in place, but half of the plant cast have some kind of escape ability that nullify gravity grenade, rendering it useless
Impkata:
- Natural max damage decrease: ~125-> ~90
- Aimed max damage decrease: ~300-> ~200
(~number= non consistent value) - Speed multiplier increase: ???->1,5 (in every direction)
Explaining: impkata should be an finalizing ability, not a bursting damage one, also for some character like imp, small and hard to hit, getting an ability that makes you very slow just doesn't fit the character.
Z Mech Call:
- No longer gives you invincibility while summoning mech
Explaining: no one likes imp getting an get out of jail free card mid fight, it's not broken but it is braindead.
Base Z Mech changes:
- Now has 20% defense on non-critical hitboxes (no defense on critical hitboxes)
Explaining: oak now just has even more HP than z mech, and z mech just dies easily, so i gave this little defense to keep it alive a bit more (also this defense stacks with wizard's)
Robo laser:
- Damage increase: 4,95->7,95
- After 35 meters it deals 5,5 points of damage
- Increase gravity of projectile: -10-> -36
- ROF decrease: to match imp's
Bionic Bash:
- Damage increase: 75->100
- Shockwave increase: 5,75->6,75
- Cooldown increase: 10->15
- Add natural knockback
Explaining: Bionic Bash is just useless now, as it has been since GW2's Robo Stomp, too little damage for too much risk.
Missile madness:
- Z Mech can now jump while in missile madness
- Missile Madness is now cancellable
Explaining: with the blast radius of Missile Madness reduced and now aim is required, it's better to give Z Mech some movement in it, or else using Robo Laser would be just better.
Upgrade changes:
Mech Hunter:
- Decrease seconds reduction when active: 5->3
- Increase upgrade cost: 4->5
Explaining: Z Mech now is useless, but if those buffs were added it would be a mess if mech hunter weren't changed.
Bonus: there is a bug, that already happened with my Sunflower that increases in equipment costs don't unequip upgrades, so you can have a character with 8 out of 7 or even more upgrade points active, so fix this by adding some restriction, like "if you have more than 7 points equipped the character is unplayable unless you unequip the extra upgrade points".
Centripedal Force:
- Decrease cost to equip: 4->3
- Speed multiplier percentage per plant decrease: 100%->50%
Explaining: if the buffs were added without nerfing Centripedal Force Imp would be too fast with that upgrade, also, that upgrade costing 4 points render it pretty useless.
Energize:
- Upgrade cost decrease: 3->2
Explaining: i won't agree a major buff for this because it could make Z Mech unlimited and broken, but 3 points for an almost useless upgrade is too much.
Aftershock:
- Increase knockback values
- Change upgrade description so it will deal better knockback than stock Bionic Bash, that will already have natural knockback.
Explaining: c'mon... bionic bash should have natural knockback.
Without Damage Drop Off (DDO) changes:
Explaining: well i know some of you may find this stupid, DDO should be already in the game, i know, but i had to consider it without having, because who knows?
Imp blasters:
- Even more gravity added to projectiles
- Bullet spread doesn't change
Robo laser:
- Even more gravity added to projectiles
Thanks for reading all of this, to say the least. -ShadowTur_