New cactus ability to better handle close range situations
currently many classic abilities from GW1 are meaningless in GW2 they changed the game yet just carried over GW1 abilities that are irrelevant.
some abilities need to go and make room for new abilities that will actually suit GW2 to better handle the zombie abilities.
for example tall nut has no meaning now, in GW1 it was used to fort the garden and block AI the gardens were smaller game pace was slower and it worked fine.
in GW2 gardens are larger you have no chance placing tall nuts around the entire garden. you have less AI overall to block and placing tall nuts around the garden wont stop no one from capturing.
iron maiden is still ok as you can block incoming fire with it instantly blocking ZPG and superbrains fire balls..
potato mines are less of a thing in GW2 they can not be used in a realtime 1vs1 they havetoo long of a delay and sometimes they wont explode at all when walked over
with all the new variants in game it wont even kill half the zombie variants.
the small potato nuggets need to go and make room for a new type of ability to better suit GW2.
cactus should have an extreme close range ability to help it handle scientists it will shot spikes from the cactus body in 360 degree circle in a very close range.
it will stun zombies and do a bit of damage giving the cactus a chance to react and shot at the scientist before the stun wears off.
currently cactus has no ability in his favor to help with close range attacks. this stun ability will at least give him a chance.
it will be short lasting works instantly stun the zombies but wont kill a 100hp scientist so you will still need skill to take advantage of the short stun duration and finish the zombie threat.
pirate class has a shotgun cactus could at least have a simple ability to answer close range.
moving on to peashooter. the two different types of bean bomb make no difference and the bean bomb itself gets kicked around by almost anything in GW2.
90% of times it will end up a mile away from where you aim it to making it useless and a real joke (why did you do this?)
bean bomb should not get kicked around and the sombrero version so go away and make room for another ability better suited GW2
the seconds ability that needs to go is the high jump it should be changed to something that will give the peashooter a chance to counter a spinning superbrains and am imp gravity grande
its ridicules a peashooter in hyper can not run away from a spinning superbrains
maybe peashooter should have some ability resulting in gravity grenade not working on him the ability will be of short duration so you would have to guess and estimate when the imp is going to use him gravity grenade on you or you could use your counter ability while the gravity grenade is actually in mid air flight making its way to you.
the counter ability should do one of two things either get you the hell out of there in a blink of an eye. or it should root you in place or make you very much slower letting you keep shooting at the imp while not being effected by the gravity grenade.
on a side note. chomper should be able to stop all spinning superbrains and imp attacks with goop and weed
currently an impkata will still keep going and damage you even if he steps in weed or even if you swallow him same as the spinning superbrains a chomper swallowing from the bottom
will still keep taking damage from a spinning superbrains the whole duration. is this really happening 2 months in to the game? does it sound right to you???