Forum Discussion

asukojo's avatar
7 years ago

Next Balancing Request

It's time to get your voice heard, what is your request for the next balancing?

https://twitter.com/JA_Wiebe/status/977315663839506432

If your feedback is long and details, you can type it below then I will ask Justin to check this link.

I will start first :

1. Rose: Jumping Rose is very hard to hit, so increase her hitbox but increase her health to compensate.

2. AC Perry engineer: Reduce hit rate or splash radius, but let him freeze again. He is the only ice character who can't freeze, come on Popcap, fix him.

15 Replies

  • SonicMaster92's avatar
    SonicMaster92
    7 years ago

    You all seem to talk more about the Rose class, making my views on the Corn and Imp classes feel drowned out. Why not focus on the Corn and Imp classes instead? They have irregularities in their ammunition levels, both with and without the ammunition upgrade.

  • StuffyLuffer's avatar
    StuffyLuffer
    7 years ago
    Corn's ammo change would be appreciated as he is a Frontline class, imp is actually pretty good as he is.
  • Nerf default goop. Either reduce the splash radius or increase the cooldown. 7 second cooldown for this kind of "I Win" ability is way too low. I'd also like some other minor changes for the class, like an improvement to Chomp Thing, and the Armor Chomper nerf to be undone.

  • Definitely think Rose is this first priority. However I don’t think it’s going to happen because of the split in the community. I don’t think there’s a middle ground that won’t make one side scream and cry. Still gonna hope for a bigger hit box though. My zombie request would be for classes you don’t see much of.
    Engineer class:
    I personally love this class which might make my decision biased. This class needs a little more love though. I think he should be able stun a little more frequently. His mines should be fixed to be able to stop a burrow consistently. I’m not saying add range to it, it just doesn’t seem to work all the time, or go off quick enough. Add 5 health to the class. The bolt blaster is heavily guarded, open up his hit box just a tad more. As far as variants, my only suggestion would be to the painter. Return his shot to GW1 when it didn’t drop.
    Rose class
    It’s been stated enough already. Change hitbox or tone down abilities. But for crying out loud don’t give her 125 hp. I’ve seen the request on twitter and it’s mainly from rose mains hated on other forums. They just want so they can’t get the highest streak in everdom. There is one area she could use some love if you decide on reworking her. Shooting shields, batteries, ice cream cones, etc, seems redundant at times.
  • Most of what my gripes are have been covered across the board at some point. But even after said "Citron Nerf", it feels as though that the entire plant team, at least in it's current state, is superior to the Zombies in most class/weapon comparisons. While I understand that they haven't mirror imaged character player on both sides for "Uniqueness", the purpose and execution of every character on the Zombies side, can be outshined by a similar comparison on the plant side. With the exception of Imp due to it's "Mech Mechanic", as well as the shotguns of the Zombie medic, the plants have just stronger character builds.

    An example would be the Zombie Sniper class. The plants Cactus (Sniper), not only has a greater variety of options, but the options and skills are more suited to that class. Defensive barriers and mines far match the ranged combat a Sniper would desire, over what could be considered a more assault based sniper, that fills a very selective role. While I understand the dual shotgun/sniper combo the pirate has (which is neat), some of the variants are far less superior to others due to ammo limitations and shotgun damage potential (Captain Cannon). As a stated before the Cactus has more options by far (which is it has existed since the first, I understand that), but I am going to use just one variant by comparison.

    Petrified Cactus vs Captain Cannon. This situation by far demonstrates how the Cactus outshines in practically and execution. Both utilize the manual detonation mechanic, which I am not a personal fan of, but also leads to potentially higher damage output. The Cactus however can shoot the weapon without zooming in allowing for close range utilization, which also has increased damage and a more reliable damage source if you seek to see it that way. The Pirate however (due to it's uniqueness) can only shoot the "Cannon" part of his weapon if he zooms in. While I understand it is a sniper class, the damage from that weapon allows for far more damage output and reliability compared to the Cactus. Furthermore the low Ammo of this Pirate as well as the almost uselessness of it's shotgun variant leaves little to be desired. The maximum damage output of his shotgun form, if every round hits (this is extremely short range as well) would be 100 health. This would only kill a Rose, if somehow one could stand still or get close enough to even give said opportunity. Compare this to the Cactus with 40 damage short range (unbuffed) and multiply that by 8. You can still have the same damage potential from the Pirate, it just is far more of a hassle due to the obligation to zoom (which isn't fun point blank) 

    A simple solution I would see to something like this would be to buff Captain Cannon's shotgun damage, or just remove the shotgun option for that variant alone. As I stated before this is just one example I have observed while playing. 

    I would personally say my two public enemies #1 would be the Citron and Rose. This still remains unchanged after the "Nerfs". I still fail to see why the Citron needs any damage attached to his stun as his entire kit is a nightmare. This character has high mobility, durability, damage, and utility all in one. I can't even point to a Zombie I could compare to this class. It's beam outshines most Super Brains damage output, yet that character has no crowd control. The Sports Star class has damage output, but has limited mobility and remains a large target. The engineer is fragile, and while has the same "Stun", it does no damage and weapon requires more control. The closest you could argue is the imp, but even then though the Imp's kit requires a heavy cooldown, and is fragile otherwise. 

    The crowd control on the Plants team is just so unbearable in comparison. Outside of the Flower, every plant Class has some ford of hard control control. This is a nightmare, especially versus things like the Rose and a good Chomper. The mobility of some of the Zombies classes is almost deemed useless in motion situations vs a good goop, or things like the Rose slow/goat form. 

    While this seems like a long rant, I would rather seek a slight adjustment across the board for both sides. It is quite apparent that the Citron nerf has done little effect to the character beyond, make him just have to focus slightly more. A good Citron can decimate any Zombie character he fights, and if threatened, can just ball away, faster than most other characters.

    I would end my rant with saying, that if I had 1 character to choose, it would be the rose as well, but the Citron needs to seriously be evaluated again. Either that or show the zombies some love, because before the Flower buff, I was never thinking "Man, I need more health and damage". 

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