Forum Discussion
*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
*Spore strike:*
-Max ammo reduced: 20>12
-Add melee range hitbox(as most of the characters have, like imp)
-Add critical hitbox the critical hitbox isn't on the head, instead it is on the back of the zombies, kind of like the spy's backstab from tf2 (the critical hits are more powerful because they're harder to land, also they do 30 damage per critical hit landed)
*Casting shadows:*
-Completely remove the movement and aim distortion effects
-Now casting shadows is invisible for the zombies to see from distance, making it easier to help hiding your own team in casting shadows, also, the closer a zombie gets to casting shadows the more he can see of it, when the zombie is inside, casting shadows is 100% visible*
*here's a list of the distances and opacity of casting shadows:
+35m=completely invisible
25m= 20% visible
>50m= 100% visible
-When inside casting shadows, all zombies cannot sprint
-When inside casting shadows, all plants gain a 15% damage resistance and also get invisible
-Decrease size of casting shadows by 20%
*Fung fu:*
-Decrease active time: 2 sec> 0,5 sec
-Decrease damage: ~150> ~70
-All zombies hit by fung fu cannot sprint
-Completely remove starting and ending lag from fung fu
-Increase nightcap's speed in fung fu: 0,5x>1x
*Shadow sneak:*
-Remove the second charge of shadow sneak
-Increase active time of shadow sneak: 2,5s>8s
-Remove the loud sfx of shadow sneak
-Add an U.I. bar that indicates how much you have left of shadow sneak all times
-Shadow sneak is now cancellable, and when active instead of using the ability you begin to decrease the U.I. bar (like citron's peel shield being damaged), it instantly begins to recharge after stop using (refreshes faster if allies get helped by casting shadows) it has its normal cooldown when the U.I. bar gets to 0, or else you can use it freely with a 5 second cooldown between activations
*Upgrades:*
Fleet flooted:
-No longer gives nightcap extra speed in fung fu
-Equip cost decrease: 3>2
Corrode:
-Equip cost decrease: 4>3
Uppercut:
-Equip cost decrease: 5>3
-Adjust launch angle
- 5 years ago
It's a really good idea
- benn1nat0r5 years agoSeasoned Ace
@wp9isilpq8r Thanks 🙂
@The4DAdvocate Yeah I also like wizard but I thought it would be cool if he could turn plants into sheep. Not just because he does it in PvZ 2, but because the zombies need an equivalent to Rose's goatify. I think the game would be a lot easier to balance if plants and zombies had more similar abilities. And my idea was meant for a sequel and not BfN. Co-Star would still kind of exist, but for Imp and Nightcap. I think such an ability makes more sense for these characters.
- TheSprinter855 years agoHero
It would be interesting for Wizard if Co-Star was a passive ability for Wizard, but if so, I would consider the following things: allies he attaches to do not get armor, his health in Co-Star is equivalent to his current health (up to 125), you do not get stunned when you jump off, you get vanquished if you run out of health in Co-Star, and you can use this as many times as you want and jump between allies as you like. No regeneration while In Co-Star though. Then, he could gain a new ability like ‘sheepify’.
That said, that could just wait until a possible sequel was released.
About Plants vs. Zombies™ Franchise Discussion
Recent Discussions
- 17 hours ago
- 18 hours ago