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I can't see anything to really disagree with, barring a couple minor quibbles.
Healing is actually too good in BfN, part of the game's problem is the proliferation of healing and overheals changing the TTK so drastically. The BfN version of Dr. Heals used to either not work at all, or work so poorly that natural regen worked better than the bot did, although that seems to be fixed these days. Now the pots/bots don't overheal and they do get shot a lot, but healing is really powerful in BfN.
I actually get annoyed in GW2 that the Dr.Heals as weeds love to take pot shots at it, and it can't heal itself! But do agree that it's a bit better when you have teammates around that can block for it and it can heal multiple zombies in its radius, which is usually better than the heal flower's ability to spawn healing suns.
I largely prefer how GW2 handles pots/bots but would like to see the pure melee ones (Bonk Choy, Monk Choy, and Boxer Bot) more like the GW version of Bonk Choy as if they can't move anyway, they really need to pack a wallop.
I always did wish that GW2 had all of the GW spawnables and more, but while we gained bots and a couple new plants, we also lost some. And then BfN comes in and make our choices so limited, and we needed more options not less!
Its just that other healing option seem much better than than dr heals or heal flower that they become redundant when you have cheaper and better options while waiting for their cooldowns to pass.
It was always annoying to see your bits get sniped as a non scientist knowing that they were getting chipped down.
Gw1 had some wierd pot positions like the rooftops or the later dlc maps tossing every pot into the front of the garden. I do love that the end objectives involved them at the point of conflict like inside the main street building that allowed them to hold back the spawnables. Bf n did bring this back but its just not the same with how pathetic and spread out they are (not too mention the bfn maps are painfully short with little buildup).
Gw2 lacked final pots and great white norths first point lacks them from what ive seen, however they seem better positioned like the ones behind fences in zomburbia or aimed at the entrances in seeds of time.
Bonk choy, Snapdragons, and counterparts being buffed would make the roster solid overall for the gw2 spawnables as they're the underpowered ones (others could maybe use small buffs like fume and breaker against non armor) in the group.
The fact that bfn's new content for spawnables was just gonna be adding back old ones kinda speaks volumes.
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