Plant Buff Ideas
Peashooter:
- Increase chili bean bomb max damage radius slightly
- add middle damage radius that inflicts 30-45 damage
The chili bean bomb seems a bit too extreme in damage numbers (125 or 15) so I think there should be a middle ground. I also feel that compared to imp punt the bomb is easier to escape because of its longer fuse, louder noise, brighter colors/effects and lack of an upgrade to alleviate those things so an increase in its max damage radius would make up for this.
- Improve horizontal movement speed during pea suped glide. Peashooter is rather vulnerable while gliding and has to resort to the "pogo pea" style to utilize the ability. I think increasing the speed while gliding would improve the utility pf pea suped and make it more fun to use.
Corn:
- Increase primary weapon damage to 7 to match his counterpart foot soldier and reward players who can keep their aim on a target over shogun guard's better potshot ability
- Increase shuck shot direct total damage to 100/shot because the ability requires both shots to hit for full damage, full damage should be higher than 180 compared to foot soldier's 175 singular shot with less vulnerability
- Increase health of shogun guard shield to 100 and regen to maintain regen time for better protection during group on group fights. During single fights its easier to avoid the shield.
Chomper:
- Add health regen on melee hit similar to super brainz. Super Brainz beats Chomper in quite a few areas so I feel adding the regen on hit to Chomper would allow him to do survive better while attacking
- Fully fill health regen bar after vanquishing with burrow(won't regen actual health while chewing) to reward players who use burrow properly to eliminate lone zombies and not get shot while chewing and have to rely less on chomp thing to regen health between engagements
- Increase Aoe of spikeweed
- Decrease setup time of spikeweed by 0.5 seconds to better utilize the traps in general
- Increase health of spikeweed to 30-40 to survive splash damage and stray shots
- Remove bounce of spikeweed when hitting floors for more accurate placement.
- Upset stomach should reduce cooldown of grody goop to compensate longer time active not spent cooling down
- Slighty increase movement and attack speed multipliers on dirt bath to make it more noticeable
- Change symbiosis to something more useful
Symbiosis seems like an almost useless upgrade so it should be changed. My suggestions are:
- trapping a zombie reduces cooldown of burrow
- trapped zombies take extra damage from all sources except spikeweed
- on burrow vanquish consume both charges of spikeweed to instantly digest zombie
- zombies in spikeweed are digested faster
Nightcap:
- Remove crits from fung fu and increase damage to previous crit damage
- reduce vulnerability when finishing fung fu
First of all I don't even know why this can crit considering players can't aim it and its not a shot so I feel its damage should be consistent. Second I find it very easy to predict and hit her with an ability after fung fu.
- Not sure on this but piercing power upgrade may be bugged and doesn't work, sometimes giving ammo on single hits and not on multi hits
Cactus:
- Was gonna say make pressure point not random but it'd make her too good against groups
Acorn and Oak:
- re-enable passenger armor for better survivability and reduce need of lumber support for passenger preservation
- Increase outer radius of super sap trap
- Add middle radius dealing 40-60 damage. Sap trap doesn't require this because of lower cooldown imo
- Increase damage of Roll for Damage to 70
I feel that for the tank who is meant to deal with groups hes not really good against groups. Super sap feels like it should have a bigger radius than sap trap to deal with groups better and have less extreme range in damage. Roll for damage should be more punishing because it is easy to dodge in most circumstances and is fixed to the ground
- Add short range homing ability to treetop turret to match other ride on primaries.
I thought that space station and co-star were given homing to their primaries to compensate for them not being in control of movement and having their thrown off by sudden movements so I think that oak riders should have it but it should shorter tanged due to the fast speed of treetop turret.
- Fix issue of little friend upgrade being removed after riding oak until respawn
Citron:
- Increase primary bullet damage by 0.33/shot. My biggest problem with the character is that with teammates he's solid but by himself he relies too heavily on spin dash and emp peach to win. Increasing his primary damage would allow him to be better at one-on-ones without having to expend his abilities to defend himself so they are better saved.
- Reduce charge up of em peach so there is less vulnerablity to him and the teammates he is protecting
- Em peach stops channeling of rocket ride, spell disaster and adds 5 seconds of cooldown to mech abilities after stun duration
- Reduce activation time of naval laser because it already has a low damage time
Rose:
- Jinx resets health regen bar
- Jinx highlights enemies for team but not through walls
- Jinx nullfies armor from co-star.
Considering how much wizard can do with just one ability I think jinx should do a bit more. Since its homing its good at catching sprinters I think that aspect can be expanded upon but stopping sprinting for a short cooldown ability would be too much. I also think highlighting an enemy can help point out big threats to the team, particularly snipers and point out big threats in a group.
- remove slow down when hit during arcane enigma to improve smoothness of movement
- Reduce cooldown of arcane engima to 50 seconds and reduce cooldown reduction when affecting allies to compensate. I think 60 seconds is too punishing for using the ability to escape considering the cooldowns of outta fight and burrow allow for more damaging characters to escape more often
Sunflower:
- Increase healrate of heal beam to 22-23/sec. Imo healing spray is better than heal beam because it can heal an infinite number of zombies at once and even you can't shoot while spraying it applies a heal overtime that can add overhealth meaning you can still heal and shoot. Heal beam on the other hand heals a single target and stops immediately on switch. So I think heal beam should heal slightly faster to compensate for single target healing.
- Heal allies within sundrop distance for 5/sec when firing sunbeam and 10/sec on hit, I never use sunbeam in pvp because it leaves me way too vulnerable and I can't heal my allies. If this ability were to be better at healing than using stuffy sundrops I can see this ability being more than a lower number pea gatling
- Double health given to allies by sundrops. 2.4 is way too little health to make a difference to high health plants but I understand higher numbers would be too beneifical to sunflower herself so I think sundrops should heal more to her allies so they make more of a difference, especially when using sunny side up in a group as again numbers affect healing by sunflower but not scientist
- Reduce cost of blossom to 4 now that its properly nerfed
- Fix issue of blossom beam not earning heal assists
- Fix issue of blossom beam targeting user at the start of a sprint
Just issues I noticed, fix plz
I know its alot looking at it but I guess I just had alot ideas. I am also open to hearing opinions and other suggestions