Forum Discussion
The reason the balance worked so well in the first game was because they played into each others hands. the plants were about making ground dangerous with splash damage (pea shooter) and crowed control (chomper). With the cactus keeping long range attackers away, and the sunflower healing and keeping zombies on their toes.
The zombie would then try to uproot (hahaha) the defences. The plants were about order and keeping boundaries. the zombies were chaos and breaking weak points. because this relationship was stable the game could "self balance" though smart play.
However it seems popcap thought they could add an assault class to the plants and expect that to allow them to push an objective in turf take over. however by there nature (as said above) the plants are about staying out of reach. They don't push a hill well. Any reason they could before in something like Suburbination was because the zombies needed to as well. allowing the plants to root in.
For Herbal Assault they needed to not just copy G&G, but make some kind of game mode that still focused on that defense. maybe mutable Hills So the zombies can't camp one?
They could have also given the pea shooter new specials focused on attack. maybe a new special could have increased there rate of fire or the speed of there projectiles? or maybe they wouldn't need to reload for a couple of seconds? these could have taken the place of the Pea Gatling. I'm sure these are bad ideas. But I'm sure you get the point.
I think that was well said, teh plants are stuck at a deffense point in the game and it is what they are best at. With herbal assualt it become hard to cap points when your purpose is to defend caps. I also think that plants have problems with defending is so many people choose the assualt characters instead of the defense. I don't think I am the only one who has encountered games where the defending plants consist 75%-90% of corns. It's like taking a team game such as Overwatch and having all offensive characters defending, that won't work out well. I do think plants should be given abilities to allow them to be more offensive since most if not all of the new characters don't have any alternate abilities like the old characters. Plants have a nice defensive spot first point of great white north by having the uphill advantage and long sight lines. Imagine that but plants have to attack, I bet that would beat Moon for being difficult to attack.
- 9 years ago
good point cmh0517. something else I didn't think about as well is his role in G&G. he has no defense ability's and can make it hard for the zombies to play their role.
I'm not sure what popcap can do now. It's not really something they can patch though variables like damage and health. It seems like it's an issue with his class as a whole. the only thing I can think of is remove him from Turf Takeover. but now they have to please fans that like him as a character (which is valid as they bought the game too). it seems they have created an impossible situation.
I hope they can figure this out. I had such love and respect for the first game for being different and not being afraid to put mechanics first. Now they added classes that play outside the theme of there team. (super brainz and corn.) It would be tragic if GW2 dies of obscurity. although if I'm honest I'm kind of half expecting it. It pains me but I still play GW1 over GW2. GW2 is great in it's own ways. But while GW2 has more features (that I love mind you) GW1 has better core mechanics.