Forum Discussion
Limit the scientist tele to 1 instead of 2. Drop Brainz health to 175 and imp to 50. Mechs cannot capture.
Id be happy.
- 10 years agoDo not touch science teleports, it has always been two - warp in, warp out. Oh and also I don't think the vampire flower needs a buff, honestly to me it's slightly overpowered. It has a fast rate of fire and head shots can be devastating combined with self healing usually results in long vanquish streaks.
- 10 years ago
@llachie wrote:
Do not touch science teleports, it has always been two - warp in, warp out. Oh and also I don't think the vampire flower needs a buff, honestly to me it's slightly overpowered. It has a fast rate of fire and head shots can be devastating combined with self healing usually results in long vanquish streaks.We are going to disagree here.
First off with the burst DPS the Scientist outputs and the ability to heal himself twice over with his heal ball and his healing station he has little to no threat having 2 teleports of warping in and warping out. He's way too strong and I know this because If I want to play easy mode I just go my Marine Biologist and have at it. They even had the balls to give him a damage upgrade.
As to why I Want the Vamprie Sunflower buffed is simply for the fact that you can be OHKO by nearly everything. So if she is going to be a glass cannon like that then I expect her to have even more damage and versability to her. For instance if a Scientist warps in on you you're toast, no matter how many times I hit a Scienitst you will die up close. Her healing power can't match that type of DPS, not only that but the Sunflower's head makes her a walking critical shot and if she's suppose to support other plants then she needs some way to defend herself better. It's a lot harder to focus on a Zombie's head with such a small hit box.
Even an Imp has the same health as her and he was supposed to be a risk reward character. Yet he has the utility to be effective with his abilities and movement. Sunflower doesn't have that function currently. Her offensive power when defending is fine, you have a stationary sun beam where you inflict impressive amounts of damage. However in Herbal Assault and on the offense she's at a disadvantage. She really needs a mobile damaging ability to protect herself when she wants to revive someone or use in a pinch if a high threat Zombies comes her way.
That's abit more promising,
I made a thread on how to buff Vampire Sunflower with giving her a unique ability which she can tackle them and can drain the blood out of the Zombies. I also suggested that she could have a chance at bleed damage over time. Like how you have burn damage over time, it could be a bleed effect.
I love the concept of Vampire Sunflower, but I feel she could be so much more special than what she is atm. The fact is Plants were originally made to be defensive by protecting their Garden in Gardens and Graveyards, however now that we have Herbal Assault Plants need to have some other offensive abilities available to them.
- Anonymous10 years agoThe imp doesn't need 50 health again. You die if a plant looks at you funny
- Anonymous10 years agoHave you played GW1 and used the 1 tele cheesy ability? It dealt damage once teleported to an area, and you can only use one! Course, it was removed because it was for promotion, but the two tele ability deals no damage whats or ever and travels at a slow distance than in GW1
Also if Imp was back to 50 health it can easily be killed by a classic peashooter by just two critical hits, and 5 splash damage which is unfair.
Also super brainz needs 200 health for his spinning ability, or he would die for the damage taken from the plants.- Anonymous10 years ago
Hahahaha
just hahaha
are you for real?
i will help you with this
pls add 700 hp to the mech, this way I can solo the plant team more easily
About Plants vs. Zombies™ Franchise Discussion
Recent Discussions
- 13 hours ago
- 17 hours ago
- 24 hours ago