Forum Discussion
107 Replies
What if they kept sunflower's powers as they are but gave her 200 health, would that make her decent?
Sort of, but I would much prefer her to get some sort of absorption shield ability that mitigates 75% damage like Turbo Twister and Barrel, for a similar duration. 200 health still gets them killed to ZPG, Turbo Twister, a few more shotgun rounds etc, you'd never kill them in defence with that much health.
Sunflower should definitely not have 200 health, but she should have more health than a Scientist. I think the sweet spot would be 125 just because she's so easy to kill and her hit box is massive so she's really a walking critical hit. You could argue 150, but I wouldn't go any higher than that.
What she really needs is more offensive capabilities, I keep saying it but a Sun Orb ZPG attack would help her out immensely if she ever needs it in a pinch. Otherwise a reverse heal beam which drains a Zombies health when they get close in the vicinity of it. Sun beam is amazing for defensive modes, but she needs something else,
If she's meant to support the team then she definitely needs more survivability as well as being able to hold her own.
- Anonymous10 years ago
@Zaheen1337 I play as the Sunflower because that's just who I like. I don't play the OP'd character of the month like so many people do. Although I have played as BBQ and had great games with him. The Corn in my opinion is not that great. BBQ is good because of the DoT, but all of the others are not. He's very big, and in my opinion very slow. But anyway....
Isn't it strange how all of the Plants are like giant walking heads... Seriously, there like a constant critical hit with the way they were designed. Citron is a giant head with legs and so wide, that any zombie class can hip fire him from any distance and hit every shot and they're all crits. That's why I don't really like Citron. Plants finally get a 200 HP character and he's a walking broadside of a barn. I like peashooter, but again, he's a giant head with tiny little feet. He's a walking crit spot. Rose has a giant head. Sunflower has a giant head.
The zombies definitely have normal heads... Except for the Imp who is weirdly shaped lol. But he's just hard to hit in general.
- @Zaheenl33t play the class for its strengths, imp is fine doesn't need nerfing not that hard deal with, super brainz electric needs a nerfing on travel damage but rest is fine and some scientists need a nerf on there close range dps, sunflower probably needs a little buff same as rose and yea, depends alot on the team to.
- Anonymous10 years ago
Just 3? I believe there are more than three variants that need work.
1. Imp
2. Super Brainz
3. Captain Deadbeard
- I played the epic 25 games of team vanquish last night, and the end result was zombies 21 to plants 4. Zombie teams were comprised of imps, Super Brainz, and scientists with an All-star here and there. This is a pretty good indicator of which classes need to be nerfed. Take your pick on which plants to buff. Roses are almost useless now except in Turf takeover, sunflowers are just one giant target to shoot at, Citrons are a huge hitbox, Chompers are a one and done vanquish. Cactus have no way of getting on top of anything, so they aren't much of a sniper class and they're primary weapon is pathetic at close range. Kernel corn and some of the peashooters are the only real sustained threat to zombies at the moment. I usually play later in the evening when the kids are all done and the better (level 600+) players come online. I see really good players struggle with plants, and just dominate with zombies. I play both sides equally and these are just my personal observations and opinions.
- Anonymous10 years ago
I am certain that I will be viewed harshly for this statement, however I believe that it would be nice to see the imp have a more flexible choice for play style.
I find that when playing the imp I really enjoy the run and gun, gunslinger type play, and not so much playing in a giant mech that makes me a big fat target. This is based on my personal play preference and I am sure others enjoy the current mech aspects that were designed.
So I feel it would be optimal if you could have a choice for the Y skill (xbox one). A choice that allowed you to pick between being a weaker class with less health/dmg and possess a powerful mech, or a more powerful character(dmg/hp) that could perhaps summon an a.i. mech that targets anything in a specific area that your aiming at for X number of seconds, a strafing run or whatever it may be for developers with creative license and balancing to consider.
That however is more of a class redesign than a buff/nerf request, so feel free to blast me for it. I just feel as though the majority of the time on the imp is spent waiting for one skill to pop up that is then a mediocre experience for me as a player and frustration for my opposition. Id rather have 3 full skills that are more flexible and a more enjoyable character 100% of my time, than spend 90% of my play time waiting for a skill to pop up to do crazy damage for 10% of the time.
- Anonymous10 years ago
Agent Pea needs an un-nerf (not necessarily a buff). Just put it back to where it was in early GW1. There's no reason why it should have less close-mid range damage than a scientist while having the same health yet no ability to heal.
3 of each? You're gotta be kidding me, there's like 10 to buff and nerf.
About Plants vs. Zombies™ Franchise Discussion
Recent Discussions
- 2 days ago