Re: Gameplay discussion: Remaining corn, deadbeard, and imp variants
A bit late as my attempt to post over the weekend wasn't working, whatever they've done to the forums is causing some serious issues. I now can't even go directly to the GW2 forums anymore which is a pity as this happened right as we were going to celebrate GW2's 6th anniversary!
Mob Cob is pretty cool and fun to play. I find him to be decent in multiplayer but even better in Ops as using piercing attacks are more effective against massed hordes, player don't generally line up for this.
Captain Sharkbite is my favorite Deadbeard. Having a shark with a laser on its head as your main weapon and a fast firing scatter gun for close in defense is brilliant fun.
S.H.R.Imp got nerfed quite a long time ago now, but is still the closest thing to a sniper among the Imps. I love the mechs leap, but the tornado is of dubious value. Great mech concept and I love how it vacuums the Imp up inside of it.
Z7 Imp has the issue where people with turbo controllers and some macros for KB+M can abuse his firing system, but without that, he's a fun character and I love how the mech takes the regular design but changes things up. I am not the biggest fan of it being deluxe only though, even though I have that version myself.
As we end the variant discussion, I too miss the almanac/sticker books of the 2 GW games as one of the many glaring things that BfN got wrong. When BfN uses upgrades to recreate the variants, it often falls flat as the lack of visual and audio effects reduces them to mechanics only which is not what we want in PvZ!