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Re: June 15th Character Balancing - Opinion Thread

I think Rose is fairly ok. But they need to make her Arcane Enigma think be active alot sooner. Very often I activate it only to notice that im dead JUST as its about to start.
It feels like forever!

8 Replies

  • I hope they tone down the Scientist dmg ALOT!
    The sunflower struggles and you hardly ever see anyone being top kills as a Sunflower. But the Scientists is very often at the top.
    In no other game have I seen that much dps been given to a healer.

  • This is what I think should happen in the next balancing update (remember that this is my opinion):

    Peashooter Class - Increase the splash damage radius of the Fire, Ice, Plasma and Rock Pea by between 1 to 1.5 cm. Increase the velocity of Electro Pea's Primary Weapon's shots by 2 times.

    Chomper Class - Reduce damage output and spray time of the Power Chomper to an area that's nearly on par with the Fire and Toxic Chompers. Increase the overall health of Chomp Thing from 135 to 150. Increase Armor Chomper's overall health from 215 to 250, and reinstate the original firing speed of his bites.

    Sunflower Class - Increase firing rate of Shadow Flower's primary weapon by at least 1.2 times, to make it do what it's primary description tells it to do.

    Cactus Class - Improve the speed of shots fired by primary weapon for all cacti (except Petrified Cactus) by 3 times, to make the class do a much better job as long-range specialists. Increase the velocity of Petrified Cactus's Primary Weapon's shots by 2 times.

    Citron Class - Slightly increase the speed of all Citrons in their ball form by 1.1 times. Increase Electro Citron's Ammunition upgrade from 3 to 6.

    Rose Class - Increase the Rose's Primary Health from 100 to 125. Druid Rose's Primary Weapon shots should be increased by two times, to a level similar to Base Rose. Increase Party Rose's Primary weapon ammunition from 18 to 20. Increase Fire Rose's Primary weapon ammunition from 18 to 20, and lv. 3 charge shot should consume 5 of the ammunition instead of 6.

    Corn Class - Reduce Kernel Corn's standard ammunition from 45 to 40, but increase his ammunition upgrade from 5 to 10. BBQ Corn's ammunition upgrade should be increased slightly from 5 to 6. Reduce Mob Cob's ammunition from 45 to 40, but improve his penetration ability to even it out. Increase Party Corn's standard ammunition from 35 to 36, but reduce the ammunition upgrade from 5 to 4.

    Torchwood - Increase his firing accuracy by at least 20%.

    Soldier Class - Swap over the ammunition upgrade for the damage upgrade for Camo Ranger.

    Engineer Class - Increase the splash damage radius of the Plumber by 1.2 cm.

    Scientist Class - Slightly increase the firing speed of the Chemist's Primary Weapon by 0.1 seconds. Swap over the reload upgrade for a second ammunition upgrade for Computer Scientist.

    All-Star Class - Increase the explosive damage radius of Rugby Star's primary weapon by 0.5 cm.

    Pirate Class - Improve the speed of shots fired by long-range primary weapon by three times, to make the class do a better job as long-range specialists.

    Superhero Class - Improve the long-range firing accuracy of Super Brainz, Cozmic Brainz and Party Brainz to a level on par with Electro Brainz and Toxic Brainz. Steady Firing is a must!

    Imp Class - Increase Base Imp's Primary weapon ammunition from 35 to 36, decrease his ammunition upgrade from 5 to 4. Increase ammunition upgrade of Lil' Drake's primary weapon from 5 to 6. Increase overall ammunition of Pylon Imp's primary weapon from 16 to 20, and remove the arc-firing pattern of his weapon. Increase ammunition upgrade of S.H.R.Imp's primary weapon from 5 to 6. Decrease Party Imp's Primary Weapon ammunition from 40 to 36, decrease his ammunition upgrade from 5 to 4. Increase Z7 Imp's Primary weapon ammunition from 18 to 20.

    Hover-Goat 3000 - Slightly Improve his Damage Buff Booster Beam by 5%.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    8 years ago

    Rose is generally in a pretty good place right now I think. Party Rose should have more ammo capacity but I understand they are still looking at all the party characters right now anyway.

    The freeze nerfs were pretty good although as Zero Fusion posted during a test they may have over nerfed AC Perry's freeze a bit too much and they may want to nerf the Arctic Trooper a bit more. Instead of 40% and 10% respectfully perhaps 30% and 20% or so from their old values. In the video test he did he often vanquished the plants before they ever froze as AC Perry and as the arctic trooper they were still getting frozen a lot.

    Captain Squawk needs more of a buff as well. His single shot damage is solid but even with the new patch he feels lackluster with his slow firing pace and the Flem Thrower is too weak to discourage people getting in your face.

    Still things are getting better overall and I think a lot of these are tests for the new PvZ shooter they are working on in addition to trying to get the balance closer. 

  • I suspect that the nerfs for the various freezing effects may have been prompted by the huge number of complaints coming from The Kings Day Out Boss Hunt, which probably did more to show how incredibly quickly someone can be frozen and dispatched than any PvP match possibly could have displayed.

    I haven't done enough Multiplayer or tested the character changes myself since the update to see how the balance has shaken out.

  • Screion's avatar
    Screion
    8 years ago

    @realitysquared wrote:

    I suspect that the nerfs for the various freezing effects may have been prompted by the huge number of complaints coming from The Kings Day Out Boss Hunt, which probably did more to show how incredibly quickly someone can be frozen and dispatched than any PvP match possibly could have displayed.

    I haven't done enough Multiplayer or tested the character changes myself since the update to see how the balance has shaken out.


    Maybe to some extend. But it is counter intuitive since the splash from the engineer was never the problem, but the snipes from soldiers were. Popcap should just nerf the damn Yeti if they want to bring that event a tiny bit closer to balance.

    But then again: AC Parry never showed up on my radar after he got nerfed a while ago. 

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    8 years ago

    @realitysquared wrote:

    I suspect that the nerfs for the various freezing effects may have been prompted by the huge number of complaints coming from The Kings Day Out Boss Hunt, which probably did more to show how incredibly quickly someone can be frozen and dispatched than any PvP match possibly could have displayed.

    I haven't done enough Multiplayer or tested the character changes myself since the update to see how the balance has shaken out.


    I wouldn't doubt that the King's Day Out Boss Hunt was a huge portion of this. Even with 2 flowers and 2 pots (+ spawning potted plants) it could be a very frustrating experience but the most overused character I've seen in MP matches is the Frozen Citron with its extreme freeze ability and hiding all but the gun barrel behind terrain, they were better at sniping than a cactus at times and the freeze was potent to boot.

  • Screion's avatar
    Screion
    8 years ago

    @Iron_Guard8 wrote:

     

    I wouldn't doubt that the King's Day Out Boss Hunt was a huge portion of this. Even with 2 flowers and 2 pots (+ spawning potted plants) it could be a very frustrating experience but the most overused character I've seen in MP matches is the Frozen Citron with its extreme freeze ability and hiding all but the gun barrel behind terrain, they were better at sniping than a cactus at times and the freeze was potent to boot.


    Talking about the cactus: they should actually buff the Ice Cactus a little bit. Because i do remember several cases where Arctic troopers outsniped me and i takes ages to get those shots in for freezes despite the low damage output.

    Luckily the Frozen Citron has been nerfed multiple times now, because that thing was absurd. I remember cases where people constantly taunted me with the Frozen Citron and i could not do anything about it. Because even if you got closer all they needed to do was activate their shield.

  • 1.  I believe the Toxic and Chomp Thing should have their damaged buffed to 9.  Chomp Thing especially since he has no DOT on his spray.  The buffed Toxic Chomper is a bit capable now, but not as effective as the Fire Chomper who quite honestly should be put back at 10 dmg.  Neither of these chompers can vanquish an all-star before there breath exhaust even with goop.

    2.  I've tried the new tank commander and he seems ok.  I listen for the sound cue when he loads another shell in his gun to know when to fire again, but its still about .5 seconds off the animation on screen after he loads it.  If that was fixed and they increase his dmg to 70 so he can three shot Citron who already has an advantage over him with shield and EMPeach, he would be perfect.

    3.  The Ice Cactus will suffer the most from the frozen duration nerf.  From long range, the Ice Cactus already has a difficult time taking out 200 HP targets because they can recover and escape before she can KO them since her damage is low.  Not to mention, you have to delay your shots so they don't miss since her reticule expands each shot.  Now that they can recover quicker from being frozen, heroes and all-stars will have a better chance of escaping before they get KO'd. 

    Other frozen variations, won't suffer as much because they can do more dmg and fight close-mid range.  I've already suggested that they increase the Ice Cactus dmg slightly so targets can't escape her after she successfully freezes them. 

    4.  In addition to reducing gravity grenade duration, they should also reduce the radius of the field.  What makes this ability so good is that IMPs don't have to aim it because it covers so much space.  Reducing the radius will make IMP player be more precise with the ability instead of just lobbing it without having to aim.

    5.  The turbo twister was already nerfed and contrary to what the notes say, this ability is extremely easy to counter.  Most plants have a hard counter to it and its useless against Chompers who can just negate it with weed or burrow to escape.  Reducing the spd penalty is one thing, but the dmg should have stayed.  Even at 8 dmg, it was slow in terms of DPS which allows most plants to escape or counter it.  The peashooter can actually tank it and win by going into a gatling stance if its fast enough.

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