Forum Discussion
@tristkiss @KnowsNoLimit - Feedback posted on AHQ is heard too so please continue to post it. I'm currently looking through all feedback now and posted here.
*edit* - I'll sticky this post for a bit so we can keep all feedback about the 3 characters you'd most like to see buffed/nerfed in one place.
Cheers,
- Andy -
It is clear that they are asking for characters, and by that I hope, characters and variants are inclusive.
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Top 3* Nerfs
1. Imp / Mech (All of them)
Imp needs both health and damage decrease, Mech needs to be brought back down to earth on a more balanced scale health wise also. I cannot understand why giving one team a class that has the equivalent of over 500 health and can cause more destruction than any other class was ever a good idea.
2. Super Brainz (Electro Brainz mainly, but all of them)
Electro Brainz Beam/Arc damage needs fixing, but Turbo Twister across the board shouldn't be so fast or have so much armour. His Twister can hit around 200 points of damage, and his Fireballs aren't much far off either, couple that with his amazing manoeuvrability it makes him one of the strongest zombies of all. He has simply too much versatility, health and damage...his name is well fitting, but he doesn't need to be miles above every plant.
3. Scientist (Zoologist, Marine Biologist, Chemist, Paleontologist etc, most of them)
This one is a tricky one, it's going to pain me the most because I enjoy playing healing classes. I honestly don't see why he needs a double warp, it creates too many situations where a Scientist can pretty much fall from the sky above you due to this. I just feel like his damage could be toned down considerably and maybe at a slight increase in health to compensate. Don't break him though, if he's a healer then tone him down a little, he's the best healing class in the game and one of the best damage output, couple this with his warps makes him my favourite pick every time.
*Captain Deadbeard (All of them)
I do feel like the Pirates Barrel needs to be looked into as well because right now it has the equivalent of around 500 health due to the ridiculous armour it gives. It is virtually impossible to destroy.
Top 3* Buffs
1. Chomper (All of them)
This class is not as good as it use to be, and needs to be balanced so it is functional in offensive game modes. Whether that's increasing its health, damage, given invisibility or even a Mech of its own, he needs to be given some major love so more players play this class. I would like to see additional armour given to him when digesting a zombie, damage mitigation / armour when trying to burrow and maybe some sort of digestion bar where he is capable of killing 2-3 zombies before needing to digest. Camera issues when burrowing needs to be looked at as well as the goop timer, that should be reverted. Given the fact this class has no range at all, he should be the most feared up close character class in the game, more dangerous than Scientist who can heal, and definitely more dangerous than Super Brainz who has plenty of range abilities. Chomp cannon should have an increase of damage to 150 as well so it can kill camp snipers if replacing his primary ability of goop. I still wouldn't use chomp cannon ever, but others might actually use it if it was increased.
2. Sunflower (Most of them)
This class needs major love, whether it's health increase, damage increase or some sort of ability that includes a blink or shielding. I also feel like a Shotgun type weapon should be given to some weaker variants and make it more on par with the Scientist, right now she is very weak and when trying to capture bases she is killed too easily due to lack of any CC or escape abilities. A blink or a Sheild would be nice, but more health and damage might be reasonable also, she definitely needs something.
3. Cactus (Most of them)
I think she should be given damage increase across the board on certain variants but also a close range shotgun similar to the pirate. I feel like Tallnuts are a bit lackluster now and well if it was replaced with a damage or shield aura, she would be able to capture points similar to the Pirate and his Barrel shenanigans. I know on the PC people have might a difference experience but let's be realistic here, compared to Captain Deadbeard she sucks.
*Rose (Ice, Fire mainly, but most of them)
I feel like she was over nerfed, her charged variants are very weak and she is a bit useless now. She should have a health increase, and damage increase or that slow on her charge should be removed. In terms of damage output, if a Engineer can hit 45s much more rapid why can't this class do the same? Not only are her shots weak but they are very slow as well. Support classes should be able to kill as well, not just tickle the enemy.
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I honestly feel like there are too many to list here, so I'm going to have to stick to my guns to what I feel is fair. I hope the bugs and glitches about hits registering are fixed as well. I'd quite like to see a good balance of all characters being played, and my nerfs and buffs are a reflections of what characters I see the most, and least respectively.
- Anonymous10 years ago
I see all the complaints about the pirates barrel and just want to point out that Rose is damned near unkillable in Arcane Enigma form and is capable of up to 60dmg.
I am not usually a dreadbeard player. I get caught by the barrel but don't feel like one showing up is a death sentence.
- 10 years ago
Buff all party characters to make them actually "legendary" worthy. Nerf electro brainz beam attack.
- 10 years ago
@PhooStansky wrote:
I see all the complaints about the pirates barrel and just want to point out that Rose is damned near unkillable in Arcane Enigma form and is capable of up to 60dmg.
I am not usually a dreadbeard player. I get caught by the barrel but don't feel like one showing up is a death sentence.
Only two classes can deal with it, and even then if the Pirate knows what's up he won't walk into a Spikeweed. It's almost a guaranteed 120 damage jump on any other class, and as you know:
Cactus - 125
Chomper - 175
Citron - 200
Corn - 150
Peashooter - 125
Rose - 100
Sunflower - 100
Rose and Sunflower are insta killed
Cactus and Peashooter survive with 5 Health
Corn survives with 30
Chomper with 55
Citron with 80
Pretty much one shots every plant class from the get go. As many abilities from zombies do, and this is why you're not seeing many players playing low health classes, much.
If the above classes don't use their primary abilities to escape then this is the outcome, every time. Once those primarily abilities are used they're vulnerable and dead to the next thing.
Damage > CC any day of the week.
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Imagine if Arcane Enigma did 60 burst damage as soon as she came out of the phase, she would have a 60 damage jump on every zombie. Health values are:
All Star - 200
Captain Deadbeard - 125
Engineer - 125
Imp - 75 / Mech - 350-400
Scientist - 100
Soldier - 125
Super Brainz - 200
She can't insta kill anyone with it?
Imp survives with 15 but can call a Mech
Scientist survives with 40 but he can heal / warp
Captain, Engineer, Soldier survive with 65
All Star and Super Brainz survive with 140
Every class can easily evade the damage, and even if they don't everyone survives with enough health to kill Rose almost every time. She only ever wins if she Goats you instantly, damages you, as soon as you come out you get time snared and again more damage, and then when you come out of that she uses Arcane Enigma to cause more damage and then finishes you off. That's all 3 abilities just to kill someone, and believe me that rarely ever happens and that's why she sucks 🙂
Barrel is more devastating to various classes designed to explode in the middle of plants, and without a Rose being there with Goatify that's exactly what will happen every single time.
- Anonymous10 years ago
Mostly agree with Zaheen1337!! With an addition to the Roses, i think its important she need a shorter arcane enigma time, so she cant hide that far to regen hp.
- Anonymous10 years agoBuff:
1 alien flower
2 hockey allstar
3 all party variants other then brains and Captain
Nerf:
1 electro brains (radius or dmg of arc)
2 bbq corn base shot dmg shold have some tradeoff in dmg for the extra dot
3 zoologist (or scientist in general) should either have reduced movement speed or greater reload time
- Anonymous10 years ago
I agree with everything you said. :eahigh_file::eahigh_file::eahigh_file::eahigh_file:
- 10 years ago
@bshayon wrote:I agree with everything you said. :eahigh_file::eahigh_file::eahigh_file::eahigh_file:
Who did you agree with?
It would be nice to have a new balance thread when changes are made, full detailed patch notes when the new patch arrives as well.
Bump!
Just for you 😉
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