Re: Retrospective Discussion: Rose (Evolution from the beta to now)
(Hey, quit picking on Rose!)
Truth be told, I've found roses to be quite annoying in Turf Takeover for one of three reasons:
a) They stay at a certain distance and punish you and your partners
b) If they're getting close to getting vanquished, they use their free "Get Out of Jail" card and go invincible
c) Most maps have an open field so there's hardly any cover to get away to while they can happily jump and float in simple dodging
I've always thought as Rose as a support class, but like a few sunflowers, some players want the action to revolve around them.
I think it'd be great if Ice Rose and Fire Rose didn't have any tracking whatsoever.
It'd also be neat if instead of pure invincibility for arcane enigma/arcane lotus, received damage is reduced to one-fourth. No zombie class has invincibility, just many different forms of damage-reduction... that are still rendered useless with Goatify. I don't think there's any counter to Goatify besides an All-Star's shield and that usually needs super reflexes.
I enjoy playing as Rose, but fighting against players who are dedicated to using her can be so... difficult...