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Re: Scientist Nerf... Why?

Actually,I'm at the opinion that they pretty much handled the scientist nerf perfectly:

  • Chemist only got a small damage nerf,which it solve the issue and him being able to 3 shot 125 health plant with damage upgrade.Itstill allow him to kill just about everything else with the same amount of shot outside of citron without damage upgrade. It pretty much just fixed a problematic issue while still keeping the variant viable as a whole.
  • Zoologist range was just...too much and needed a nerf. While his ammo count nerf is rather harsh. He still can kill most plant easily as he still have his radius is rather large. Zoologist player are gonna need to be more careful at...Actually not missing (which again,isn't hard at the first place) to not be stuck in his reloading animation instead of just spraying.
  • Marine biologist was capable of killing really quickly if he have a good aim and could still wreck stuff with his shotgun splash alone. The nerf to the latter fixed both problem. While I'll sure miss his 3 shot against a corn. I can still see him being a threat at close even after the nerf,just way less so.

As for the warp nerf,if I remember well,they increased his cooldown to 4 second which... Isn't gonna change him much anyway. It will just make those who waste warp vulnerable for a bit longer. But a good scientist know how to manage those anyway. It a change that only increase the skill gap of scientist and that a good thing...Assuming they still got though with it. As they removed it from the patch note anyway.

10 Replies

  • @CabbageheadPHD Keep in mind that it'll still be a close range berserker if you engage at full health, even after the nerf.  Plus, they are trying to balance all scientists more or less for people to avoid the same class over and over.

  • Agreed. I feel they handled the nerf well - considering the rage-driven anti-scientist zealotry going around here and a few other places. I was worried that they'd decimate his usability.

    I'm just glad that other variants will probably see some use after this - although the derps will probably flock to the next best thing - which I'll probably be annoyed by in the next few months.

    But the changes should separate the true scientist players from the "FotM" ones. And because of the TT changes, they can't sneak up on Cacti in the near future, which means it'll be open season for veteran Cactus players. (Not to mention the Citron/Rose buffs)

  • Anonymous's avatar
    Anonymous
    10 years ago

    @Screion wrote:

    I've actually watched their live stream and i remember them say "so you can warp a little bit more often". So that is not a nerf.

    https://www.twitch.tv/plantsversuszombies/v/66407379

    Jump to 00:21:00

    The rest was just a necessity and we will have to see how the reduced damage output will change the class.


    They said that on Saturday, then when the patch notes went live the switched it from a buff to a nerf, then later in the day they removed the changes to warp cooldown entirely.

  • Anonymous's avatar
    Anonymous
    10 years ago
    There's a reason why I'm maxing out my scientists now, as well as electro brainz. They will over nerf. See rose. Master them while you can, and if you have already, you should stop playing as them. Otherwise, you're just feeding the truth that they are OP as hell.
  • This isn't the end of the world for actual scientist players - but you'll have to play smarter when the changes come.

    You can still hit 70's un-upgraded with stock and slightly less with the elemental variants. You'll hit harder, but you can't mindlessly spam shots or you put yourself in a pickle.

  • Anonymous's avatar
    Anonymous
    10 years ago

    Those three needed a nerf big time. I had no problem ping ponging around plants and wiping them out, especially with the Zoologist. Warp to one plant, nuke him in seconds, reload (sometimes don't even need too) and warp to a second and cut him down, and soon my warp would be up again. If I suffered damage while melting some plants, I'd easily round a corner and drop a healing station. And none of this is adding the shear joy I had putting my sticky bombs to lethal use. Their only real downfall is range which is only slightly compensated by Sticky bombs depending on how good you are at aiming them. But if you can't reach a target you just blinked out of their way and looked for your next kill, or heal a ranged meat shield to kill them for you. And a support / healing class shouldn't have the power to cut down a Citron with ease. Easy as a warp in, sticky bomb him thanks to his large hit box and fire away. Poof, dead Citron in about the span of 5 seconds..... poor Tank ☹️

  • Anonymous's avatar
    Anonymous
    10 years ago
    I disagree with the chemist deserving to be nerfed at all. Why? In the first game he did 70 at close range and now he only does 40. In this game the Marine Biologist does 50 at close range and has range ability unlike the chemist. Warp nerf I disagree with as well. It seems like Rose all over again. They don't know how to nerf so they just neuter the character and have to re-buff them in a following patch because they cripple them so much.

    Just the fact that they nerfed the cactus is a further example they are completely out of their minds.
  • Anonymous's avatar
    Anonymous
    10 years ago

    Seems in their first time of their life the balance team has make a extremely good balance changes on scientists. 
    If you cry for these little changes what should i say after my poor frozen Rose was pratically unplayable without the feeling of frustration? plz.

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