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Re: Supports should receive a better change/balance update/buff/nerfs.

Thank you for attention to detail and suggestions. As far as Rose goes I don’t mind your damage suggestions. There not as tough to deal with now so that doesn’t bother me either way.
Time snare should not last long, nor should any stun. As a stun for a support character it should be for her team. Most other plants have a stronger single shot or faster ROF. They can do quite a bit of damage in two seconds. A longer period would just benefit a rose in a 1v1 situation and be op for the teammates. Now this just my opinion. And I also hate roses purely for the history from the start of the game.

Goatify should be hard to use from range unless your elevated. I can’t tell you how many times I’ve missed a vanquish because my opponent gets goatified out of no where when I clearly didn’t need the help. Now they have 2 seconds of invincibility and a chance to hide.

The heal beam issues you mention are frustrating. Especially when it cuts line of fire off and tries to reload or just doesn’t shoot at all. This could certainly use some attention.

Engineers are my main. I love’m. I think theyre fine where they are except for a couple. AC parry... just make it so his shots don’t blind you so you can’t even see what your shooting at. He needs a little mid range love and the blinding shots are costly. Clean’m up so there not so messy.
Mechanic is a bit strong. If there’s a character I abuse, it’s him.
Roadie Z you are either a terror with him or just an easy kill for your opponent. I seem to be the ladder because I can’t figure out the cadence to his shot. His design though is one of favorites.

Keep your suggestions coming and thank you.

4 Replies

  • Screion's avatar
    Screion
    7 years ago

    Concerning sunflower i would really only roll back the 10 HP buff and nerf her long range damage a bit. She can heal herself while close to cover at the far end of the map.

    Rose definitely does not need - at all - any buff of abilities that can be used against single targets. Its already very problematic how she can suppress any contestant and run if things go south. Not to forget the Time Snare + Goatify combo everybody seems to love so much, that is almost unaffected by the now slow projectile speed.

    Currently only 2 things of Roses offensive capabilities concern me: her inability to float over small elevations when charged (because she actually walks like everybody else but can't jump when charged), and Party Roses slow projectiles that make it really hard to hit anything when just a bit closer.

    Generally i am all for nerfs of the new classes

    • Citron got its fair share of it and still needs changes to be meaningful for the team. I am all for a +10 second buff of EMPeach effect on Mechs.
    • Corn is alright by now with the endless exception of BBQ, and the Multi Shuck is a waste of time.
    • Imp still breaks the game with Gravity Grenades, masses of Mechs, Z7, instant Missle Madness on call, Impkata-all-around-the-world-why-aim-at-all-and-still-hit-a-drone.
    • Pirate is alright by now but his Cannon Rodeo is almost useless. 
    • Brainz is a lot better but still hit or miss with all the long range sniping. Turbo Twister is now nearly useless.

    And concerning direct support: when does the man himself - the Engineer - get his Stun Grenade against burrowed Chompers buffed? Burrow all day, everyday. That buff alone would help the team a lot.

  • Time Snare + Goatify is a waste of your cooldown, sincerely. Makes no sense to Time Snare and then goatify, 2 abilities wasted.

    In my opinion Rose needs a damage nerf but an ability buff. Her abilities, considering her damage, are okay but with less damage a few tweaks could work.

    Sunflower needs a damage nerf. 

    Party Rose has, actually, fast projectiles; not giving them enough time to properly hit the target. Tip: when fighting 1v1 as a rose at close range don't trust your homing, just predict where the enemy is going to move and your thistles path.

    Citron really doesn't need any buffs at all, just a better distribution of his damage per overheat. 

    The only IMP I see OP is Z7.

  • The Sunflower class was given a +10 HP health increase for every variant for a reason: their hitbox size. Don't forget that. If you make the class be 10 HP lower than they are - back to where they were before those changes - what kind of Support/Healing class will they end up being?

    The Rose class has been through enough pain already; leave them alone.
  • Screion's avatar
    Screion
    7 years ago

    @SonicMaster92 wrote:
    The Sunflower class was given a +10 HP health increase for every variant for a reason: their hitbox size. Don't forget that. If you make the class be 10 HP lower than they are - back to where they were before those changes - what kind of Support/Healing class will they end up being?

    The Rose class has been through enough pain already; leave them alone.

    The HP does not address the support part. From my experience so far its even counter productive. As players now play a lot more aggressive with flowers instead of looking for their team to heal them. I play this game since day 1 and i can tell that by now we have an increase in lonely sunflowers that just camp and sniper while healing themselves. Same with the aggressive use of Solar Flare. The hitbox of the sunflower was never really an issue unless people played careless, which they can now even more so. Never forget that the sunflower is very effective at healing herself. The only scientist that can compete with that movement+range+heal is the Astronaut - which is also too much.

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