Forum Discussion

Re: What Party variants should be like


@asukojo wrote:

Party characters are designed for advanced player so Popcap make it under perform on initial phase then after start collecting kills, it will over-performed.

The most frustrating part of collecting kill is shared vanquished doesn't count ???   I think it should count 50%. I don't agree with 0% as of today. 


I agree, the party time is not like other legendary meters,  it does not have an upgrade to make filling faster also it is a bit slower than others to fill showing that if you can get Party time while in this mode, in multiplayer, you are someone to steer clear of (on a usual basis with or without party mode). 

5 Replies

  • Screion's avatar
    Screion
    8 years ago

    Party Citron and Corn are actually fine. The Imp needs better accuracy with his hits and Rose needs a larger clip. I wouldn't go up to 30. 25 should be fine with her splash.

    Brainz is really weak considering his reliance on short range and his punches. Those need a damage buff. But don't buff beams, ever. If anything the others need a nerf.

    But the biggest problem i have with party variants is Partyman. And its not even his damage. It's those damn particles that block your vision. After a couple shots you have so much confetti moving in front of you that it is very hard to visually identify and track a moving target. Which renders his whole class void.

  • pandareno1999's avatar
    pandareno1999
    Hero+
    8 years ago

    Being only a so-so player, I have found absolutely no use for these characters in multiplayer.  Even should I get the meter filled (not very likely with my average k/d ratio), how likely is it that I will be positioned to make effective use of the buff?  Not very.  They are fun for ops, though once again one finds the matter of timing the filling of the meter so that the buff does not go to waste difficult.  Even with the better ones, I find myself wondering why I'm using this character when the base character is more effective overall.  I do enjoy getting another variant to level up in these classes, regardless.

  • ShavedThronel0's avatar
    ShavedThronel0
    8 years ago

    I remember my experience with the party characters. The party imp is strong but very inaccurate and the mech is the normal imps mech so it was easy. The corn was hell because I suck with the corn also his accuracy was bad back then. The party brainz was easy because I would get a streak easily and fill the meter and it was very easy to kill in party mode. The party citron was bad and I gotten party mode a few times because I kept getting shared vanquish. Party captain was fine, his rate of fire is good and abilities really help to get kills but cancels his party mode. And the party rose was the worst of all, 18 bullets and 8 damage was very bad, I gave up playing in multiplayer and sticked to garden ops.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    8 years ago

    The biggest issue I find with party characters is simply as Zero and Wolfy point out; make shared vanquishes count for the party meter. This alone would make them far more viable in multiplayer, they are quite solid in Ops already. I also find the Party Rose's ammo clip is too small compared to the regular variant, but in general the shared vanquish would really help the situation.

  • NerdBunker_Sam's avatar
    NerdBunker_Sam
    8 years ago

    when it comes to the imp, it is actually very decent, when using his weapons, everyone (i hope) knows that his weapons are meant to be wild and craaaazzy, but there is actually some skill required, the skill being that you need to and I quote "stay on target" able to adjust at a moments notice. (not bragging) I am one of these people with this skill, it is usually something people who have had terrible accuracy learn (basically) without realizing it for it is a mix of determination to hit the player and to improve their accuracy. so yeah I think the imp is actually pretty well balanced. 

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