5 years ago
Some suggestions for Upgrades
Decided to work on this, since all of the nerf/buff lists. Legendary upgrades are excluded(besides, Steam blaster and Brainium Basher are broken because of the abilities, upgrades just boost it)
- Standart ones
- Ready up(abilities after sprint) - 3 -> 2- | SHould be available for all classes like speedy. Messes up Peashooter's chili bean. Engineer has synergies(and if we all agree, Engineer should be ian Attack class)
- Speedy(walking speed) - 3 -> 2 | 13% increase is a nice touch, nothing more
- Health regeneration delay - 2 -> 3+ | Health regeneration stay the same because it doesn't give that much advantage to corner fights.
- Adrenaline rush(speed on vanquish) - 4 -> 3- and work only for mid-range vanquishes and closer | We need more berserker up-close strats
- Vampiric - 3 -> 2 | 10 hp without health regen is barely nothing
- Specific
- Escape roots(Adr. rush 2.0) 3 -> 2 | Basically, like Shadow sling for Nightcap, but with vanquishes
- Symbiosis(spikes on burrow) - is broken. No one ever desires to go upclose to a chomper(apart from SB, I guess) Spikeweed is week by itself. I think it should actually have spotting effect.
- Vampire spikeweed - again, it is not useful now. I wonder if it could set unrevivable tag on people.
- Upset stomach(longer goop) - 2 -> 3 | A bit OP
- Uppercut(fung-fu knockback) - 5 -> 4- | to have some actual synergy.
- Engulf(longer firewall) - 2 -> 3 | different version of crowd control like goop.
- Swoop slam(igniting landing) - 4 -> 3. | You are already in melee range and most likely to ignite your enemies. 4 is just too much.
- Excellent accelerant(longer burn) - 2 -> 3 | Restricts you from combat for more time(and we weren't participating much)
- Spud spotting and Spotlight(mines, drones) - should show the opponent like Butter beacon, otherwise people don't pay much attention
- Mirage/Aye spy(better zoom) - 3 -> 2- | Quality of Life
- Sustenance(garlic fuel) - 4 -> 3- | Garlic drone isn't even that good.
- Peel out(speed with shield) - 3 -> 2 | For better engagement
- Peached(longer EMP stun) - 3 -> 4 - | Citron will snap you with all that time
- Bowling(knockback on ball dash) - 4 -> 3- | Does not last enough for that cost
- Pulp powered(recharge Navel laser) - 4 -> 3 | This upgrade is only good for ops.
- Shove(sundrops knockback) - more horizontal knockback. Right now it is barely noticeable
- Flight of the dandelion/Zero chill(speed on swarm drones) - 2 -> 4 | Yes, they are that powerful.
- Pottery power/Drop in the bucket(more health for respawn points) - 2 -> 3. |Just annoying
- Rapid fire(soldier) - should give more recoil
- Shockwave(zpg) - more knockback. You usually want to kill with ZPG, at least send them somewhere
- Liftoff(rocked jump damage) - 4 -> 3- | Not many close fighters to use against
- Centripetal Force(impcata travel speed) - 4 -> 3- | Still an easy target
- Leg Day(further dynamite dodge) - 1 -> 2 | Like Shoot the Gap for all star, but shorter and faster
- Track star(tag with dynamite) - 2 -> 1 | Rare thing
- Targeting arrows (tags remain after death) - 2 -> 1 | There are so many ways to erase them before you come back
- Bow master(bow charge on kill) - 2 -> 3 | Powerful
- Critical tag(3 tags on crit) - 3 -> 4+ | It is just too easy to achieve
- Remarkable rockets(tags on rocket ride) - 3 -> 2 | It is not like group of plants will even let you do that
- The Huntsman(3 tags on full charge) - 5 -> 4 | Sluggish
- Plunder(parrot's eggsplotion recharge) - 3 -> 4 | Busted
- Long Barrel(precise scattershot) - 3 -> 2 | Not much difference for close range anyway
- Shore leave(anchor's speed buff) - 4 -> 3 | Not that powerful and can be comboed with Incoming keg(barrel speed) anyway
- Applying pressure(vision debuff) - should be slower
- Injury time(revive under all-star's shield) - 4 -> 3 | Be more supportive
- Rocket Fueled(faster torpedo) - 1 -> 2 | For safety purposes
- Feedback loop(more fire rate on crits) - 2 -> 3 | Rapid fire for Space Cadet
- Afterburner(faster Crater Maker) - 3 -> 4 | Why are we running
- Target acquired(Faster Gravity Smash) - 3 -> 2 | Exists for travelling
- Wormhole(farther warp) - 4 -> 3 | Is broken.
- CPR(faster heal on dying ones) - 3 -> 4 | AoE makes it too good
- Power wash(even more area for heal) - 3 -> 4 | Same as CPR
- Dolphin Blasting(rate of fire on vanquish) - 4 -> 3 | Not powerful, requires skill
- Reinforced(tougher stun mines) - 2 -> 1 | People rarely shoot them
- Rubber(more bounce for primary) - 2 -> 3 | Cheesy
- Breakthrough(more range for primary) - 2 -> 3 | Also cheesy
- Progress report(turret show hp bars for you) - 3 -> 2- | Team should see the health bars, too
- vE-O-sa(damage on staff slam) - 2 -> 3- | Makes middle characters weaker. Low hp die to orbs, high hp also die to orbs because they absorb more than one. Average Hp with this upgrade lives with 5 or 35 health left.It is highly unrealistic to outrun the orb from that range. Maybe should stay the same since problem is not in upgrade, but in the ability.
- Two-headed dragon(more co-star duration on vanquish) - 3 -> 4 | Powerful
- Legendary(you know them, you love/hate them)
- Steam Blaster - projectile should have some knockback. It may sound like buff, but let me explain. There are two parts of the primary: projectile and the released cloud. Projectile will push you out of the cloud so you receive less damage ticks. Steam blaster becomes less of a death machine but more of an area controller. Move people from objectives/high ground/cliffs or pin them to the wall for more damage. Everyone is happy(for a few days))
- Thorn Apart - It was meant to make Rose more team-friendly, like she didn't use her abilities anyway. So instead of zoom homing she basically gets a chargeable kill button. I propose reducing primary's damage by 1, making the orbs heal your allies instead of damaging enemies and speeding up the bar. This way the upgrade will actually be about teamwork.
- Brainium Basher 9001 - I don't see the high mobility being the main problem, Turbo Twister is. It is like GW2 pre-nerf one but you can approach people easier. And if I am not mistaken, devs had plans to rework it a bit. For the upgrade - needs more cues. You can only hear him charging and dashing if Super Brains is nearby. Also, since the attack is spammable, has large hitbox and can instakill a lot of plants, we need more visual aids. Maybe like less flashy Olds Cool's ball dash attack indicator.
Wow @voidlistener, you must have put loads of work into this upgrade suggestions post of yours. Awesome stuff!
I am making a character upgrade series guide (only thought of it later yesterday), which is going to cover the upgrade system and how it works, basic upgrades and class-specific upgrades and the unique upgrades for every character. Feel free to post feedback or suggestions about the upgrades there at any time if you wish.