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I'm used to them having 24 health (thought it was 25) from tons of PvE in GW2 as I usually play on normal, and that's how it is in the backyard as I use the flag of power to get lots of quests done, so their health in BfN feels normal to me.
They flee like mad from Chompers in GW2's backyard battleground, especially when trying to use the flag to get stuff like 'vanquish 50 zombies as a Chomper' quests and the entire wave of 10 various browncoats, with a couple of coneheads and bucketheads per wave, will run away from you!
The lack of spawnables in BfN is one of the game's shortcomings. One can argue that the basic browncoats and weeds aren't very useful anyway, as you generally see the more powerful ones summoned by players in TT and Taco Bandits anyway, but newer players or those that can't play as often use them as they don't want to waste their smaller numbers of rarer and more powerful spawnables. I would also state that not only the basic browncoats/weeds and their region specific types (like pirate browncoats for example) need to be more useful, but the spawnable suicide AI (dandelions, exploding imps for examples) do as well.
There's quite a few ways to balance them out, make them more useful and desirable:
- My idea of giving spawnables a cost in coins based on their power would make the basic ones much cheaper, and the more powerful ones much more expensive. This also lets players buy the ones they want, so you never have too many self revives or team retries, and players like having more agency over what they purchase and use.
- If using the timer system from BfN, the basic guys can have no timer at all, or a very short one, while more powerful ones take much longer.
- Perhaps combined with the prior two ideas or not, when you call up the basic ones, you summon more than one at a time. So you get 3 brown coats or dandelions from a dirt patch, but only 1 coffin zombie or vase weed.
- A point system per match where you can summon anything you can afford with your spawn points, and this would be reflected in their power/cost. A basic weed would be 1 point while a vase weed would be 3 or more for example.
There are likely other systems too, but these are the ones I've come up with while pondering this situation as well.
@Iron_Guard8I think the coin system would work best as it incentivies the economy the issue bfn faces but also helps the less used spawnables.
Its probably due to the ttk qnd health change but in bfn they seen to die even faster than the gw iterations and I dont think they have different health settings based on difficulty in bfn.
The lack of spawnables overall makes the multiplayer not as fun imo as you're seeing the same handful of spawnables every match and bfn prioritized armored enemies which was pretty annoying.
New mechanics in their ai could also go a long way like avoiding the draw of bean bombs if a flag zombie is near( because the flag has a brain on it).
I hope their range attacks get toned down as the spam was pretty annoying in bfn.
A true buff would probably come from how the system manages them rather than actually tweaking certain outputs.
I'll be discussing the suicide spawnables someday and they will most likely have ideas for potential buffs.
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