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Healing in BfN is a mess, including these guys. The next game absolutely has to take a long look at healing and keep it useful without it being as obnoxious as it can be to deal with in BfN, especially overhealing, which I'd be more than happy to see removed. Since overhealing is a % based on the healed character's health it makes the big boys even more tedious to take out than they already can be, and is a huge factor on balancing things, getting rid of it would be best in the long term.
I've always been a bit sad that in the backyard battleground in GW2, we get heal weeds, but not the heal zombies, we just get flag zombies instead. I'd like to see them both spawning in the next game's version of the backyard.
I've used both of these to get heal master in PvP matches in the games. Always felt weird getting heal master as an engineer just because I used several heal zombies to help out!
The BfN suns are indeed less appealing than before. BfN is so odd with its appearance, so many little touches are missing or made less interesting, but then they have some of the best looking outfits in all 3 games at the same time. It would great if the next game gave us those subtle, and no so subtle things we love as well as looking amazing and having great animations. GW2 downgraded a couple things; like the Sky Trooper's rocket missing when using his ZPG but it visually reappears when the ability is back and made the gardens and graveyards less detailed, and that's other stuff I'd like back as well.
@Iron_Guard8I Will stand by my opinion that gw2 had the best health system. Being able to regen to full health removes the annoying factor of gw1 half health but it's slow so it doesnt feel cheapened when the enemy comes back with full health like in bfn with upgrades that even speed along regen. Heal beams were slow but kept the heal target in the fight longer.
I think the idea of Overheal was handled best in tf2. A medic has to stick with a heal target otherwise it will slowly dissipate but healing many targets allowed your team to perform better. The ttk is also balanced better around Overheal as the 2 assassin classes and sentries can easily deal with overhealed heavies.
The zombies overall have less units in the backyard and it feels weird given that weeds seem to dominate the backyard for the most part. Though the backyard is also the only place we get house garg which is wierd.
Bfn's visual design and details are just so weird. A lot of the color scheme and animations of the characters and powers were bombed into the ground and the lighting does them no favors, which is strange given that with the removal of variants they had way less effects to design and animate.
The gardens being taken over doesn't result in stormclouds with lightning and it just feels lame to capture a point as it's just a color change.
This applies to 3 as well but the design just feels at times too cartoony and kid friendly if you get what I mean like the removal of the animated blood, zombies being dumb to the point of being inept (gw1: stop a cuke before it kills us all at zomboss mountain, gw2: create an eclipse to weaken plants, and bfn: OH NO, MARSHMALLOWS, MY HORDE'S ONE WEAKNESS!-zomboss after not opening doors to find humans in their homes)and needlessly changing fume shrooms description just to remove the word acidic.
Personally i prefer the gw2 tombstone but I love the gw1 garden with the vibing scarecrow and cute mini plants way more.
Some of the details from gw1 shouldn't have been removed (removing the zombies are coming voice is a crime against humanity) but gw2 at least introduced several of its own.
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