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If you want plant drone to have more hp but want zombie drone to have lower hp, that's going to cause imbalance for plants and zombies. It's either nerf Parrot or buff Garlic.
- 10 years ago
This is an updated version of changes I suggested a month ago.
QoL fixes:
- Add a/move the respawn barrier for Zombies on Herbal Assault maps (Moon Base Z, Zomburbia) on the first point so the Zombies cannot literally Spawn Camp
-Reduce effectiveness of Husk Hop against armor - EX: against barreled Deadbeards (Seriously, why does that ignore the damage resist? He's firing bullets, not busting a bunker)
-Chomp IMMEDIATELY stops Turbo Twister or Impkata
-Getting frozen stops Turbo Twister/Impkata.
-Fix the Burrow camera glitch as well as its general usability.
-Fix the wonky hitbox on the "Parrot Drone"
-Add new, varied animations for Cosmic Brainz's melee attacks. He REALLY shouldn't just have ONE animation for each stage of charge makes his attacks feel stale and static.
-Toxic Aura damage is increased for all but the Toxic Pea
Peashooter:
Mostly fine. A few tweaks for a few Variants though.
-Buff the Commando pea's RoF or Damage. (see THIS old thread for more in depth ideas)
-Consider buffing the Law Pea's damage
Sunflower:
She's fine for the most part - but she might need some love in the future.
-New heal beam variant that can OVERHEAL? (There was a thread about this idea somewhere)
-Buff the Alien Flower's damage, possibly the damage the spore clouds do.
Chomper:
-Increase SPRINT burrow time slightly.
-Slight Damage resist when chewing.
-Burrow hides Chomper's icon from his enemies during and a few seconds after exiting.
-Make the Toxic Chomper usable! Buffing the Aura would help immensely, possibly buff dps too if still too weak.
-Chomp Thing could use some love in the DPS department for his Health.
-Give a light heal per bite for Chompula and/or REALLY buff his heal for swallowing a Zombie.
Cactus:
She doesn't need a bloody shotgun people! (Besides, you pretty much got that with the Petrified Cactus)
-Drastically increase needle damage to enemies at close ranges
-Lower the scope-in speed slightly (More dramatically so for the Camo Cactus)
-Increased needle travel speed so less Target leading
-Add a light damage resist ability under the tallnut slot for offensive purposes?
-Increase clip size for Camo Cactus or decrease her reload speed.
Kernel Corn:
Corn is horribly overplayed (mostly BBQ corn though) especially in Herbal Assault. The guy's slow as molasses and provides NO utility. Toning him down slightly might create more balanced plant team compositions.
-Increase movespeed slightly if HP gets reduced to 135 or 140.
-Reduce the damage or fire rate of the BBQ Corn - it should be a SIDEGRADE, not a straight upgrade from Stock.
-Increase functionality of the Mob Cob's penetrating shots. Make the Kernels explode in a light cone behind maybe? (That or rework him to fire faster or something)
Citron:
-Increase Peel Shield's effectiveness slightly
-Buff the damage of the Electro Citron's uncharged shots (4-5 damage is NOT okay)
Rose:
-Buff hp by 25 again
-Increase usability of Frost Rose. (Damage, Charging, idk - she's weak atm)
Scientist:
He's actually fine for the most part. He just seems terrifying because he wasn't used much in GW1 - and the current Superhero heavy meta lets him slip by because of all the confusion. Also, you don't see anything but the Zoologist or Marine Biologist these days. Tone them down so the other variants see some use.
-Reduce the Zoologist's clip size by 2-3. (He needs a little more added risk)
-Reduce the Marine Biologist's Fire Rate and clip size. (Again, more risk is needed)
All Star:
-Reduce the Tennis Star's hp to 175
Imp:
-Reduce to 60ish HP
-Slightly increase the cooldown on the mech. (I'm not talking about duration - but the time before he can call one in)
Deadbeard:
-Nerf the HP on his Parrot Drone
-Nerf Captain Sharkbite's total clip size, scoping speed, and reload speed. (one or two of the three) He shouldn't be able to play almost as safe as Stock.
-Increase the clip size of Flameface and Cpt. Cannon's weapons - buff SOMETHING about their hilariously bad close range attack variants.
-Increase functionality of Flameface's penetrate attack.
Super Brainz:
He should be a Melee focused character with a weak, supplementary ranged attack. Even Superheroes should have a weakness or two after all!
-Reduce Max HP to 175
-Tone down/remove Twister's inescapability
-Reduce Damage/Duration of Super and Electro Brainz's beam. (possibly increase melee damage as a result)
-Reduce the Damage of Cosmic Brainz's "blaster" to 9 or 10, (reduced duration as well) increase fist rof, AND/OR reduce time for charging fists.
- 10 years ago
I don't think minor tweaks are going to balance things.
How you can you suggest a class that never sees any play is totally fine makes me wonder if you have any idea of what you're saying.
Common sense tells you that when you give someone twice the firepower and twice the health of any other class, there will only ever be one winner. Yet you want to nerf BBQ Corn because he has equal damage to most zombies and slightly less health? The issue is the fire damage, which many zombie variants have as well.
Cactus should get more than just a Shotgun, they should get to sit inside Iron Maiden which should explode and deal 120 damage, and the mines they have should be throwable. That's balance.
Why is it fine for one side to have ridiculous * and not the other side? For things to be balanced they have to be equal.
- 10 years ago
Zaheen over-blowing stuff out of proportion yet again hue.
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