10 years ago
The Plant Struggle Is Real
I don't know why, but over the past several days, where I have mostly been on plant teams during Turf take over, the plants can't seem to win. Not just losing the game, but rarely even making it past...
It looks like such problem doesn't bother only me... and my teammates 🙂
Seriously guys. Personally, my winrate for the plants in offence more than 60 percent; in diffence more than 75. The game really seems balanced. The only thing that is needed is just to know the weaknesses of all zombies charecters and try counter them by it. For example, z-mech. Their mobility -- their weakness. So different disables and long rage charecters can easily match them.
Who else? Scientists? They die almost one charge of my electric citron... killing these turds brings me the most pleasure. 😃
What about pirates, then as for me in the shootout 1vs1 standard cactus kills sharkbite in 75 percent (in my personal experience).
So guys, please stop covering your inability and incompetence behind a screen of unbalance game and stop blame in all problems the developers. Blame only yourselves, because only you and you may be to blame!
75% of the problem is... and always has been that players don't push on offense. Part of the issue is that now that Plants play on offense, the original classes were given 0 new abilities geared towards offense. That combination right there is a disaster for plants. When you got pansies who don't push the objective, that forces the defense out towards plants spawn... which then leads to the plants being spawn killed.
As I've always said, this generation of k/d kids has no concept of team and objective play. I've said since GW1 that they need to gear the incentives towards objectives. On offense, more time spent in objective and kills while in objective gives bigger bonuses. On defense, kills while standing in objective give bigger bonuses. When they see their scores and payouts drop... and are no longer on top of the leaderboards, then maybe they'll start rethinking how they play.
Adding to your points, zombies are mostly geared toward offence, so even when they should be defending they're all attacking the plants spawn points.
Plants, instead of attacking the graveyard and capture points are all stuck defending their spawn point for no reason than lack of class balance.
Once the Mechs are out, you can wave goodbye to whatever should be balanced, now you need 2-3 plants per Mech.
Give my balance changes some feedback please.
Your posts aren't worth replies or attention. You're the type of person that they listen to... and end up screwing the game up even further.
At least you're admitting to it being screwed up...
I guess you like things the way they are then...team zombies?
@AWMaxSterling wrote:
75% of the problem is... and always has been that players don't push on offense. Part of the issue is that now that Plants play on offense, the original classes were given 0 new abilities geared towards offense. That combination right there is a disaster for plants. When you got pansies who don't push the objective, that forces the defense out towards plants spawn... which then leads to the plants being spawn killed.
As I've always said, this generation of k/d kids has no concept of team and objective play. I've said since GW1 that they need to gear the incentives towards objectives. On offense, more time spent in objective and kills while in objective gives bigger bonuses. On defense, kills while standing in objective give bigger bonuses. When they see their scores and payouts drop... and are no longer on top of the leaderboards, then maybe they'll start rethinking how they play.
Last night I was on zombies in Zomburbia against a plant team that could not get out of the spawn. There were a couple of electro brains on roofs hitting them with arc damage while they were in their spawn and some imps rolling in mechs. I almost left the game because I could barely get any vanquishes myself. The teams were even and two of the players are solid players that I know from GW1.
I can't speculate the skill for the rest of the plant team, but it was a really lopsided game. Even pre patch Rose would have been fair at this point. That is how bad the game was for the plants.
@AWMaxSterling Yup, I've experienced that all too well myself, with your team mates not trying to actually capture the base, but just staying as far away as possible and shooting into it. Like they don't understand, you can kill a 1000 times, but you can't win unless you get your butt into that circle!
It's particularly bad on the plants side, and maybe it's because GW1 trained so many players to think of plants as defenders but not really being aggressive. Even when you'd get that happening on the zombies side in GW1, 1 or 2 good offensive players could carry the team to victory, as I often had to do. But in GW2, I'm finding that doesn't really work, in large part due to the size of the maps. There is just too much ground to cover, so if you find you're the only one actually trying to take the base, while everyone else on your team, is randomly shooting into it, by the time you get to the base, have a few seconds to turn it, get killed, and make it back there to try again, time has run out and you lose.
@tristkiss wrote:@AWMaxSterling Yup, I've experienced that all too well myself, with your team mates not trying to actually capture the base, but just staying as far away as possible and shooting into it. Like they don't understand, you can kill a 1000 times, but you can't win unless you get your butt into that circle!
It's particularly bad on the plants side, and maybe it's because GW1 trained so many players to think of plants as defenders but not really being aggressive.
I don't agree. It's a matter of design. Plants have no offense in the circle because of the design because there isn't a single plant with strong close range potential. Plants shines at mid-long range. They don't have the hp nor the abilities to compete with zombies in a short range fight
Well, yes with the exception of chomper the plants are all long range fighters, because they had the traditional role of defense (stopping the zombies from getting close). Now they are on offense, their skills don't exactly transfer over all that well. Pea would be more effective if they hadn't nerfed his bean bombs. He SHOULD be able to pitch a bomb, clear out the base for at least a few good seconds, and start to turn it before he's killed. But that rarely happens now.
I know the devs wanted to switch it up by putting plants on offense, but maybe they should have left it how it was, or brought in all new plants with better suited skills.
I agree. I mostly play on turf takeover and it looks like plants become the underdog after rose nerf.
To me, plants are lacking the way to breakthrough zombies'' defense line. Compare to zombie's marksman role (shark laser pirate) which can do 35 dmg on hit on any range with a decent fire speed, cactus is only able to make 25 on hit with a slower fire speed. This greatly limit plants' ability to eliminate enemies in distant range. While in close range, chomper is not as effective as scientists, who can take down 2 to 3 plants with only one magazine. And the tank role, fulfilled by citron, is also lack of power. Citron usually lose to a 1 on 1 fight in close range, where a tank should stay.