Forum Discussion
I'm mostly happy with the spawnables in GW and GW2, barring some balance fixing and just having even more stuff to spawn, even if just flavor variants like pirate versions of regular zombies for example. Make the melee pots/bots more useful, adjust things so the stronger ones aren't spammed so much, and so on.
@PerniciousPea I'm in the middle on this one as I love the presence of spawnables. The only time I've found them oppressive is when they: A) are used when one team is down too many players as you point out (which is in itself a separate issue that needs to be addressed as well; teams need to be better balanced so that doesn't occur), and B) when the attacking team spams only the best ones. Part of why I don't mind BfN's spawnable system is that the timer limits the stronger summonable spam, although it has too limited a selection to choose from. This is where my cost in coins; buy the consumables you want, idea comes from, giving the weaker ones a lower cost in comparison to the more powerful ones. In GW and GW2, you will see a horde of porta-potty zombies or porcelain vase weeds coming at you, and not so many of the weaker ones, making the weaker ones cheaper, or some other system to balance them out would go a long way towards redressing this issue. Defenders spawning their own pots/bots to defend against them can help, but they have to be effective and well placed and not too good that they ruin the balance the other way. The Defender only has to win one point to win, the attacker has to win them all, that may part of why they've not bothered me much barring when the best ones are spammed.
@Iron_Guard8To combat armored spawnables requires one thing: armor piercing. In gw1 bonk choy, fume shroom, and chompers all had the abilities to destroy armored zombies which made them less annyoing. Gw2 nerfed bonk choy and fume and remove the chomper armor piercing. Bfn suffers even worse considering that bfn positionz are stretched out so much with like 3 pots while attackers have multiple dirt piles and every different player can summon outhouse at least once and hit detection for pots is downright horrendous.
Buffing fume shroom and bonk choy back to glory would help this problem alongside maybe nerfing outhouse.
The coin system is an idea that I hope we get in a gw3.
Having the strategy with pots and spawnables helps gw from feeling like other shooters with capture points and helps create strategies imo.