Forum Discussion
I agree 100% with everything in the balance change except:
- tank commander nerf : no clue why he got nerfed, Scuba is still better and easier, although T.C with better projectile speed is better for taking direct hits if you're good and accurate, means only good players play him over Scuba.
- cactus nerf: she deserved a buff in first place? At least buff her abilities.. They are SO useless in some game-modes
- chomper nerfs. Ehm okay, but fix his upgrade system. Make digestion upgrade fill one slot and buff the bad variants at least!
- pirate nerfs: Flameface and Partyman were pretty bad. I see Sharkbite have the ammo nerf, but give him splash damage back (only splash, not direct)
- all star nerfs: he was one of the worst character in game, except Tennis Star.
TLDR: these characters are played only by expert. Maybe that's why their K/D is higher, but not a good reason to nerf them.
Default and Ice Citron still deserve some nerf on their weapon.
- Frozen Citron need a nerf on freeze rate
- And default less damage at range (possibly splash damage buff reverted too) He's too effective as a sniper
- 10 years ago
GW2 is becoming even more unforgiving because of all the unnecessary balancing that's going on all the time. I have a few things to point out, mentioned below.
Rose class: Since the homing abilities and original health for the Rose class were unnecessarily nerfed (by my standards), you have to do something about improving that class, so that they'll be more able to take down Zombies bosses quicker. I suggest allowing the primary weapons of the Rose class to automatically aim for the zombie bosses' critical spot, damaging them much faster. Especially against Mech Gargantuars, where the Rose class struggles the most at, time-wise. Without this much needed fix, the class will be pretty much useless against the zombie bosses in the long run.
Cactus class: Revert the ammunition and critical hit damage back to TIZ part one standards. I'm against the ammunition reduction on some of the cacti. I'm against reducing the overall damage of Camo Cactus' Camo Shot. If you want us [the gamers] to use that class more, give that class more buffs rather than nerfs.
Superhero class: The aim-and-fire ability for that class can be rather difficult to get used too. Sometimes, their aim-and-fire damage isn't high enough to take down an average AI plant. I kinda hate the reduced firing rate for Electro Brainz's punches.
Pirate class: Reducing the ammo capacity for Partyman and Sharkbite just makes them more unreliable to live with; I always prefer "more ammunition is best" for those two.
Soldier class: Reducing the area of effect damage for Tank Commander? I hate that. His Sabot rockets are supposed to have a large area of effect damage; I don't see any positivity on nerfing his shots. The Sky Trooper could do with a slightly reduced rate of fire, because his weapon chews up ammo far too quickly.
Engineer class: About the reduced size of the Plumber's splash damage, the description for him says his plunger weapon does generous splash damage. If you're reducing his splash damage size, you'll have to modify his description in Character select, to keep in line with his use of the plunger weapon.
Scientist class: A minor one: the image for the Astronaut has not yet been updated to reflect his stickerbook image. At the moment, his image is identical to that of the standard Scientist before an older patch launched a few months ago.
I can't really decide what else needs changing if a future patch for GW2 were to come. What do you think?
About Plants vs. Zombies™ Franchise Discussion
Recent Discussions
- 12 hours ago
- 14 hours ago
- 23 hours ago