Forum Discussion
You were busy this weekend @TheSprinter85 ! I'm playing catch up on all these! I absolutely love Acorn and Oak. One of my favorite character designs from any of the games, and the voice work is excellent. The characters could use some adjustments for a future game, but the concepts and overall play styles are really fun, although Sap Trap (both kinds) really, really need to be fixed. They're so unreliable and when they do work, super sap trap is still almost instant doom for any nearby zombie! The whole treetop rider system needs to be looked at or removed for a new game as right now, you take full damage from almost anything that hits your Oak and losing your mobility, which you often rely upon, to survive makes the top a death trap. Electric Slides can decimate treetop riders as their lightning arcs so easily to them if she hits their Oak!
Little Friend: Powerful and useful indeed! Although Acorn's main weapon probably has too much ammo to begin with. Making such a small, nimble character be so good at dishing out damage is a powerful combo. Instead of 45/56, I'd say something like 25/32 would be a small nerf, but would force them to reload a bit more often while not reducing damage per shot.
Hardened: Yeah, this thing. It got a much needed nerf, but Acorn should not have more than 75 health when one considers that it's smaller than Imp or Nightcap. I could live with GW2's +10 health upgrade, and the Oak getting more health is fine as it's such a big and usually slow target, but 100 health on an acorn is too much-although a variant where it has more health but is slower and/or has a weaker weapon could work for something like a walnut.
Nutty Feedback: Again, I'm not a big fan of abilities that can be so easily abused as this one. This one isn't even only for crits or crit vanquishes or vanquishes, but just doing damage! It is 4 points, which puts it up there in cost, but it's still one that needs to be adjusted.
Molasses: This one encourages using the sap traps as well, traps! Slowing down movement for zombies near them is pretty cool and makes sense thematically.
Slap Back: This one is great to see in action when the sap trap detonates properly. This is where you get 'flying oaks' from. If the reliability of the ability was greater, this would be a more consistent and enjoyable upgrade.
Rewind: This one can be really funny if you chain a bunch of these rapidly to get some crazy leaps when everything works. Of course if you damage an enemy you won't get the cooldown bonus, but since the damage isn't exactly reliable, this may work more often than planned.
Quickdraw: That is a lot of ammo restored for an ability that has 2 charges and makes the already nimble and tiny acorn even harder to hit! 22 ammo is a ton, and if you do it twice in rapid succession that's 44 ammo, which is almost your entire clip without the little friend upgrade. Not sure if this too good or not, but on paper it looks like it. Getting out of dodge and getting so many ammo back at once is huge.
Log Jam: Nice and simple upgrade for a personal favorite ability. Works as advertised and the price feels fine for what it does.
Natural 20: Since the name of this ability is already a pun from tabletop RPGs, the natural 20 pun takes it further, so I heartily approve as a long time RPG fan myself! Adding knockback to this ability makes sense and the cost is fine.
Party Supplies: This would be so much better if the treetop riding was looked at after they removed the armor for the riders. You can still get the quicker heals of course, but this whole idea needs some work for a future product.
About Plants vs. Zombies™ Franchise Discussion
Recent Discussions
- 14 hours ago
- 20 hours ago