Upgrade Ideas
One of my favorite aspects of BfN is the upgrade system and I’d like it to return in the next game. Because there is a lot to talk about, I want to split things into discussing the upgrades present in BfN now; the good and the bad, and ideas for new ones. This post is to present my ideas for new ones, and see what other people have as well.
An important part of this system is the idea that BfN used that I asked for in GW2 for years; the ability to save multiple builds per character/variant, but 3 would be the minimum, and one thing we really need is more than just 3, I would put 5 as the minimum! Also, for rando modes, not forcing us to use the 1st build for a character like we get in rando ops in BfN.
I make a few assumptions for my upgrades below; variants are back, sprinting is gone, characters have different speeds for balance/flavor (so Nightcaps are quick and All-Stars are slower), damage attenuation (drop-off) is a thing, TTK and such are more like GW/GW2, and attacks and abilities are based on my various class discussion posts wishlists; so gravity grenade is better than BFN but not as good as it is in GW2, no range limit on Nightcap’s ranged attack, no swarm characters, healing is more like GW2 and no overheal, big bolt blaster is replaced with the GW1 drones and/or isn’t so armored like it is in GW2, and so on.
Here are my initial ideas, with the cost as a guess, based on other upgrades and a total of 7 points per build just like BfN, and can easily be changed. I also list who can use them, and end up with my reasoning as to why I like them. Some of these may work out as abilities for new characters/variants, but they also feel like they’d work as upgrades. If anyone reading this has their own ideas, please share them! Part of my problem with coming up with more, is that many of my ideas work better as alternate abilities! If I come up with more, I’ll post them to this thread.
Browncoat Buddy/Willing Weeds (any zombie/plant cost: 2): When you summon any zombie or plant from a dirt pile, you also summon a regular browncoat (zombie) or weed (plant) for no extra cost. The idea here is to add bodies and make swarms a thing, but as they are summoning basic ones as the extra body, they won’t individually be too powerful. I feel 1 point would be too cheap, but testing would reveal if its too good or weak.
Bot Tech/Leaf Expert (any zombie/plant cost: 1): When placing a bot or potted plant, it has a protective shield; energy for bots, leaves for potted plants, that absorbs 25 damage before the bot/pot can be damaged. This is ablative so once it’s gone it can’t be restored, but gives them a bit of extra survivability. I was debating on making this cost 2 points instead of 1, but as they can’t move and even with the shield aren’t that difficult to take out, I wasn’t sure that it needs to cost more than 1.
Sun Drops/Heal Burst (Sunflowers/Scientists cost: 2): When you are defeated as a sunflower or scientist with the appropriate upgrade, you release a few small healing sun drops or a quick burst of healing mist that aid your nearby allies. The zombie heal burst is a quick small burst of healing that is instant while the sun drops sprinkle from the sunflower’s vanquished body briefly in the nearby area around them. Overall, they would have the same effectiveness. This one may need to only cost 1, as it isn’t a help to you but rather more of a team ability, and it’s not a ton of healing, but still very useful for nearby AI and players on your team so thought 2 might be better.