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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Legendary Upgrades!

So I am continuing my discussion on upgrades now that I released my guide! I am actually going to start with Legendary Upgrades and will start this discussion by stating that I will be directly copying my descriptions from my previous character and upgrade guides that I have created in terms of the upgrade descriptions, however I will provide some feedback on what I think on each upgrade, which will be new. As always, feel free to post your thoughts on the appropriate upgrades!

Anyway, I will be starting with Legendary Upgrades!

Shogun-Guard

Shogun-Guard is a Legendary Upgrade for Kernel Corn that costs 5 upgrade points to equip. When equipped, it gives Kernel Corn a different primary weapon, which uses dual firing assault cobs. He deals more damage for each shot, however he shoots more slowly. He gains a personal shield as well, which is automatically activated by aiming. Kernel Corn has approximately the same amount of DPS when using this upgrade compared to his primary without, however Kernel Corn is generally suited to longer ranges, as opposed to closer ranges, when using this ability. His shield does not count as an ability and can be used at any time, and you can shoot with your primary weapon, reload, activate Butter Beacon or activate Shuck Shot while the shield is deployed without cancelling it, although the shield has only 75 health, only covers the top half of Kernel Corn and you move slower while the shield is in use. Using Husk Hop will cancel the shield until it resolves, so use it when you do not need your shield. For best results, only mainly use the shield when you need it and use the terrain or environment so that the bottom half of Kernel Corn is covered.

Thorn Apart

Thorn Apart is a Legendary Upgrade for Rose that costs 5 upgrade points to equip. When equipped, it gives Rose chargeable orbs as a secondary weapon, which can be used at any time. The orbs are charged by using each of your abilites supportively, and by successfully reviving allies. The orbs will vanish and will need to recharge again if you are vanquished, however if you are revived, you will keep the orbs, so it could be worth waiting for a revive if you have charged up orbs. You release the orbs by pressing the trigger that you would normally use to aim, and you are unable to aim if you use this Legendary Upgrade. You can charge up to 5 orbs at a time, and the orbs will home in on a nearby enemy when you activate it. The orbs deal 20 damage each to enemies and you can deal up to 100 damage this way to an enemy, unless they are Jinxed, in which case they will take more damage from each orb. Enemies will not always be hit by all of the orbs. You can release your orbs at any time, even if your abilities are negated, so you can charge up orbs and then use them even while your abilities are negated.

Steam Blaster

Steam Blaster is a Legendary Upgrade for Scientist that costs 5 points to equip. When equipped, it gives Scientist a Steam Blaster as a primary weapon, instead of his regular Goo Blaster. The Steam Blaster deals continuous damage to any enemy that is caught in this lingering steam while they are inside the steam. The Steam Blaster has a low rate of fire, is limited to close range and only has 4 maximum ammo (not 10), however it is great against enemy groups as you can deal plenty of damage to enemies with each shot and does not use an ability to do so. As you have good mobility, you can use this to approach groups of enemies and use your Steam Blaster on them. This weapon works best in situations where you will come across grouped enemies often, such as when you are in objectives or in tight spaces. If you want to make the most out of this upgrade, you want to play somewhat more offensively than you may be used to, otherwise you will not receive full benefits from this upgrade, although this weapon is a good way to deal with enemies that get up close and personal with you.

Brainium Basher 9001

Brainium Basher 9001 is a Legendary Upgrade for Super Brainz that costs 5 points to equip. When equipped, it gives Super Brainz some changed primary weapons which are different to his regular weapons. The Brainium Basher 9001 gives Super Brainz a dash attack that can be charged up. It will deal about 50-125 damage, depending on the charge, and you will gain more distance if you charge the weapon further. You gain an uppercut weapon as well, which launches enemies caught by it into the air and deals 40 damage. You and affected enemies will be vulnerable to enemy attacks for a short time when you use this, although the extra damage could be useful. There is a small cooldown between both of your attacks, so you can alternate between your attacks as you are waiting. This upgrade gives Super Brainz lots of mobility, however you lose all of your regular weapons, including your shield, so you want to play more offensively to get the most from this upgrade and you will lose defensive capabilities if you use this upgrade.

THOUGHTS
Shogun-Guard
: My favourite Legendary Upgrade. It makes Kernel Corn more defensive and his shield is greatly versatile, and it is my favourite shield. Due to the slower fire rate and the fact that it is more effective to attack from long range, especially when you are aiming and have your shield active, it has good accuracy, and I find it quite easy to earn vanquished due to being accurate with it.

Thorn Apart: Awesome Legendary Upgrade. It gives Rose a secondary weapon that can easily be charged, and a way to deal with enemies that get up close and personal with you, or even a simple way of dealing additional damage for you and your team. The homing capabilities of your secondary weapon is great and can be used to track down enemies that have high mobility or that are trying to escape.

Steam Blaster: Useful Legendary Upgrade. The changed weapon is useful for dealing with enemy groups, which is something Scientist is not normally great at. The close range can make it more difficult to use effectively, although this upgrade suits Scientists that are offensive really well. If enemies decide to get up close and personal with you, use the Steam Blaster to defend yourself well.

Brainium Basher 9001: Cool Legendary Upgrade. Needs a nerf though. The changed weapon allows you to charge up and deal lots of damage to enemies, or vanquish them instantly if the enemy has low maximum or current health. The uppercut and charge combo can be used to deal even more damage to enemies that you have already weakened. The upgrade gives you amazing mobility as well.

Good stuff!

4 Replies

  • @TheSprinter85 Ah yes the diet variants.

    I don't like this that much shogun guard corn can still be shot in the feet or back and his shield slows him down considerably. The range is good though and Atleast corn finally has an option.

    Thorn apart is cool in concept. The execution is sus since rose can charge it without even supporting anyone and then she just occasionally has 100 damage in her back pocket. It also removes her ability to aim so her pretty bad homing gets shafted even worse.

    Steam blaster wws blatantly op when it can out and in remember it making all the scientist's is a healer crowd disappear from the internet for a while. Even in the hands of a good player it's still extremely deadly and can eliminate multiple plantd at once. Combine this with scientist's already godlike mobility and survivability in Bfn and you have an annoying pest whose never truly gonna go away.

    Branium basher is blatantly op and broke the game in favor of zombies. A small charge time eliminating 3/4 of the plants roster is not ok as it can also be followed up by a quick 50 damage than can finish of both chomper and snapdragon. Combine the fact that it has some of the best mobility in the game added onto superbrainz is fing stupid.

    I really don't like a lot of these. It feels like they were introduced since they realized how badly the removal of variants had stagnated the combat system. The problem is that these upgrades range from just ok to blatantly op and there's no real middle ground.
  • I'm a fan of the idea of these upgrades but not the execution so much. Like @stukapooka , I'd have preferred them to keep variants and just make these into them. The plant ones are ok, not great and not awful, but the zombie ones are too good, and I refuse to use either of the zombie ones in multiplayer.

    Shogun Guard: This corn upgrade does change the kernel to a large degree and I actually like this upgrade the most of the 4. It got a much needed buff but still feels a bit on the weaker side, but I find him fun anyway, and you don't hate seeing these on the other team unlike some of the others.

    Thorn Apart: It can be pretty powerful and I've seen and used it to one--shot a large chunk of the zombie team, but it's awkward to use in a pitched firefight. Don't love or hate this one, but don't play it much.

    Steam Blaster: Got a much needed nerf but it's still too good when combined with the BfN Scientist's crazy mobility thanks to 3 instant warps and the healy thingy. Cool idea to be sure, but it would be much easier to deal with had they kept the warps down to 2 and that slight activation time that helped balance it in the GW games.

    Brainium Basher 9001: I admit that I despise this one. It did get a slight nerf, and it's not an 'I win' button, but it can be close, especially when your team has a lot of bots who have little survival instinct. Like a lot of veterans, I've been able to deal with this thing, but almost every time a zombie team is losing, these guys suddenly come out and often flip it to a win. It combines far too much mobility with the ability to one shot a lot of plants. This thing needs to be dropped or reworked if they keep it for the next game. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8I really wonder why they decided to make scientist a big nuisance with the three warps since it seems like they were gling for something like tracers blinks but massively destroyed all the reasons it was balanced in gw.

    I've been trying to form a post on why competitve pvz simply won't work and is doomed to failure (just having problems getting thoughts to translate from pen to paper) and the main reason is the classes not being the exact same of each other since scientist massively excels over sunflower due to his mobility even if his healing isn't as great he's much harder to kill and deal with opponents without his team more reliably. Unlike overwatch where the only difference between two mercy's ult charge times and personal skill lr tf2 medics having certain weapons being banned because nlt running the ubersaw is just shooting your team in the foot.

  • TheSprinter85's avatar
    TheSprinter85
    Hero
    4 years ago

    It seems to me like each of the legendary plant upgrades should use a buff and the legendary zombie variants could still have a nerf. As a new legendary upgrade was released, they would become even more powerful to the point where it would be game-changing. For instance, Shogun-Guard is seemingly underpowered, despite being my favourite upgrade, and Brainium Basher is absolutely busted, and it is my least favourite upgrade. Every time a Legendary Upgrade was released, I got more disappointed with the upgrade (basically, my least favourite legendary upgrade was the last one released and my most favourite was the first one, and this was in order). This was additionally because the upgrades just seemed less appealing and too good for their own good. Brainium Basher should cost at least 7 upgrade points if kept in its current state.

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