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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.
@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.
- TheSprinter854 years agoHero
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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