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Iron_Guard8's avatar
4 years ago

Variants vs. New Characters

I want to preface this post with the fact that I enjoy variants. I especially like variants for giving each Imp their own unique mechs or variants that try to do more than just add elemental damage or give them extra health for a range/speed penalty. However, I also love the idea of having more brand-new characters too. And had BfN launched with more and added them faster, I believe it would have worked out better. I certainly enjoy the new characters, barring those swarm guys anyway, but going from over 100 characters and variants to 20 that ended up at 23 is part of the issue.

While I’m not part of the dev team so have no inside information, I imagine that the reasons they wanted to add more new characters and remove variants, while having some of the variant’s ideas as upgrades were; to try out new things (like team play characters), to add new abilities, to try to make more use of the extensive PvZ universe and currently unused character ideas, to avoid the intra- and inter- balance issues of the current variants in GW and GW2, and to avoid the issue of several folks only playing the ‘best’ variant of each class. GW1 seems the worst with this, while Brainium Basher players in BfN and Toxic Brainz and detonation characters in BfN can be highly obnoxious, when I played a lot of GW1 over the weekend, I saw tons of Super Commandos and Toxic Peas in almost every match, to the point that one round of Cactus Canyon saw the plant team being 8 peashooters of 12 and 6 of them were toxic! Balancing can of course help with this, but the meta moves as things are changed, and then more balancing tends to follow that, and then again, until the game is no longer actively supported and it remains with the last meta it had, which is why all 3 shooters are where they are now.

I also strongly disagree with the posters that said not having variants was lazy. Making new characters is a lot more work. You have to design their look, make the skeletal frame, make the mesh, texture things, rig them, create their main attack and 3 all new abilities, create voice lines, determine any additional effects, check their hit boxes, and I’m sure I missed something. For a variant, you do have to create their look, texture it, create the differences from the main character, and then test it, but the basic framework for that character is already done. Still work to do on variants, and some take more than others (Imps for example with mechs), but barring Imps/Mechs, not as much as making completely new characters.

By and large, I like the new BfN characters, except the swarm characters. Yes, their kits could be tweaked, and some of the old characters in BfN could face the same treatment (please don’t let Rose and Electric Slide heal in their invulnerable forms in the next game, and please make Engineer more fun again), but their designs, animations, and voice lines are all great and the team has shown that they can be really creative and make some fun designs in all 3 games.

In most games like this, what one would likely call a ‘hero shooter’, any character can be any side, in some games like TF2, both sides are the same, although you can vary it up with various alternate weapons. In the PvZ shooters, things are a little more difficult as the sides have to be kept separate for obvious reasons, but they still have to balance them and have similar roles, even if sometimes radically different. In GW1 the sides were more focused as plants defended and zombies attack, just like the tower defense games. This was made more complex with GW2 and BfN as both sides attack and defend now.

As I had posted on the Reddit, I think had we launched with more new characters and they been added faster, I think things would have been better for BfN than they were. Imagine not only having the 21 we have now (excluding the swarm characters), having Iceberg Lettuce, Berry Brigade, Irradiated Zombie, and so many more, all with new models, new animations, new voice lines, and new abilities. Had the game launched with, say 32 characters instead of 20 and added another 2-6 new ones instead of just 1, in the time frame support we had, that would give us from 34-38 characters, and this would have gone up at least 2-6 more per year so in 5 years of what I perceive as the original plan, we would have had 42-62 brand new characters. That’s a lot of work and a lot of neat ideas for characters and abilities. That much variety, along with the upgrade system, would have had the potential to be even better than the variant system.

Of course, the upgrade system needs an overhaul. I love the concept but some upgrades are just too good, while others are just not that useful. Some stuff really needs to be fixed if the system is going to kept for a future shooter; Brainium Basher is a prime example of that.

So, while I know a lot of people were not happy with the lack of variants, and I get why, because as I said before, I love them too, had we had more new characters and a more balanced and robust selection of upgrades though, I feel that the idea could have worked and satisfied more people. It’s difficult to go from 121 to 20 and then 23 as even if some variants were underplayed and others were everywhere, and the trickle of new characters, only 1 new one while several looked and sounded very interesting, and those 2 swarm characters, certainly didn’t help satisfy those that were used to so many choices. I for one was really looking forward to Berry Brigade, and am still sad we didn’t see it reach release.

I know from my Reddit poll a few months back that variants definitely won out over new characters without variants, although the choice for any as long as we have variety did well. I still think that had we had more new characters that they would have fared better, although the idea of variants of characters is unique to the PvZ shooters, at least as far as I know, and I’ve played several online shooters over the years, so maybe it’s such a huge part of our culture that the next game has to go back to them if it wants to reach the higher player counts of GW and GW2, but I do like seeing them add new characters, and I hate the idea that they can’t shake things up a bit. We don’t want the series to stagnate because we’re unwilling to accept changes, but of course, we don’t want the series to lose its identity either.

3 Replies

  • @Iron_Guard8New characters are a good idea but the main problem is that if you add too many they may start bleeding into each other roles as overwatch really suffers from this the more characters were added such as assault classes having healing capabilities that put support classes to shame or certain tanks being better options then the others.

    The map design will also suffer as it now has to be created with the idea of new characters in mind which leads to the already mediocre map design of both bfn and overwatch.


    Gw1 and 2 had set character roles that allowed them to be shaken up by variants like mechanic allowing engineer to particpate more in direct combat but still have his job but in bfn engineer has been hard centered into an annoying area control spam class since he no longer has a hardline purpose with teleporters gone or sunflower who has been so hardly shoved into the healer role to the point she is no longer enjoyable to play for a lot of sunflower mains who had more options with the variant system such as alien flower or metal petal.

    Snipers are also a good example as both cactus and deadbeard had so many ways to approach various situations with their variants but now their role just forces then to stick in the back of the map and pick people off with a lame and unchangeable kit. Boo

    Gw1 balance runs deeper than toxic pea and super commando with problems like the painfully underpowered stock chomper and chomp thing (thank goodness 2 buffed them) and all-star being a bit too much with imp punt.

    Removing over 100 characters back to 20 is just gonna feel like a downgrade to a lot of people as not everyone loves the base version of a character in gw and the variant system allowed them to experiment with this system. Lets not forget that removing them was for the supposed sake of "balance" in the same game that gave us three insta warp scientist and branium basher which is one of the most broken weapons in pvz that puts even toxic brainz in a noob lobby to shame.

    Imo every deto besides electro pea I can at least respect as those people had to work for timing their detonations to be good at it. Remove it from electro though.

    They still had to design all the differing effects and animations that the variants had so I can understand people who think it was a lazy decision.

    The problem of which side gets new characters first also arises as bfn handled it horribly with zombies being one up over the plants to this day.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    @stukapooka 

    To be honest, even with the original 4 characters per side and especially with the variants, we had some bleeding over, even though GW and GW2 don’t have set roles like some games do, which for me is part of their appeal. That’s to be expected though. Even TF2 which has had the same roster since launch (with alternate weapons added later which mix it up a bit), has this to a point. OW is by Blizzard so the balance there has always been a mess, and the blurring of roles makes it worse. I don’t think BfN needed to stick characters in roles like OW does, in fact, one reason I like the GW games far more than OW is not feeling required to swap classes midgame if I don’t want to, but OW’s rock-scissors-paper mechanics mean I often felt compelled to do so. I also wouldn’t mind having more than 1 healer class per side, I even designed an aloe character as a plant healer on the side. Paladins has a ton of characters and their balance isn’t exactly great either, but it works pretty well.

    OW maps are so forgettable that I had a hard time telling them apart barring things like the cherry trees in Hanamura. I don’t mind BfN’s smaller maps at all, but the TT maps do feel so constrained and Tourist Trap Island’s 2nd and 3rd points are just fenced off areas in the open, making that map my least favorite TT map in a game with my least favorite TT maps of the series. I don’t mind Peachy District or Preserve Pastures, but they still lack compared to GW and GW2’s offerings here.

    Making both snipers like Widowmaker was a bad move, and not a big fan of the charged snipe. The drones are too slow, my artichoke drone in GW/GW2 is faster than the BfN drones and their hit boxes are off; the Cactus’s petal power move is really buggy, I was able to take out just this weekend thanks to them being stuck in the air for a very long time, and I made sure to watch the potato mines in all three games, and you’re right about the flashing light, even the bling mines in GW2 aren’t as visible as those lights make them in BfN! I see most Cacti and Deadbeards in GW/GW2 just hanging back and sniping though. Cacti really made some GW1 maps a nightmare to attack, and they still do today! I do like how in GW2, they were quite different, although Deadbeard is better able to defend themselves at close range with the shotgun while cacti have to rely on their mines. I’d like them to have more diverse kits again.

    GW1 also nerfed Berry Shooter and Agent Pea (remember when Agent Pea had 125 health?), and GW2 did fix a lot of these issues, including making Toxic Pea and Super Commando less oppressive, but those 2 characters dominate GW1. Imp Punt and Long Bomb could use more of an activation time instead of being instant. In BfN, the imp can fly oddly and I’ve seen it stuck for a long time before detonating.

    And yeah, losing so many variants and dropping to 20 characters, even though we have more base characters (10 per side vs. 4  and then 7(8 with the trials characters)), than before, does feel off and getting level cap in BfN was far, far more of a chore than GW or GW2 thanks to that and the grandmaster levels being so unrewarding. In theory it’s much easier to balance 20-21 characters than 120, but some of the changes, like the Scientist insta-warp, the engineer’s main weapon and turret/ammo mechanic, and then steam blaster and brainium basher are all head-scratchers. I also don’t like healing hose as it takes away one of the things I’ve loved about healing in the GW games; being able to heal and shoot. Toxic Brainz are obnoxious but they tend to be overconfident and like Brainium Basher players in BfN, I try to take them out first when I can, although taking out ol Toxie is much easier than Brainium bashers.

    People exploit the 3rd person nature a lot in all three games, and detonation characters are the worst of this. Electro-Pea is the worst offender here, but should they return in a new game, they need to be adjusted down a bit. I’m not very good at them, and you won’t see me use them much in PvP, but they are a problem in GW2. I actually like them as an idea, as they break up the typical elemental variants though.

    As I said before, variants aren’t no effort to make, but they already had so many and only needed to add a few in a new game if they went that route. New characters require more effort from the ground up. Of course, if they add both new characters and variants to GW3, that’s a lot of work for sure!

    Unlike Paladins or OW where anyone can play any character, they should have had 2 characters done at once and released them together; maybe making special prize maps with 2 end goal branches or something to keep them equal. It was a mistake to add one character to one side without one being added to other, especially if they wanted Battle Arena to do better. Getting rid of the role idea would help here too. I remember we discussed that adding a single new character to one side was an issue way back when we got the wizard in the first place.

    For the record, if I had my way, we'd get new characters and variants. That could be a crazy amount of options, but that much variety would certainly keep me interested for a long time! 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 I feel like more classes capable of healing would lead to the overwatch effect with people choosing semi healer classes over healers altogether especially in a game with regen.

    For vampires and tf2 it worked because the healing was selfish and you lost something like health, ammo, or mobility while also not being as good as regular healing.

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