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@stukapooka For the Cadet, that's why I mentioned just taking the station away and give her that air strike like ability where she can call down a crater maker from orbit that does heavy damage and traces a path on the ground (not steered by the player, just an automatic line of damage) before going away to replace station inflation. I enjoy Cadet on her own just fine, and this way we could get that crater maker ability in a form similar to Butter Barrage from GW2, although instead of a big AoE, it would be a smaller AoE that would draw a line from the target point and then end after a short time.
My biggest complaint about Electric Slide and Rose for that matter, is they both have abilities that make them so annoying to fight against, and especially with the upgrade that makes them heal as well. Absolutely awful to deal with. I still find it crazy that they made Rose more annoying than she can be in GW2!
I'd be cool with teleporters coming back on TT maps. the BfN TT maps are too narrow so I can see why they were taken out, but the maps shouldn't be that narrow anyway, so fix that and make teleporters a thing again. I miss the big flank fights we had in GW and GW2, so much more fun than always being on the cart or the point.
For the PvE stuff, they reduced the types of AI mobs far too much; no back up dancers or vampire zombies as just 2 examples. They need to use a larger variety of AI enemies to spice the free roam regions up and get rid of the wildflowers and TV heads as they are annoying and actually ruin the normal dynamic of how the basic AI are supposed to work. They should also make the spawns less predictable and add more sudden events to add excitement to the regions.
@Iron_Guard8The space cadet idea is really fun and would give the zombie a variation of corns air strike without just ripping it off.
They somehow made rose even more aggravating to fight in bfn as combination of everything people hated about her seperate abilities and variants and I'm impressed.
Bfn maps are just really bad and too narrow to the point where flanking is pointless and the size of the maps doesn't benefit snipers. The sprinting sections also make you realize that no combat happens when moving from point to point unless a plant chooses to stay back and die.
Teleporters in gw1 maps helped reduce the chance of getting sniped on the way to the objective and some of them cut the travel time by almost 75%. In gw1 they were even in 2 of the final objectives as rewards for engineers who got through the bombardment from the ai artillery. Heck playing through pc on private play remastered and the defenders there in gw2 actually try to engage the enemy past the point by rushing to engage them head on.
I'm gonna say it: payload isn't fun and was a gimmicky ending minigame for a reason as it forces players to funnel on one objective for the entire game rather than think strategically and those matches always devolved into chili beans bombing the carts for team kills and this isn't tf2 where spies can disable enemy defenses being prepared for a push to help there teams, engineers can constantly move teles to help heavies reach tje front line faster, and being near the cart actually rewards attackers with health and ammo. (even worse since spawnables can push anyway).
Ive already explained why the lack of spawnables seriously hurts the game.
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