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With Pea Gatling becoming an annoyance with its surprise elements and shredding power... There is no zombie to suggest better than the Jester Zombie. Yes, that annoying Zombie that deflects most shots.
I think in BFN it would be more interesting if the Jester Zombie was a female. Something close to Harley Quinn from Batman.
Here are the characteristics of this hero:
- Main Weapon: Plasma Balls she pulls from a strap machine around her waist or thighs. She shoots 2 balls one from each hand and then reloads. Her weapon has 2 modes; without ADS*1 you'll shoot a short range 2 balls that have a splash damage. With ADS, it has more range to it but with no splash damage. It is very close to how the Engineer's weapon work.
Abilities:
- L1/LB Ability: Use a metallic chain*2 that latches into objects making you hang in the process and you can also swing upwards to higher places when needed. While hanging, you can still shoot your main weapon. Releasing the button then pressing the shooting button would make her slam a comical hammer downwards that deals 25 and also stun targets for 1 second. It can knock rooted plants like Peashooter and Sunflower as well. She can hang every 6 seconds after landing, but can only use her hammer slam after 15 seconds.
- △/Y Ability: Uses the same metallic chain mentioned above to roll around herself deflecting any damage she receives. She would only deflect all damage to wherever she is targeting and not back at the shooters. She cannot deflect Sunflower/Citron's Laser Beams or even Lightning Reeds or Snapdragon's Fire Spray (only), or Chomper's Gordy Goop/Swallow. The beloved sound effect from PvZ 2 mobile must be used for this ability.
- R1/RB Ability: Slides towards any direction while leaving pointy blocks*3 on the ground. Those blocks would slow down plants and deal minor damage. They are easy to avoid but once you're slowed down, you can't sprint out of it and you become a prey to her. Sliding towards targets would use her hammer mentioned in a previous ability dealing a damage of 25.
Upgrades:
- Main Weapon
- Landing Close-up shots multiple times would disable enemies' abilities for 2~3 seconds. (without ADS) Targets that have been disabled won't be disabled again until after 10 seconds. That is to prevent disabling abilities from multiple Jesters as well as completely denying enemies' the chance to use abilities. *4
- Long-range shots will highlight enemy targets for 5 seconds.
- L1/LB Ability:
- Increase the radius of the hammer slam.
- Shooting targets while hanging would highlight them for 5 seconds.
- △/Y Ability:
- Revive teammates for the duration of deflect. That could revive more than 1 teammate if they were within the radius.
- Targets that shoot you while deflecting would be highlighted for 5 seconds. This would help your teammates follow and chase down targets of low HP.
- R1/RB Ability:
- Gaining a vanquish with this ability reduces its cooldown.
- Increase blocks' damage.
As many of you have noticed, this hero has many crowds-control, non-lethal and supportive abilities which leads us to classify her as a Support character. Her main role is disrupting enemies' formations and highlighting them while also protecting her allies using deflect. She's an agile hero who wears a Jester attire with chains and a hammer behind her back with a Plasma Ball machine generator (tiny size). She would pull the balls from that machine everytime she needs to reload after each 2 shots. She would only use the chains and hammer when using abilities.
Players who have keen eyes, knowing which targets are the most troublesome should pick highlighting abilities to assist their teammates of knowing their locations. Those who wish to be supportive can pick the deflect-revive ability while also disabling enemies' abilities on close range. Enemies would have to think twice before getting close to her. Those who want her to be purely a damaging class can also do that by focusing on certain damage buffing upgrades.
*1 ADS: Aiming Down Sight. For those who don't know what it is. Just in case.
*2 Metallic chains don't have to resemble real life chains. They could be something more creative, such as stitched together from multiple materials, for example.
*3 Think of Legos lol but we can't use that word in the game due to possible copyright issues.
*4 I'm aware of the annoying nature of this upgrade. But she's a hero of 100 ~ 125 HP. If she had used her abilities then she would have no escaping methods.
* Disclaimer: Not all numbers/ability upgrades should be taken as-is. I've thought about this idea for around 30 mins or less. The damage values aren't high due to her Supportive nature and should be thought of as finishers rather than OHKO abilities.
* All right reserved to Gamma Inc. 2019. A made-up company only to sound cool. lol
- @GammaX6 Brilliant idea. Nice you went into so much detail you done most of the development team’s job hopefully they’ll see this and like the idea to.
Ghost Pepper.
Zombies have many high damaging abilities that can become frustrating for the plants such as Space Station's Crater Maker, Heavy Helpers, 80s Action Hero abilities, Super Brainz's Super Ultra Ball. The hero I'll be suggesting next would help team plants outlive those nasty abilities and support them grow their roots back.
This hero is none other than Moonflower from PvZ 2 mobile. She will retain her charming appearance from the mobile game and this should translate well in BFN with little alteration. She will have a circle radius around her that is only visible to allies. Its purpose will be explained below.
- Main Weapon: Sun Bursts (Burst Assault Rifle-inspired). She spits 3 shots from her mouth to damage her targets. Her reloading animation would gradually make her long petals shine from top to bottom. (the beginning and ending of reload animation)
Abilities:
- L1/LB Ability: A protective barrier that only negates damages by 25% to allies who are slightly away from her center and 50% to allies close to her inside a smaller circle. She can sprint while activating this ability if she wants. Negating damage won't only deny a percentage of damage, it would also give her a "charge" that will change her petals colors from blue to violet while also make her eyes glow. This will be an indicator that the Moonflower had absorbed enough damage to have a "full charge".
- △/Y Ability: Based on the number of players inside her radius, she can spew Sun Drops of a blue color that heal incrementally and not instantly like the yellow ones. Their purpose is to heal those allies, if they picked them up. Without charge, her healing Sun Drops are small and would heal up to 50% of those allies' HPs. If the Moonflower had a "Full Charge" she can give bigger blue Sun Drops that could heal allies up to 100% with faster speed than the normal sized ones. That is all, without Overhealing.
- R1/RB Ability: Tagging Ability. Its purpose is to display that target's HP and expose it to all allies for 5 seconds. During those 5 seconds, your main weapon will get a damage buff. This ability has a cooldown of 5 seconds and is a projectile based. If the Moonflower had a "Full Charge" the tagging ability would change her main weapon to become a projectile based homing type that can also absorb enemy's HP to herself. This works best in close-quarters or midranges to protect herself and keep away pesky enemies from getting close. She can punish targets for as long as they're tagged and exposed in the open while she has a "Full Charge".
Upgrades:
- Main Weapon
- Main weapon gains one additional shot to become 4 burst instead of 3.
- Gaining critical shots would charge her up.
- L1/LB Ability:
- Slightly increase the radius of Moonflower's protective barrier.
- Allies inside the barrier will keep 25 HP and never die. (costs 4 or 5)
- △/Y Ability:
- Allies picking up the blue Sun Drops will get a temporary speed boost.
- Drop additional blue Sun Drops based on enemies close to her radius.
- R1/RB Ability:
- Gain HP for vanquishing a tagged target. (regardless of who vanquished them)
- Tagged targets will get a 5 damage per second. Total of 25 damage for the duration of the tag. This would deny enemies' health regeneration process while also punishing targets that go behind covers. It can be used as a finisher.
Zombie players, as I've mentioned before, have many highly damaging abilities. With Moonflower's Shielding Ability, she can not only negate damage received but also deny enemies' vanquishes when she has the invincibility upgrade equipped that keeps 25 HP only (if allies were damaged enough to reach that). This will deny Space Stations' Crater Maker as long as the plants are inside her radius. She will also be able to heal everyone inside using her middle ability after gaining a charge. The healing is "incremental" and the zombie team can still have the chance to vanquish those players of 25 HP left with their other abilities. She also has offensive abilities that make her a viable team-player regardless of your preferred play style.
* Edit: Format, to improve readability.
- @GammaX6 Once again great information I really hope the developers look at this.
- @Meadoz Medic from pvz heroes, Jack in the box zombie from pvz 1, puff shroom (come on Popcap at this point he should at least be a spawnable), and also ghost pepper from pvz 2.
I'd like to see all bosses added as playable characters. For example, it would be great to be able to play as Big Stump in Turf Takeover or the Main Lobby. Maybe, 5 playable bosses on each side.
I agree. Playing as bosses such as Big Stump would be awesome. I've posted a similar response in this thread. I like the idea of Boss mode. How would you see this mode working?
- @toadnfroggy Ummm, it's usually best to leave OTHER people to reply to your posts?!!
Playing bosses might be interesting in a mode of its own, but the day they add them to Turf is the day I'll quit playing BFN - have more than enough problems with the other team! 😂 - @ToastedSarnie Agreed if they do add them which I would like to see it needs to be its own mode. You could still do boss turf takeover mode.
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