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OMG U JUST COPIED MY POST! I'M CALLING THE POLICE NOWWGHUGFOXFGI
just kidding. I couldn't resist. XD
Nice balancing skills btw
- Anonymous9 years ago
I'll be honest, I got the idea to make my own (new and improved) post about this who charade from you.
Also, do feel free to tell me if there was anything on the list you don't agree with, or if there is something you think I missed.
- 9 years ago
I myself don't understand why Armor Chomper was nerfed on health and biting rate. What person from PopCap came up with the stupid idea of nerfing him? Whoever did it made Armor Chomper even more harder to live with, not just in the online aspect of the game, but also in solo play, such as ops mode and - although not really used in there - the Trials of Gnomus.
Characters with the charge-up ability, characters with the ability to detonate their shots in mid-air, characters that can fire as fast as you can pull the trigger, and characters that can switch between their short range and their long range weapons is something I have a bit of criticism for. Here's why:
1. Charge-up Characters - I hate having to repeatedly press the fire button to continually fire without charging up the primary weapon of characters like Electro Citron, Fire Rose, Frost Rose, Nec'Rose, Plasma Pea, Mystic Flower and Future Cactus. There's no auto-fire ability on them, making accuracy a pain to master.
2. Characters with the mid-air detonation ability - I like how this mid-air detonation ability can do to damage your opponents, but it's when you detonate your primary weapon shots at the right time is where the difficulty is. In Captain Cannon's Case, he only does so when he's using his long range weapon. Just so people know how it works; when you fire your shot, the unique targeting crosshair turns downward to say the projectile is in mid-air. Pressing the fire button once more will detonate that shot, making the targeting crosshair turn upwards, back to it's original spot. Electro Pea, Petrified Cactus and Captain Cannon have access to this ability.
3. Characters whose primary weapon fire as fast as you can pull the trigger - Law Pea and Z7 Imp are the only characters in the game that do as they're told to do - fire very quickly. The problem is with actually landing those fast shots accurately at enemies. Pressing the fire button repeatedly, and very fast, messes up your aiming, ruining a perfect chance at accurately vanquishing your target.
4. Characters that can switch between their short range and long range weapons - This can be very difficult to live with, and only the Superhero and Pirate classes can do it. How it works is that if you're not zooming in, you use the short range weapon to vanquish enemies. When zooming in, you use the long range weapon. It's very difficult to use one or the other in every situation.
How all this can be fixed:
1. For characters that can charge up their weapons, there should be a new control assignment (for the PS4 controller for example, press L3 on the controller), so you can switch between the charge-up mode, and the auto-fire mode. Makes it easier for accuracy, and doesn't wear out your finger, if at all.
2. For characters that can detonate their shots in mid-air, assigning the R3 button to switch between the ability to detonate your shots in mid-air, or not to detonate you shots and continually fire your primary weapon should be something to experiment on.
3. For characters that fire as fast as you can pull the trigger - assigning the L3 button to swith between 'non-auto faster-firing mode', or 'slower auto-firing mode' should be considered. To stop people from abusing it, auto-fire mode makes the firing rate slower, to around 4 shots per second for the Law Pea (1 shot every 1/4 second), and 5 shots per second for the Z7 Imp (1 shot every 1/5 second).
4. For Characters that can switch between their short- and long-range weapons, assigning the R3 button to switch between locked short-range weapon mode, locked long-range weapon mode and back should be considered very carefully. In Captain Cannon's case, because of his mid-air detonation ability, pressing the L3 button with his locked long-range weapon selected should make him auto-fire.
A few other things to make mention of, to clarify on or to agree on:
1. When Super Brainz is firing his heroic beam, his accuracy isn't steady, going upwards without fighting it, especially from a long-range perspective. Same thing goes for Party Brainz. Cozmic Brainz has a slightly more steady accuracy, but be careful. The other Brainz characters have a completely steady accuracy, especially my favourite, Toxic Brainz.
2. Sure, Druid Rose and Sanitation Expert don't produce toxic aura, but adding toxic aura to them means their damage upgrade should be replaced with the toxic upgrade in turn.
3. I have to agree with Sanitation Expert's very slow projectile speed; it makes him completely useless in almost every situation. However he does more damage because of this. And because most engineer variants' weapons fire in an arc form - due to a different aiming crosshead - accuracy at long range is difficult to perfect.
3. Toxic Citron does produce toxic aura, but it's only limited to his attack form; his ball form doesn't produce any toxic aura. He doesn't have the toxic upgrade because it's taken up by explosion life/damage radius upgrade. Perhaps there's not enough room to allow all available upgrade for him.
4. The Penetration ability and Penetration upgrade of Captain Flameface, Camo Ranger, Mob Cob and Camo Cactus doesn't really work in practice, even with enough trial and error. A rework on the ability and upgrade would be nice, just so it can completely pass through an enemy or two.
5. I myself don't have the two new legendary characters yet (Scallywag Imp and Commando Corn), so I don't know what they're like yet.
6. Assisted kills and shared vanquishes by party and non-party characters commiting to the legendary meter kinda makes some sense, and on the non-party legendary characters case, probably enough to use the Super Meter upgrade at your will.
7. Anothing thing to add is that with their ability to jinx her enemies, Nec'Rose - and other allies - can do more damage to that affected target. And after closer investigation, it removes pretty much all damage resistance of pirates in barrels for as long as the jinx ability lasts, causing players using pirates to run for the hills. In the historians battle, a pirate in a barrel will lose easily against Nec'Rose. Whatever you do, don't nerf her, please.
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