August 2018 - last edited August 2018
The crowd control abilities are an essential part of this game, defending objectives, disrupting enemy sentry's saving allies from barrel explosions, etc. My concern here is that these type of abilities (specially on the Plant team) are a little strong considering how many we have: EMPeach, Time Snare, Goatify, Goop, Spikeweed (this is more like a stun but i think it still counts). Some stun or CC abilities shouldn't we able to disrupt some game mechanics such a Goop and Time Snare to mechs. Do not change the duration or cooldown (except Rose Time Snare by 5s) from these abilities but make them more fair against Zombies. For example, your mech can be stunned by Goop, Time Snare and EMP within 2 seconds. On the Zombie team, IMP Gravity Grenade considering its long cooldown should be able to raise enemies for 3s (2.5 actual), Engineer sonic grenade is a strong ability with a long cooldown, decreasing it by 5s would be great.
Another thing of my concern is Pea Gatling, Big Bolt Blaster and Sunbeam camping. So many times, as i walk by a corner or a door frame I get destroyed by Pea Gatling and some other root abilities, this is because of their infinite duration for being rooted, make it 10s,15s, 20s, after the rooting animation has ended that way these abilities should be timed properly and not such sit there and wait.
My humble opinion about these.
August 2018
@lilblackstar_1 wrote:
Another thing of my concern is Pea Gatling, Big Bolt Blaster and Sunbeam camping. So many times, as i walk by a corner or a door frame I get destroyed by Pea Gatling and some other root abilities, this is because of their infinite duration for being rooted, make it 10s,15s, 20s, after the rooting animation has ended that way these abilities should be timed properly and not such sit there and wait.
I like this idea a lot.
August 2018 - last edited August 2018
Pros and Negatives for both.
On the one hand, a new cool down to these abilities allow ample room (I.e. prevents one of these characters using them for an indefinite period, but long enough) and gives a slight advantage to enemy teammates to adjust instead of powering through a midpoint. A problem I might see occurring is a forced cancel which would allow to regain the ability quickly, then use it again and thus creating an issue of camping (unless a entire swarm of teammates came in at abrupt times interrupting the forced cancel). In addition, enemy waves like chompers/mech rush (already unfair in terms of team composition) are problematic and would pose an issue to the cooldown as predicting when these might occur near the end of a round is an underlying component to these abilities's strengths and losing out on the full potential of the ability due to the time would discourage players.
The gravity grenade does need a slight increase in duration, unsure about cooldown as I wonder if it is more of an increase to impkata's utility is needed or having two grenades with shorter cooldowns/length (similar to how brainz has two kicks now) might work more favorably. I disagree on the mech. 1 mech is not a problem, anything above 2 and there are issues; the mech is pretty vulnerable and is meant to be encountered by a group of 2 or more plants as its dmg output is rather large in 1-1 battles. Especially if a team mech summon occurs last minute as the plant team needs to dish out concentrated fire to quickly remove each mech before getting to the objective. Imp's survivability can range from player to player and on certain maps, he can certainly be a nuisance on or easily countered, but the most problems that I face with an imp is usually at long range other than trying to force a close-range encounter or local chompers as he has no way to stop burrows. Such is the plight of a scout, run quick or run home. Finally, I have stated this before, and I will say it again until enough is done, the engineer's stun (AOE/time/alt's range) needs a rework as it has become rather hit-miss in registering plants in crowds and a quick recovery window for plants.
Editor's note: Why is con or * censored? Rather interesting.
August 2018 - last edited August 2018
The swear filter is a strange beast. I think some words are obscure ethnic references and others like c o n have probably been used to criticize EA business practices. Some are just head scratchers.
I figured that regarding turrets, cool down after leaving the rooted form would remain as is regardless of how long it was used.
August 2018
I disagree about the gravity grenade needing a longer duration. Reason being: a longer duration gives the Imp too much of an advantage against players caught in the gravity grenade. Instead, it should be nerfed even further, from 2.5 seconds to just 2 seconds.
Also, it's being used way too quickly by rival players because of the cooldown time. Making the cooldown time last 10 seconds longer is a way to stop the overuse of the gravity grenade.
August 2018 - last edited August 2018
i don't like your idea about the goop and stunning the mech, so 1 vs 1 i face many times with mech, and me as a chomper, what i'm suppose to do, to stop him ? when playing TT, at least with the goop i can get advantage and just got close to him and do damage, mostly if the other player is experienced a lot i'm getting easy vanquished, even the mech is stunned, he still can fire at you, so that's with the goop is just bad idea to can't stun the mech
About the camping that's brilliant idea, because i hate campers so much, even more when they're suppose to attack the base on TT, mostly are just sitting/hiding behind obstacles on roofs (those are the peas players mostly) etc. in my opinion they should nerf a bit the Future Cactus, it is op and campers used it for just kills, even more the Imp can be vanquished with just one shot, happened a lot of times to me
August 2018
I do agree with these ideas for the gravity grenade and sonic grenade. The zombies seem a bit weak with crowd control and the cooldown reduction for the engineer will help him with his job of keeping chompers away rather than protecting himself from burrows.
As for turret mode camping I never had a problem with the infinite duration but I do find the 66% damage reduction to too much. As a scientist if I warp to a PG to punish him for being to close and easy to see he just tanks it, turns around and we vanquish each other and this has happened on multiple occasions. On the other side, if you try to attack a PG, SB or BBG from a distance they have ample time to single you out or escape. If the reduction is dropped to 50 or 55 they can be a bit easier to confront while still not being too vulnerable in a rooted position.