Board Thread:General discussion/@comment-25083348-20160302021950/@comment-24403615-20160302222503

Masteragon wrote: SmokingCrop wrote: Lily8763cp wrote: The damage needs to be back to normal, less homing and nerf her HP to 100. However, the most OP is the charged damage, which can do 70. THIS IS WHY PLASMA PEA WAS OVERUSED! THIS SAME EXACT REASON! THAT OVERPOWERED CHARGE MOVE! Yeah, + tracked shot + fire damage + ability to spam more tracked shots right after..

They can fire whoever came up with that idea. I don't know why you don't know this, charge moves are NOT OP. They can take out an enemy easier - every 10-12 seconds. Otherwise, you are slightly weaker than a normal plant. That is assuming they don't make a comeback with an ability(like an All-Star's tackle or Imp Punt) or dodge it entirely. The Frost Rose's charge might be a bit OP, but not the Fire Rose. The Fire Rose's charge is slow enough for a Scientist to Warp, an All Star to put down cover, an Imp to dodge, a Soldier to Rocket Jump over/away from, a Captain Deadbeard to enter a Barrel, a Super Brainz to jump over or block with Super Twisters, and an engineer to Jackhammer away from.

SC: But Masteragon, abilities have to be used!

So? It's a charge attack. The enemy is now weaker than normal. And if that Fire Rose has a Time Snare? Still a Scientist, Soldier, and/or Imp(and probably an All Star and/or Super Brainz) can still evade. Maybe even an Engineer can get away on a Turbo Jackhammer.

Back on track: I am fine if the regular Rose gets a damage nerf, but it must be compensated by a larger magazine size. Really an imp dogde a fully charged fire rose propjectile nope that never happens the lock on is too strong. And by the time you realise a rose is attacking you, your dead.

The only nerf I think rose needs is a less powerful lock on then imps are not next to useless vs her.