User blog:Milesprower2/My GW Ideas

Some things I really want in Garden Warfare basically. Some of these ideas were inspired by other users or suggestions I've seen.

Rebalances
Some Plants and Zombies really need to be balanced out. Here are my suggestions for a few of them.

Agent Pea
Still OP. I like it, but it should have some other kind of nerf. I think reduced ammo, 9 or 10 default and 12 upgraded. It would still be a good character as you can usually four-shot kill an average player with headshots, but it would mean that it has to reload more often and makes it slightly easier to beat.

Berry Shooter
This thing got overnerfed. Seriously, it can do 1 splash damage on occasion now. I think splash damage should be increased so it's 10-25, rather than 1-15. This is still less than originally, but it's at least decent.

Chomp Thing
Firstly, increase the spray attack damage to be in line with other spray attackers (10 at a time, not 5). Secondly, completely revamp the self-healing. Instead of self-healing sooner, allow it to self-heal twice as fast when below 50% health, and then continue self-healing when above 50% health, but only at the normal healing rate. That way, it's actually able to heal faster, and heal to max health if you're patient, and it would be a useful character. Chompula would probably still outclass it though, as it has more health and some really awesome self-healing powers.

Super Commando
80 damage per volley with point-blank headshots. That. Is. OP. Reduce the damage by 25% or so. Then at least it's BEATABLE.

Welder
Reduce splash damage, it's almost as strong as the pre-nerfed Berry Shooter plus it has burn damage. Seriously OP.

Sunflowers in general
Sunflowers are an okay character class. But few people choose them, which makes the game much harder for plants, and allows zombies to win most games. Many people have complained that zombies are OP, but I honestly think it's the lack of Sunflowers that's the problem.

So, buff the Sunflower's heal beams. The regular can overheal plants to 20% extra health, and the rainbow beam can't overheal but can charge up over time and when fully-charged, can activate an ability that gives the Sunflower and whoever it heals four-second invulnerability and a rainbow aura.

COMMENTS ABOUT SIMILARITY TO MEDI GUN WILL BE NUKED. Also note that it's not as powerful as the Medi Gun anyway. You choose between 20% overhealing or four-second invincibility effect, rather than having 50% overhealing AND an eight-second invincibility effect. This is because Zombies don't have a particularly effective healer, or overhealing/invincibility effects.

New Variants
What would suggestions for GW be without new variant ideas?

Scatter Pea
This would be a shotgun-style attacker, although unlike the Scientists that just have a massive damage dropoff over long distances, this actually fires off multiple pellets (or rather, small peas) that spread out over long distances. It would fire off around 6 peas, each causing 8 damage for a maximum of 48 by default.

Ammo: Shell Peas.

Reload: Medium.

Damage: Spray Impact Damage.

Usage: Short/Mid Range.

Ice Flower
I know the elemental variants are pretty UO, but I really think a freezing Sunflower would be a cool character to add. It would have 60 base ammo, 70 upgraded, instead of 50/60 like the regular Sunflower, and would deal significantly less damage, around 3-4 per shot. After around 20 shots, it would freeze a target.

Ammo: Ice Pulse

Reload: Medium.

Damage: Freezing Damage.

Usage: Mid Range.

Ninja Chomper
Reduced health, only 125 base, 150 upgraded, the Ninja Chomper would be the stealthiest member of the Chomper class. At first, it seems like nothing's really different aside from health, but upon swallowing a zombie, you become temporarily invisible, perfect for getting away when wounded or getting behind another zombie for a quick, stealthy kill.

Ammo: N/A.

Reload: N/A.

Damage: Bite/Swallow/Yum!

Usage: Melee.

Stealth Cactus
Also ninja-based, the Stealth Cactus's attack would have slightly less ammo (9/12) and a slightly longer reload than a regular Cactus, but upon getting a headshot, you will temporarily blind the opponent. They won't be able to see very much at all for a couple of seconds. This means that they won't be able to spot and counterattack you as easily, especially if you can get consistent headshots.

Ammo: Ninja Needles.

Reload: Very Slow.

Damage: Blinding Damage.

Usage: Long Range.

Special Ops. Soldier
Hand-picked by Zomboss, a very powerful Foot Soldier but difficult to use. It has reduced health, only 100, but increased speed and its weapon, the Z-2 Stealth Blaster deals 50% more damage than a regular Foot Soldier's weapon, with only 20/25 ammo.

Ammo: Black Zomboss Pellets.

Reload: Fast.

Damage: Impact.

Usage: Mid/Long Range.

Insert Engineer Variant Here
I can't think of a variant for Engineer. Anyone got some ideas?

Geologist
Equipped with lots of rocks for protection, this is the Scientist's answer to Metal Petal. It has extra health at the cost of reduced speed and a weaker attack. The Rock Blaster shoots out rocks which deal slightly less damage than the default Scientist, and tend to hug the ground, falling faster than most projectiles. This gives it seriously short range and bad accuracy if you try to use it at long range.

Ammo: Pointy Rocks.

Reload: Fast.

Damage: Impact Damage.

Usage: Short Range.

Squash Star
The Squash Star moves faster than other All-stars, giving it a decent amount of mobility, even while shooting, and making it better at evading Chompers. This comes at the cost of health, only 150, but still more than most characters, and attack damage, as the Squash Balls it fires out deal slightly lower damage than the regular All-star. The weapon takes longer to overheat than most All-star weapons however.

Ammo: Squash Balls.

Reload: N/A.

Damage: Impact Damage.

Usage: Short/Mid Range.

New Classes
Coming soon! But I'll tell you what I have in store: Lightning Reed, Snapdragon, Ninja Zombie, Jetpack Zombie. Some of these I've spoken about before in great detail (Lightning Reed, Jetpack Zombie), others I've mentioned but not gone into a lot of detail (Snapdragon, Ninja Zombie).

New Spawnables
New Potted Plants and Spawnable Zombies!

Sweet Potato
Attracts nearby AI Zombies like a Chili Bean, and has lots of health. Players will also get slowly dragged towards the Sweet Potato, but they can still walk away, or kill it.

Gloom-shroom
A Fume-shroom's attack, in an Ice-shroom's range. Simple, but highly dangerous.

Pumpkin
Pumpkins are obtained in the same way as other spawnables, but are placed by pressing B near a plant you spawned in. This offers significant protection from zombies, around 200 health.

Citron
Every ten seconds, it releases a powerful fast-moving plasma ball, inflicting 100 damage to the target. Always aims for the zombie with the most health within its range.

Blover
Every ten seconds, it will unleash a gust of wind that causes five damage to zombie-controlled Drones, or airborne Jetpack/Balloon Zombies, and it blows them quite far from it. A good anti-air plant, but with very little use in Garden Ops.

Chicken Wrangler Zombie
Has 50 health, and upon taking 25 damage or on death, it will release a flock of a dozen Chickens. Each Chicken has only five health but moves incredibly fast and causes 5 damage when it attacks a plant. Thankfully, Chickens can't capture gardens in G&G.

Also, if a Chomper swallows a Chicken Wrangler before it releases Chickens, the Chickens won't be released.

Jester Zombie
When shot at, it will spin for three seconds, deflecting all projectiles that hit it back towards their attackers, and deflected projectiles CAN hurt plants. However, splash damage, sunbeams, goop, spray attacks and a few Potted Plant attacks can't be deflected, and after spinning, it becomes dizzy for three seconds, unable to move or spin. Has 50 health.

Knight Zombie
50% more health than a Buckethead. 'Nuff said.

Balloon Zombie
Has 50 health and flies above the fray, hard to attack and dropping rocks on plants. Cacti can pop the balloon.