#What else can be done about the Flytrap Spitters? Suggestions for the Devs here!

1 messages · Page 1 of 1 (latest)

remote falcon
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Reducing the Spitters has hardly had any impact on them at all in the game. They can single handedly turn a fight around, and if the whole enemy team has them? Good luck. :p They seem like the go-to pick for almost any character or team composition, and have had more of a negative impact on the game than any other power so far.

They can make characters vulnerable to devastating attacks that they wouldn't normally be vulnerable too, slowing some to a total standstill.

They do a lot more damage than you'd think, especially because you have to destroy them up close as a majority of the cast. Multiple plants worth of damage quickly add up.

They can hone in on your from frankly ridiculous distances. A single slowdown effect can ruin your gameplan by greatly reducing your jump distance and general evasion.

Their ability to capture gems is unparalleled. Many times I see even expert players just stay away from a gem group covered in plants, knowing they can't do a thing. If even the experts give up just like that, you know something is seriously wrong.

So they seem a bit essential no matter how you slice it at the moment. How could they be tweaked so that they become fair, fun to play against and yet not be nerfed into the ground they grew from? Be creative! The more we come up with, the more hope we can have of weeding them out at least a little in season 3.

vapid minnow
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nothing, even the recent nerf was already unnecessary

tacit delta
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Spitters r good rn ig.

teal geode
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If the whole enemy team has fridges or guards or blockers or whatever the meta character is then good luck. That isn’t something exclusive to spitters. You’ll still lose in many situations with 0 spitters in sight. They’ve been nerfed twice already and that previous nerf was needless. Buff the other powers, so that people don’t feel like they absolutely have to use flytrap spitters.

paper fable
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The biggest problem with the spitters is twofold: they have too much range, and taking them out is hella painful with the melee attacks. By the time you kill one you're left with a pip or 2 of health... Which leaves you an easy target to whatever player is close by

paper fable
stable karma
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At this point i say just make them do the most Minimal damage or non and keep their slow and range

vapid minnow
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the spitter sees so much usage because it is effective to use for its minimal effort, most other powerups require some coordination or precision to be effective while the spitter has a lot of leeway and is difficult to use in a wrong way

that said, other powerups can be more effective when used in a coordinated team setting, but this is not what most people here are experiencing every day, you only see matchmaking andys with no coordination and they use the spitter because the spitter works well in that setting where everyone is on their own

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greg has incredible utility if you want to capture an epic relic station, prevent the enemy from scoring or help your team scoring, in a coordinated setting greg is still the most daunting powerup despite its slow charge, but this is something that most of you don't get to experience in matchmaking

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if you want to change the spitter it raises once again the question of high level balancing vs low level balancing, nerfing it even further will remove it from competitive play entirely (it struggles already at the moment) because then it will straight up be too weak to be useful

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I know that most players are low level players, but balance decisions should be made around how this game is supposed to be played: in a coordinated team setting, not solo queue in matchmaking with timmy who plays with only one arm and a broken controller as your teammate

hard bluff
trail yacht
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Prime example is S1 with buffed health, they were fine but in S2 the spit range is busted.

normal holly
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If they nerf the spit range or anything else, we need to go back to 3 charges. Apart from that, they really do not need another nerf or we'll be able to throw them in the dumpster. We really don't need to have another Tropy moment.

remote falcon
paper fable
dry ember
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For me, it’s the fact that you are forced to take damage to kill them if your character doesn’t have a projectile.

The flytrap melee slowly chips away at your health when dealing with multiple flytraps.

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Even with characters like Cortex, if you want to kill them quick, you are forced to dash

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It’s also the only powerup I can think of where multiple instances doesn’t suffer from diminishing effects

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I.E. Greg takes up too much space, so his electrical radius won’t generally overlap with another Greg

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Health Fridge and Power Drain only behave like one is active if you are in the radius of multiple

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Garbage Dump can’t be placed on an area that’s already got Garbage Dump active

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But Flytrap Spitters can stack, and oh, how they stack

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City Scrape is the prime example of this, where people run laps and activate Kapuna-Wa while dumping 3-5 flytrap spitters near the enemy base.

remote falcon