Hi Player-1!
Thank you for taking the time to reply with detail and insight into the thought process for these changes being considered.
I understand seeds and carrion creepers were over performing. However, the consensus seems to be Plant is weaker overall despite the intention to make the kit strong. Additionally, players will still use and rely on seeds and carrion creepers, except now they’re less effective. I’m not sure weakening those (you acknowledged carrion creepers has a bug that will be fixed) accomplishes the goal of “variety of players who have different concepts for their Plant Control characters without shoehorning them into just two powers played a certain way”. My interpretation of your claim is that there are players who don’t want to take seeds and carrion creepers, and now they won’t be forced to? That doesn’t make a lot of sense, that’d be like a kinetics player that doesn’t want to take speed boost! Isn’t there a way to lift up the less desirable powers like vines, spirits tree, spore burst while simultaneously adjusting the strength of seeds and carrion creepers without outright gutting their effectiveness and role in putting Plants into a specific tier of damage within the controller archetype? Is the intention to leave that space solely for Fire control? I hope the team is open to the suggestions of adjusting seeds from one or two different angles such as target cap, cooldown, and duration instead of all 3 becoming worse. Additionally, it seems like Spirit Tree is still lackluster!
Making the underrated parts of Plants shine is a wonderful aspiration, however as it stands you’ve half way accomplished this while tarnishing the best parts of the power set, which leaves the entire kit feeling wilted and plant players feeling saddened. I hope the team keeps a close eye on the feedback thread and considers player fun and enjoyment first and foremost!