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- EA_Cath1 year ago
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Cannot purchase seed packets in Almanac
I am unable to buy seeds for coins/gems or watch ads for seeds from the almanac for at least the past two days (Ali/Spear mint and Appease/Reinforce mint families). Kindly have this fixed at the earliest as I believe others too have the same issue.149Views3likes6CommentsPVZ BFN does not start (Steam)
So, yesterday I bought PVZ BFN and when I went to open it to play, it wouldn't start. It would open this screen and when I clicked it would close and go back to the EA App. It says I need to connect an EA account to activate PVZ BFN on my computer. I have already tested all possible tutorials, unlinked my Steam account from my EA account, uninstalled and installed anticheat and still no method worked. How should I bulgiate this? Is that even sulocionable? I just want to play and make the most of the game, but with this problem it becomes impossible...5Views0likes0CommentsRepeating audio bug from collecting community points
When on the reward screen for collecting community points clicking past the counting up points can (cause?) the counting sound to continue repeating after leaving the screen and is not stopped by going into any other screen or level.169Views3likes12CommentsMissing visual effects in-game
Sometimes, Plants vs Zombies 3 stops showing the planting, merging and electric plant attacks animations and visuals I don't know if this happens because of my internet connection or it is a performance issue but it should be fixed Also, Miners can go through the water, which doesn't make sense at all, they should stop when there's no terrain to dig1View0likes0Comments[SUGGESTION] Issue with attribute increase in the level system
Hello, I am writing this feedback because I believe the points I’m about to present are relevant to the game. First of all, my suggestion addresses issues regarding the base stat increases in the leveling system, but my proposed solution is NOT based on removing that system. Even if the solution itself isn't aproved, I believe what I’ve shared is relevant and deserves the attention of the balancing team. I spent a good amount of time writing this feedback, and I hope it reaches the game team! What's the problem? The level system hinders/doesn't work for the design of certain plants. Solar Production Plants These plants end up not following a logic; Unlike attack/defense plants that track zombie health and damage, the same doesn't happen for solar production. In fact, the opposite occurs: the higher the level of your plants overall, the fewer of them you will plant in the Phase, even more so if it's a Tier 3. How impactful is this? Well, my point initially arose regarding the Sunflower fusions (Solar Pea, Sunflower Seed, and Golden Yukon). I currently have Sunflower at level 10, Twin Sunflower and Solar Tower at level 5, and I ask you, why would I level up Solar Pea and other mixed Sunflower fusions and use them? With the primary Sunflower evolutionary line, I have more sun than I need in the stages. Plants need to be attractive to level up, and I have no reason to do that with it, not because it's bad, but because its function is no longer necessary when I level up the main Sunflower line. In my POV, Solar Pea and the other solar plants help generate more sun/save at the beginning of the level, while they deal with the zombies at the start. And they work well in a scenario where all your plants are at level 1. But from the moment you upgrade the main Sunflower line, they become irrelevant, you will already produce more sun than you need by having your Sun Tower at level 5, and if you can't generate for some reason, they at level one Solar Pea will suffice. One funny thing about Solar Pea is that it's great when there's an obstacle in the level, even more so if the obstacle is high level, since the biggest drawback of Solar Pea is that it's not attacking anything, so with a level 5 obstacle, it will take a long time to kill while producing sun for a long time, doing its job in the level in the best way. Now, if you upgrade its level, it will kill the obstacle faster, thus producing less sun. Besides that, producing sun in the game becomes very easy; you'll have much more sun than you can spend. Not to mention the Sun Shroom, which produces much more sun than Sunflower, thus eliminating concerns about nighttime levels (Sewer). Trap Plants Unlike solar plants, leveling them up is "too mandatory," it's a status check. If the Potato Mine is at a high enough level to kill a high-level Zombie, great; if not, terrible. The idea of the Potato Mine is to be a low-cost plant that eliminates the initial Zombie. If it doesn't fulfill that role and I have to plant something else to deal with the Zombie, it has failed. And this kind of unbalances trap plants with the others, since you'll be able to efficiently use an attack plant even with a 5-level gap. Technically, it's working for the current leveling system, since you need to raise its stats, but they are already plants hampered by the way the game works (scoring system and elemental system). So my point about them doesn't blame the current leveling system entirely, but I believe it contributes to this. Gimmicks Plants Another thing the level system affects are plants whose gimmick is their main point. For example, some plants will have to function differently, since the level system only increases base stats like health and damage, because if you change something else, the plant might become level-dependent or the level might not be attractive enough. Example we already have in the game: Iceberg Lettuce and its main evolutionary line, its main point is to freeze and slow, and since it also needs to deal damage, it ends up being stronger than other trap plants, since even if it doesn't eliminate the zombie, it will fulfill its main purpose. Possible plants could also be affected, such as Hypno Shroom, how would it work in the level system? Would it increase the stats of the hypnotized zombie? Witch Hazel? Chomper? Chomper falls into the same problem as trap plants. 6 Slot I don't know the team's perspective, but I see many people, including myself, asking for this. I believe that the leveling system that increases stats also makes the arrival of the sixth slot more difficult. I'll try to elaborate. Currently, the game's balancing revolves around a Key and Lock system, using the Umbrella Leaf for example. It functions as a Wall-Nut, since it necessarily needs health to make leveling up worthwhile. So, for this to be beneficial, you need to create a situation where you'll use it as a Wall-Nut. This situation is the Volcano map. You are "forced" to use Iceberg Lettuce and Umbrella Leaf, besides the Sun Producer, so you have 2 attacker slots left. For example, there will be a Nacho-naut Imp that forces Cabbage-Pult and a Magma Zombie that forces Spikeweed or Bop Choy, thus leaving no space to use a Nut. Basically, it's taken out of the equation on this map. With the 6th slot, there would be space for a Wall-Nut, making the Umbrella Leaf leveling unviable. Of course, you could follow the same logic as the attackers and introduce another specific Zombie that requires a different third attacker, but the game wouldn't solve its problem, which is having a Lock and Key balancing system. What do I suggest to solve this? Well, my idea is to change the focus; instead of the leveling system being about stats, why don't we make it about skills? Firstly, I see that what I'm going to suggest now might be very complicated and perhaps not interesting at this point in the game due to the large number of plants we have, but I also think that the points I presented shouldn't be ignored. Remember that the idea of the system isn't to make progression easier or anything like that; everything would be rebalanced proportionally. The system would work as follows for the Plants: there would be 5 levels for each plant in the game; For Tier 1 and 2 plants, there will be generic abilities that make sense with the plant itself, but not so specific that a mixed fusion couldn't use them. I will present concepts for the abilities that Umbrella Leaf and Peashooter would have following this logic of mine; most already exist in the game, I've also included some ability concepts that I created: Umbrella Leaf Lvl 2 - Knockback 1 Lvl 3 - Inspiring 1 Lvl 4 - Cheerlander 1 LvL 5 - Staggering 1 Peashooter Lvl 2 - Rapid Fire 1 Lvl 3 - Power Attack 1 Lvl 4 - Bunched 1 Lvl 5 - Critical Chance 1 Critical Chance: Gains a small chance of critical hit These perks would be rebalanced or even reworked to be more impactful. In Tier 2, the idea is that when you level up a plant, it improves its inherited ability from previous plants, but now we have a problem. Mixed plants would have more abilities than neutral ones, and since the idea is to center the leveling system on abilities, they would end up being stronger. So I thought of two possibilities; First possibility If both plants used in the recipe have the same unlocked perk, that perk will already be leveled up. For example, the Umbrella Leaf has the Inspiring ability, and the Jumbrella Leaf, being the combination of two Umbrella Leaf, would naturally have the perk at level 2 without leveling anything up. If it levels up, the perk will go to level 3. The same applies to Mixed plants if their T1 plants have some ability in common; Second possibility Mixed plants in Tier 2 could gain a slot at each level and select 5 perks from the two plants used to create them, being able to change them at any time in the almanac. This way, mixed plants would have the same number of perks in the game, but with the power of choice. In the case of Tier 3 mixed plants, they would necessarily have the perks that were selected or unlocked in Tier 2. Using the first possibility as an example, and also using as an example a plant from the previous beta that is not currently in the game; Jumbrella Leaf Lvl 2 - Knockback 3 Lvl 3 - Inspiring 3 Lvl 4 - Cheerlander 3 LvL 5 - Staggering 3 Repeater Lvl 2 - Rapid Fire 3 Lvl 3 - Power Attack 3 Lvl 4 - Bunched 3 Lvl 5 - Critical chance 3 Cano-Pea Lvl 2 - Rapid Fire 2 Lvl 3 - Inspiring 2 Lvl 4 - Power Attack 2 Lvl 5 - Bunched 2 - Knockback, Cheerlander, Staggering and Critical Chance in Lvl 1 In Tier 3, since they no longer perform fusions, something with more identity can be done, I'll call it a Signature Ability; Blockwood Lvl 2 - Knockback 5 Lvl 3 - Leafy Lvl 4 - Inspiring 5 Lvl 5 - Expulsion Gatling Pea Lvl 2 - Rapid Fire 5 Lvl 3 - Senior Shooter Lvl 4 - Bunched 5 Lvl 5 - Giant Pea Leafy: No longer loses its leaves Expulsion: Uses its ability to push every 10 seconds Senior Shooter: Increases the damage of nearby Shooter plants (excluding Gatling Pea) Giant Pea: Finishes off its targets with a Giant Pea (referencing the Peashooter fertilizer effect, works like Bonk Choy Uppercut) Regarding Perks for trap plants, I think it would be cool if they had abilities that buff their own element/type and that of allied plants that use them in the "recipe," thus making T3 plants valuable even if they aren't activated (which already happens currently, but with all of them having Cheerlander and Inspiring). The abilities aren't intended to make similar gimmicks from other plants obsolete; if that happens and makes another plant's function obsolete, it needs to be changed. I'll mention another benefits I can see in this system: T3 plants wouldn't need to have such high stats compared to T2 and T1, making them still stronger, but not by an absurd margin; It would be simpler to introduce older plants into the game, since they wouldn't need to be balanced for a level system that increases stats. About Zombies To balance the Zombies, I think the alternative is modifiers. I know many players don't like them, but I believe it's because of the trauma from the past, where you mixed the level system, a level 10 Zombie, and added a life increase to them; this way it scaled too much. Although some people say that the modifier system "is no good" because we already have zombie gimmicks, in my view, modifiers don't exist to replace gimmicks, they can even complement and help in creating different designs for the levels. Basically, modifiers for life, speed, damage, something more different like zombies exploding when they die, multiplying, etc. I believe it fits the game's theme as well. This is my suggestion. I spent a good amount of time writing and developing it, and I hope it's completely understandable!98Views3likes4CommentsTier 4 heroes (leaked content discussion)
WARNING- I think some of the content discussed here is leaked but honestly I forget I think the tier 4s should be the heroes from plants vs zombies heroes. Also, I think making them combinations of pure tier 3s would be good for a couple reasons. For one thing, I want each plant (at least, as its own tier 1, 2, or 3) to be something that plant hero can use in plants vs zombies heroes, one from each of its classes. It also makes it a lot easier to only have each tier 1 capable of making one hero, so that no tier 1 is better strictly than another because it makes the most tier 4s. Finally, it creates a pattern that prevents tier 5s from existing while still making sense, since tier 1s can have a max of one tier 1, tier 2s can only have a max of two tier 1s, and so far (and from what I've heard this is intentional) each tier 3 can only consist of 3 unique tier 1s. Bringing it back down to two creates a pattern, and since following that means tier 5s would consist of 1 plant each, they arent possible to make due to tier 4s always having at least two tier 1s. I find this fitting as heroes should really be the highest tier and prevents balancing issues with allowing players to just get higher and higher and higher tiers that have to be unique and strong and would end up just trivializing the game, and preventing players from spending excessive resources in unviable ways that would cause them to get stuck. As for the heroes themselves: Green Shadow - Gatling pea is obvious, and I want to give her winter greens to reference her Big Chill power. Solar Flare- I have to go with sun tower for solar, but for kabloom im not sure. I did come up with a kabloom plant a while back in the r/pvzh discord called Burnsai- another flaming tree plant, but this time being a bonsai redwood. I know this is what cinderwood is speculated to do instead of boosting peas like torchwood always has, but I think burnsai could be a tank that burns up overtime before exploding in a fiery sacrifice- Banzai, as they say in the movies! As for cinderwood, I think it increasing the projectile types it can boost each tier would be fun- when you only have tier 1 cinderwood you will have every plant it can boost- peashooter, repeater, and gatling pea- from the tutorial, although if im making new plants I also have tier 1 pea pod and threepeater as peas. As you get plants like torchwood and the tier 3 however, you could see it boosting plants like Dangerine. This would mean theres 3 fire plants- but I dont mind- I think just two isnt going to be enough for each element if I keep making more plants in What I would do in terms of the roster | EA Forums - 13556213. Chompzilla- While chomper isnt in the game yet, im picking it as the solar representation. For mega-grow I can see pea pod being a choice since its notorious for growing large like chompzilla. I really have no other ideas outside of pea pod though. However, I do like it since so far I think a lot of these heroes are like super versions of tier 2s that wont really get tier 3s- in this case snap pea. I think snap pea being made from chomper and pea pod would be really cool, since it would be able to eat enough zombies to actually kill something with the spit heads after gaining enough of its own, and not just eat a zombie it weakened and failed to kill. Grass Knuckles- probably the easiest one- beat choy and chainsaw grass. Captain Combustible- Torchwood's tier 3 is the obvious pick here, but for kabloom im not sure. I honestly think banana launcher is the most likely. Banana launcher would probably be the tier 2 for blast bush (like I said before, I dont mind as long as the pvzh card is in the pure line of the tier 3 at any point). I think being able to rain down meteors is really fitting for captain combustible since he literally has a meteor power! Maybe the meteor could act as a super torchwood, allowing you to boost your field based on where you need it the most! Rose- This one is tough- I want to say solar sage for solar but I know we're getting bellflower for sure, or at least its been leaked I think? As for smarty im gonna go with Stallia, since rose is known for debuffing zombies and well, stalling. Stallia also evolves into shrinking violet which is straight up magic, so the tier 3 is probably gonna involve magic too, I just havent come up with it yet. Citron- If we ignore the BFN design I think punk shocker is perfect with all citron's tech and lasers and stuff. Its tough to choose what to use for guardian, but I want it to be amphibious, since citron has both of the amphibious classes, and oranges/fruits are high in water content. I think sea shroom could work, since thats an amphibious guardian plant I plan to add to pvz3e. Speaking of citron, I want to rename the pvz2 version to "Cytrus"- a mix of cyber and citrus, to differentiate it from the hero Citron. Nightcap- I cant decide between puff shroom or boom shroom- boom shroom works better imo because nightcap's signature power is literally called "mush-boom". For smarty, I want to use blover, another card I came up with in the r/pvzh discord, which is a 2 cost leafy trick that bounces damaged zombies. While its a "really conditional but really cheap" card which are usually frustrating, this usually requires you to lose plants without defeating zombies, gives them the zombies back to replay, and is really useless if it costs so much you cant even use the turn- so I think if a set 5 comes around we would totally see blover as a smarty card, which justifies it being used to make nightcap. The reason I picked blover is because of his whirlwind superpower. Spudow- Totally a combo of mashed destruction and hot potato's tier 3. Since hot potato isnt a pvzh card yet, ill explain my idea for it here (stats approximate, of course): Hot Potato would be a 1 cost environment that deals 3 damage to a zombie there when destroyed. Yes, environments are destroyed and not just "covered", we can see this with mushroom grotto activating punish-shroom. It could even be four damage but im not sure how I feel about it doing that much, could be fine though considering it has to be played on the ground, isnt immediate, etc etc. The hope with this environment is to punish the meta environment area 22, as well as provide another cheap environment for plants. In kabloom, you also have hot lava itself alongside fireweed to easily activate it yourself! Wall Knight- Thinking about this made me realize that there is a Juggernut in pvzh, which is different from the juggernut in pvz3e. However, the juggernut is just a wall nut in a suit of armor, which comes from a wall nut's plant food effect in pvz2! Garden Warfare even gives us a good name for this- Iron Maiden, so maybe pvzh's juggernut could get a name change. Besides that, in pvz3e, it would be made from Juggernut (wall nut's tier 3), and Astro Vera. I know Astro Vera isn't currently in pvz3e but I feel like aloe fits as a tier 1 plant, Wall Knight has the ability to heal his plants, and Astro Vera has a lot of cool tech, just like Wall Knight's armor. Thats all of them. Some include plants that either arent in pvz3e or arent in heroes, but ive suggested ideas for them somewhere or another. Also, I dont care about beta carrotina because I really cant think of a SINGLE plant for her and if I dont have to bother then thats just good news for me. I would really love to concept her if I could but I just cant think of ANYTHING, so im going to exclude her, at least for now.63Views1like3CommentsPls help i have an issue
Hello. I play Plants vs. Zombies 2 on Android. I cannot connect my EA account because the date of birth entered in the mobile game does not match the date of birth on my EA account. I don't remember the date of birth I entered when I first started the game. Please help me fix this is5Views0likes0CommentsZapture rework
Zapture currently acts exactly like pine needler. It also works exactly like snow conifer USED to, before it got a well needed rework. To be fair it couldnt kill a basic and didnt even have a deflection ability but zapture could also recieve some love too. Currently, it inherits NOTHING from its predecessors except the amphibious boost and electric damage type which im not counting since thats just tacked on and the elemental system is currently really flawed anyways. Some people say it gets the ranged attack from lightning reed, but lightning reed shoots a hitscan projectile that chains to other zombies, while zapture shoots an electric bolt that isnt a laser and isnt hitscan and goes through zombies and doesnt chain at all. A whole lot of not in the recipe and a whole lot of really lame and boring. Zapture now inherits Prickerel Weed's self centered 3x3 area of attack, summoning electric maws that bite multiple zombies and create arcing electricity that hit nearby zombies. In its current state it either has to do everything on its own or its just useless as a result of it's simplicity. Even pine needler can be used to kill armored basics with its ability to ignore armor. Reworking the attack to include traits from all of its ingredients while making it a diverse strategy setpiece is a fun way to spice things up. I think summoning electric maws is perfect for a sneaky snake in an area with water and tall grass, and a strong melee attacker with ways to soften up far away zombies with chain lightning is perfect for a tier 3 plant. The one concern someone else had was that its too similar to buzz choy- but what do you do with two melee attackers that share the same element? This can hit other lanes anyways, and is amphibious too, and I think its fine to have similar plants of different cost and power levels, thats something we've had since beating 1-8 in plants vs zombies (spoiler alert- you get repeater).28Views0likes1Commentdoes anyone have any mods that fix the game
I really dislike how the seed selection is on a toggle. If you click it once you dont have to hold down the mouse to keep it selected, so you have to click again to drop the plant down insted of just letting go of the mouse it works the opposite way in the other PVZ games also I have to click on each individual sun and for some reason there is that sprite that was ported from a different version where it blocks the edge of the law I would like a mod that I can use that could fix all of these things and make it more like the other verisons18Views0likes1CommentConstant Crashing
Plants vs. Zombies 2 has been crashing a lot since around May 2026. It has gotten worse, to the point that it is no longer playable. This week, it is the Arena that crashes, but sometimes it is other features. My ipad and the game are up to date. I see other people on the forum who are having the same issue, but I don’t see any solutions. Has anyone figured it out?7Views0likes0CommentsHow to reset game data PvZ GW2 (PC)
Is there a way to reset the character data on PC with the origin's client ? I saw a lot of replies about console but I was wondering if there is a way to reset my character data . Would removing cloud data and using local disk work ? Thanks in advance4.2KViews1like6CommentsNumber of plants selection
In previous titles you could add to your play collection, up to a total of 8. I'm just wondering if the plan going forward is to have 5 plants. It is a struggle on some levels. Just wondering if that's going to be the case or is there something in the works, maybe its something I haven't unlocked yet. Some information regarding this would be appreciated.4Views0likes0Comments
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