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Plant vs zombies 3:evolved | I found a bug that stop me playing
I am stuck because of the strange reason.The game let me to click pass menu,but when I get in,I can't do anything and quit.And game still let me to click pass menu.So I can't do anything in the game.Pls fix this quickly😩.impizzatower2 days agoNew Novice173Views0likes7CommentsSmall bit of feedback for the Grab Bags
I've been loving this game a lot but I have one small nitpick. Why are only Bop Choy, Iceberg Lettuce, Tangle Kelp, Umbrella Leaf, and Zaptail offered in the Daily Top Scores Grab Bags? There should be options for every plant seeds, or at least a rotation of the seeds offeredbb1y3w52313t3 days agoSeasoned Novice17Views0likes0CommentsOpinions on recent pvz 3
I feel like this game so far (for me) is 3.5/5 because it's fusion mechanic (someone is running out of ideas) and plants you can get without microtransactions finally, but I wish I could unlock all the plants after beating a certain level the first 2 games instead of seed packets, the Zen Garden is small as hell, it can be so much bigger (that's what she said), and why hearts? And why only five? IF IT'S NOT BROKE, DONT TRY TO FIX IT, that's what Popcap and EA should take from this, you can add new stuff but don't change something that was as fine as it was. Also 5 seed slots is too low, we need more seed slots and a good way to obtain more seed slots.zlw0eavpfb8f3 days agoRising Newcomer22Views0likes0CommentsThe return of level objectives in PvZ 3
I suggest adding back level objectives to PvZ 3, just not bring the same ones, but add new ones. This would add more variety to the levels, difficulty, and fun. Some of my ideas for level objectives are: - Merge a certain amount of plants - Don't merge a certain amount of plants - Survive the level without using Mo - Survive the attack with the plants given to you - Merge 3 tier 2 plants into a tier 3 one - Don't have a certain amount of plants at once. That was my suggestion, I hope you take it into account, PvZ 3 will be a great game :)15Views0likes0CommentsMy Feed back about pvz 3 (EDITED FORGOT SOMETHING)
I really love this game and got hype so much when it released PvZ 3, so I made an account to share my feedback back I hope u all love it. That's all. First of all, some plants are unnecessary to evolve, even though I really like them; they are so cute, mostly the umbrella leaf evolution, sorry, but it has to go to the third tier. This game should add a power food feature in order to take advantage of this plant to gain new upgrading abilities, rather than having the same. I really love the evolving plants just like the classic pvz, but it disappoints me when it comes to merging. I know it has an advantage to move your plants in a safe spot, but still, I would rather want them to stay in one place and evolve them and make plants do the moving like an escape root. Besides staying in to evolving has a lot of opportunities and advantages from peashooter - repeater- three peater- Gatling pea or either devour bloom- snap pea - snapdragon- dragon bruit up to tier 4 (Take it as legendary tier) Add an instant plant or non-evolving plant like cherry bomb, Grapeshot, hot potato, coffee bean, and rhubarbarian Add for upgrade slot feature a slot that can only be meant for base plant to upgrade, (but the downside they can't be planted just for upgrading if base planted was placed in that slot), since it's good to use it for the opportunity to put tier plant directly, but instead, they have twice the cooldown as the original, the higher the tier, the cooldown is multiplied. Add a feature to Nighttime and daytime I really love that gameplay when plants are put to sleep and make it harder for the player to play with specific plants to use that as how coffee bean enters the game I would be happy to if you bring it back. Add the zen garden, aquarium, and the nighttime one hehe beside it's a good opportunity to rob people hehe who wouldn't be persuaded when buying flower pot designs, garden design, even the aquarium along with its costumes and limited event purchase design) Edit: Forgot Why not try ADD ELEMENTAL DISADVANTAGE AND ADVANTAGE FOR ZOMBIES? This would help plants have their own purpose, even though some have the same feature, like FIREPEA AND ICE PEA may have the same damage, but it doesn't mean it's effective towards zombies, since they have different purposes. and adding second category of their type to add uniqueness. ELEMENTS: FIRE(Pepper-pult), ICE(iceberg Lettuce & Winter pult), ELECTRIC(Lightning reed), WATER (Tangle kelp & Lily), PURE (Normal Damage - Bonkchoy & Peashooter), EARTH (Potato mine, Spikeweed& Wallnut), SHADOW/DARKNESS (Grimrose & Doomshroom), POISON(Fume shroom), SOLAR/LIGHT(Sunflower), and MYSTIC (Hypno-Shroom) PLANT TYPE: Lobber(Winterpult and Pepper Pult), Brawler(Bonkchoy), Tank/Reinforce(Wallnut), Ranger ( Lightning reed, and Peashooter), Sneak/Prowl(Spikeweed, Grimrose and tangle kelp), Magic(Hypno-Shroom), Bomb (Potato-Mine & Doomshroom), Support(Sunflower, Hypno shroom and lily), and Contain (Iceberg Lettuce) I think Lobber and ranger are just the same even Contain and support T_T Ranger-Tank-Brawler-Support-Bomb- Prowl-Magic (I think it would be enough since it has so many typings T_T) ADD SUN REQUIREMENTS instead of staying the same sun production, evolving them adds a prerequisite sun to evolve, JUST LIKE DOTA 2. IF YOU BUY AN EQUIPMENT TO UPGRADE, IT NEEDS A FORMULA THAT REQUIRES MORE MONEY, so yeah, why not try that EXAMPLE: Puff shroom cost 10 sun if add more will be scaredy shroom if you add more puff shroom it needs 80 more sun to upgrade then if you add more puff shroom it needs 200 sun to make it gloom shroom in that way you don't need to make plants to increase their sun requirement (Wait technically you need it since sun production is quite op since you can just add sunflower to make it twin or just lower the sun production of them). Addition, from my hyped up I hope you add my babies since I really expect them Devour bloom = Sun dew tangler, Snap pea(Snap dragon- Dragon bruit), Chomper(Toadstool) Magic Bean = Spring bean (Chard Guard), Chili bean, sun bean, Laser bean, Hypno Shroom(Cauliflower) Lilly pad - cat tail - homing thistle (Bonkchoy and wallnut= BLOCKOLI) (Cactus and Spike weed = Dusk lobber) (Bonkchoy + buttercup = Headbutter lettuce) Buttercup and Cabbage pult = Kernel pult2zr20y1ofo5i6 days agoRising Newcomer138Views0likes0Comments🌱💀 Ideas and Concepts for PvZ 3 Features 💀🌱
I’ve been enjoying the PvZ 3 beta, and it’s exciting to see how the game is shaping up! I wanted to share some feature ideas and suggestions that could add more strategic depth, replayability, and engagement. These are not criticisms—just concepts that I think could complement what’s already in the game. I think the game could take inspiration from Garden Warfare and all previous PvZ lore to make it more interesting. --- 1. PLANTS 🌿 1.1 Perk System 🧬 What is the Perk System? Inspired by games like Iron Marines, where units have abilities and perks that enhance strategic options. Each plant would have: Plant Food Ability 🍀: Charges via a meter/bar shown when clicking on the plant; affects all plants of that type in the lane. Evolution Perk 🌟: Purchasable with sun in-game; evolves a plant into a stronger variant (e.g., Peashooter → Repeater → Gatling Pea). Additional Perks ⚡ (2nd–4th Gen Fusions): Enhance fused plants’ abilities, allowing almost limitless combinations for experimentation and strategy. How it Functions: Perks can be purchased, charged, or activated during gameplay. Fusions combine two plants of the same class to create hybrid plants with unique abilities. Evolution upgrades a single plant into a stronger variant, separate from fusion. Class-based synergy ensures that strategic combinations matter. Flexible and customizable, allowing for millions of potential perk variations per plant. Why It’s Better Than a Traditional Leveling System: Players choose whether, when, and how to upgrade plants. Encourages strategic experimentation without forcing rigid leveling paths. Evolutions and fusions together create a layered depth in gameplay. --- 1.2 Neighborville Map Mechanics 🏡 Current Map: Mostly aesthetic. Players can customize their home, view avatars, interact with garden items, and navigate around. Proposed Concept (Suggestion): Home 🏠: View your personal profile, and stats Library 📚: Access the almanac and various information. Community Center 🏛️: Interact with clans/guilds, access cooperative challenges, and participate in social activities. Zen Garden 🌱: Collect raw materials (seed packets) used for plant fusions in the Science Lab. Science Lab 🔬: Unlock advanced or rare fusions and select perks for advanced plants. Core Function: Players progress by collecting seed packets, performing fusions, and activating perks. Perks are applied according to class and fusion, enhancing strategic choices. The map encourages exploration, community interaction, and resource management. --- 2. ZOMBIES 💀 2.1 Zombie Game Mode 🤖 Overview: Players defend the zombie base against plant invasions by building and upgrading bots. Brain Vendor 🧠 (Zombie’s Sun Producer): Provides the resources to construct bots. Bot Mechanics: Basic Bots → Fusions → Modifiers Fusions: Combine bots on the field to form stronger variants (e.g., Shooter → Stringer Shooter). Modifiers: Equip up to 3 per bot, each with 3 perk-like abilities. Not the same as plant perks but offer elemental or strategic upgrades. Unlocking Modifiers: Requires blueprints collected in the zombie’s workshop (analogous to Zen Garden). Differences from Plants: Plants fuse to create hybrid plants and evolve via perks. Bots fuse to become stronger variants, and modifiers act as “perk-like” enhancements separate from evolution. --- 2.2 Zomburbia Map Mechanics 🏭 Proposed Concept (Suggestion): Workshop 🔧: Functions like the Zen Garden; provides blueprints to unlock bot modifiers. Factory 🏭: Functions like the Science Lab; allows advanced bot fusions and selection of modifiers. Other structures mirror plant maps for community and personal interaction. --- 3. ADDITIONAL INFORMATION 📝 3.1 Town Hall & Achievements 🏛️ The Town Hall tracks player progress, stats, and achievements. Achievements could be tiered (e.g., kill 50 Imps → 100 → 200), independent of plant or bot leveling. Provides rewards, recognition, and incentivizes replayability. --- 3.2 Community Interaction and Rewards 👥 Clans/Guilds: Participate in cooperative challenges, tournaments, and events. Side Quests & Odd Jobs: Earn alternative currencies for in-game purchases and social currency for clan interactions. --- 3.3 Online & Game Modes 🌐 Competitive & Casual Modes: Cater to both hardcore and casual players. Tournaments & Arena: Provide competitive gameplay with strategic depth. Sandbox/Free-Play: Customize maps, waves, slots, difficulty, and objectives. Certain perks can be leveled in online gameplay for progression and competitive advantage. --- 3.4 Additional Notes 💡 Shovel Feature: Remove unwanted plants or bots to manage strategy and resources. Perk/Class Synergy: Class-based strategy is crucial for basic plants, fusions, bots, and modifiers to function effectively. Zen Garden & Lab Separation: Zen Garden collects raw materials; Science Lab unlocks advanced fusions. Plant Food & Evolution Activation: Plant Food charges via a bar, Evolution perks are purchased via sun. Perk Limitations: While Evolution and Plant Food perks are core, additional perks may have activation or purchase conditions.32Views0likes0Comments[SUGGESTION/FEEDBACK] UI Updates and Water Borders
Hello, Oswald001 here again, And I got more suggestions/feedback regarding Plants vs. Zombies 3: Evolved. First, In-Battle UI Changes - The In-Battle UI is kinda simple looking in some areas. Below is a concept of how it can look better! (plus there's clearly room for a sixth seed slot and the shovel) Second, the thing that bothers me with the water borders is that it looks too industrial for a campground setting, I'd rather want the water borders in the Camp look muddy. The industrial water boarders would fit better for a sewers/roof settingOzwaldO016 days agoNew Adventurer36Views0likes0CommentsPVZ 3 looks to be pretty good, but...
I put a good couple of hours into playing the game where I got to the camp levels and it was pretty good. The fusion mechanic is a really good idea for a new game adding more complexity to it, but most of the actual gameplay was lacking. The levels were very basic and very similar only allowing you to pick 5 plants, but effectively 4 because you need sunflower, and there only being 5 zombies/hazards this and the fact that some of the base plants are useless unless you fuse them, like chop choy, which is a problem with there being so many plants and not enough slots to use them with leading to you bringing the same 5 plants to nearly every level. This gets exponentially worse with the next problem being the leveling up system and getting the new plants. The leveling up system made it so even if I wanted to use new plants I couldn't because they were not able to keep up with the stronger zombies leading to me never using them. I was forced to power level a couple of plants until I got them to level 9 where I was unable to get them higher because I was unable to get enough seed packets to level them up further because the resources you get don't scale over time with the player. This will lead to most players ending up leaving the game when they reach a wall that will take an unreasonable amount of time to overcome or spend a lot of money just to play the game which will diminish the depleting good will your fans have. This mechanic of the game is a part of another problem this game has which is having a lot of things to do in the game that don't add any inherent value to the gameplay. A lot of the stuff in this demo that wasn't the actual gameplay just added a whole bunch of nothing. For example the character creator didn't add anything to the experience of the game, it just looked weird and out of place, it didn't even fit with the visual language of the game. Another thing is your house you can customize it to an extent but it adds almost nothing to the overall game. The pots in the house you can use to get seeds from is the only use it had but even then it added nothing to my experience of the game, it didn't even let me get any new plants. same with the leveling system it did nothing to enhance the gameplay and only took from the experience. Most of the things to interact with outside of the actual gameplay were half baked with nothing added to them speaking of half baked the sound design was completely off. While playing the game the background music and even the sound effects were terrible. The sound effects were very cheap and did not fit the game. An example of that would be sunflowers. From every other game sunflower was characterized to be very whimsical and full of life but the sound effects for picking up sun were very boring and off sounding like you were picking up coins instead of sun. It's extended to the other characters as well. The sound effects sound like you are rubbing two Styrofoam cups together for many of the plants. This incongruent sound to visual language made everything feel cheap when usually PVZ games have a very good sound design. This also extends to the background music where it made the game feel like a bad mobile game instead of a PVZ game. and the background music didn't even fit the theme of the areas you were playing in. where in PVZ 2 the different worlds had its music fit the area you were in, ancient Egypt sounded like a PVZ game while sounding like Egypt and same goes for the other worlds. While on the topic of the overall presentation I should mention the visuals. the overall visual language was completely off, mainly the town. While looking at the town it reminded me of those bad mobile games like Homescapes sloppily put together to minimize the budget of the game. and same goes with the player character he looks very out of place like a children's book character you would find in a bargain bin. Most of the plants designs were really good; it was distinct from the other games but still looked like a PVZ game. overall the game looked like it was made for very young kids when most of your core audience is 15-30 years old at this point who either played them when they first came out or played them growing up. Now I should give my suggestions on how I would fix the game. The most important thing in a game is the game play, so that is the top priority. You should question why this is added to the game and how does this enhance the experience without degrading the core mechanics. I think PVZ 3 should be a paid game instead, be more like PC game that has a mobile port, of a free to play mobile game, so everything in the game you should be able to get without spending money, focus on making a good game instead of a money generator people will spend more money on a game if it is actually good. if it is absolutely necessary to make it a free to play game it should be made with the free to play players in mind, balance the game around the free to play experience, and spending money on the game should be to make it easier such as buying powerups in PVZ 2 to get through a level you are having a hard time on. The speed of the game is way too fast as well. You can get down three plants and then the first "wave" of zombies come out. slow the pace and make the gameplay more focused on how well you can plan your defenses instead of how fast you can react to what is happening on screen, make it more like the original PVZ. With this you add more powerful zombies that need planning for how you are going to deal with them and more plants you bring to each level adding more complexity to the levels. This would complement your fusion mechanic which takes time for you to prepare and allows for a wide range of ways you can go about doing each level. also have minigames like in the original PVZ to spice up the gameplay and remove some of the repetitiveness of the game currently. The levels should be more quality than quantity. get rid of the plant leveling system no one liked in PVZ 2 and it adds nothing to the game just makes you use the same plants the whole game and it gets repetitive. If the balancing is not good you will reach a wall in the progression where you need to spend a lot of time grinding seeds as well as killing the pacing. As mentioned earlier, I think everything you can get in the game you should be able to get free to play in a reasonable amount of time so obtaining plants should be unlocked by beating levels not by amount of seeds you have. The same should go for the fusions but you should start off with all of them or nearly all of them when you get the necessary plants. Next I would completely remove the player character and the base builder. When people play PVZ games they want to be playing the tower defense mode; they don't want to play mini games that are completely unrelated to the main game. focus all of your time and energy on improving the core gameplay. Next the sound and visuals should be improved. When I look at the game it should be easily recognizable as a PVZ game and the sound effects should be satisfying and fit the characters they are attached to like in PVZ Hero's, which I think has the best sound design of any game. In conclusion what you have now is a strong foundation for this game, it has a good direction and I can't wait to see where this is taken, but this needs a lot more work and polish before this can even be considered a finished game.tacostealer267 days agoRising Newcomer55Views1like0CommentsAmazing potential — but the grind is killing the fun
I really love the art style and the plant merging mechanic — they’re genuinely fun and full of charm. The game clearly has a lot of potential, and you can tell there’s real care and polish behind it. That said, I have serious concerns about the progression system, especially the plant leveling mechanic. It doesn’t add strategy — it just gates progress and breaks balance. Underleveled plants make levels frustrating; overleveled ones make them trivial. It turns what should be a tactical game into a grind. The original games were fun because success came from tactics and creativity, not arbitrary power scaling. If plant levels absolutely must stay, please consider adding level caps per stage to keep things balanced. Other progression Issues Too many seeds and XP are needed to level up plants. Seeds are needed for everything — unlocking, merging, leveling skills — and it’s exhausting. Seed rewards should be increased significantly to make progression feel fair. Pots are too limited, slowing down plant growth and resource generation. Too many minigames tied to growing plants, which risks feeling tedious. Hearts and energy recharge far too slowly, discouraging players from continuing. Level Design Issues Levels are too short — most end before you can even use higher-tier plants. There are too many repetitive levels with little variation in visuals, layout, or mechanics. UI Feedback Many UI elements are too small, especially during combat. When collecting sun, it’s too easy to accidentally merge plants by mistake. The town UI needs a simple “return home” button for smoother navigation. Overall, I really want this game to succeed — the visuals and merging mechanics are fantastic. But right now, the progression and leveling systems hold it back from being the next great Plants vs. Zombies. Please make it about strategy and creativity again, not grind or power scaling.Xethozz8 days agoRising Newcomer26Views0likes0Commentsideas
Well, I came to complain about something that I don't like and it is the hearts in the zen garden, well it's a bad idea and also waiting 24 hours not all of us have the same patience, so my idea would be that the hearts could be bought with gems or coins and not wait 24 hours, for example a basic zombie could drop a gem, another 4 and another 8 and with that buy the hearts thanks popcap and ea since it is very difficult to get the plantsqftnag66036g8 days agoSeasoned Newcomer21Views1like0CommentsPlease Remove Plant Leveling- It’s way too much. Better ways to monitize.
The most hated thing about PvZ2 and the original pvz3 was plant leveling, so why add it back? I like this game so far, but I hate this feature in game, we already have to unlock and farm for plants to unlock new evolutions, but this is too annoying on top of that and adds too much complexity for casual players. Having to go to the almanac to upgrade your plants takes away from the experience because you could be doing more interesting things than having to keep going back to level up your plants. Please remove the level system. We already have the plant evolutions as a progression system which is already monitized. Instead of plant leveling add plant skins or something. The whole process of leveling plants is overwhelming, annoying and subtracts from gameplay.Jakepenng998 days agoSeasoned Hotshot104Views2likes3Commentsgood but still has flaws.
This beta is the most fun i've had with a pvz3 beta, but i think the way fusions are unlocked is mildly tedious, the zen garden on its on is good but i don't like how the amount of plants you can place refreshes per day instead i think you should take inspiration from how you get zen garden plants in pvz2 by killing zombies and them having a small chance of dropping them. Another thing that I would like to return is shoveling, there is no reason to not have this, it's as pointless has having the sun increments changing but you did change that back so you could do the same with the shovel. The last thing i would like to discuss is the wave progression, as you know in the previous games plants vs zombies 1 and 2, the way you progress in a level is by killing zombies but here it is based on time this is off putting for me because my strategy involves using potato mines to kill off the first few zombies of a level, but this ruins that strategy and on the topic of wave progression, i feel like levels should be longer, i'm aware that in pvz2 the levels were mildly short in that game too but i feel like adding an extra 40 seconds to a level wouldn't harm anything, and the reason that i want levels to be longer in the first place is so that there's more time to set up defense this would especially help the new fusion aspect of this game and give more time to make a stronger defense. In summary this is starting to be a good game but there needs to be some blatant flaws fixed.g5wm9wse8qne8 days agoSeasoned Newcomer24Views2likes0CommentsPvZ 3 Evolved Idea
While I have not played the beta (because I Can’t) I have seen videos of it and I think that Plant leveling should not be a thing. an idea I had instead of leveling up your plants you can level up certain areas in your town (like the very first PvZ 3 beta) for certain benefits most benefits would be minor like gain x gold per hour and plants have 1% more health but some could have better upgrades like +1 seed slot or start the battle with +25 sun (Bonus) Some things I would change and/or is -the shovel -Plant food -objective levels like don’t let the zombie Trimble the flowers,conveyor belt etc -instead of hazards like zombies get 10% more health or zombies get 35% more damage add zombies that give other zombies those buffsScreend00rzombie9 days agoNew Vanguard54Views0likes0CommentsSuggestions after playing
I have played enough to notice some things, which i think should be fixed. First, this game needs a shovel, there is no way to fix plants that are placed on the wrong place. Secondly, communities should have more space in them, around 30-35 members unlike the 24 that theres now. Then, theres the biggest issue, the levels are way too short, there is no time to set up tier 3 merges like snow conifer. I really like the way the game is going, but there are ways to make it better!arlx583rfush10 days agoSeasoned Newcomer37Views2likes0CommentsPvZ3 Evolved Suggestions:
HP Based Waves instead of Time Based Longer Levels PC Port or Google Play Games for PC support More seed slots (6-10) Imitater Shovel Arena (maybe?) Vasebreaker, I Zombie, Last Stand Minigames ( also maybe) More time before the first wave. Currently, I don't really find much wrong with the game honestly.. these are my suggestions that 100% are objective improvements, which I don't think most other PvZ fans would disagree with that statement.Rottybops10 days agoSeasoned Newcomer92Views1like0CommentsPvZ 3 Evolved - suggestions
🌿🧬🫐 New ingredients for Merge 🫐🧬🌿 I'd like to know how long it took for the team to discover that many things were leaked from PvZ3, it's quite obvious that by now it's no longer a surprise XD Anyway, that was good! Because not only me, but many people in the community started talking about the topic in a more optimistic way. Including Plant Fusions and New Zombies, which has been a fan favorite. However, until this Beta is available, I can't form a definitive opinion on all of this- just a review, but there are some things I can see that are a result of the feedback given in these last few months, which makes me happy!! so, let's get on with it~ Each plant has something specific that its fusions relate to, which seems cool to me! So, I based my suggestions on this system! 📌🌿🫛🫘 Plant: Weenie Beanie 🫘🫛🌿📌 •🍁🌿 Tribe: Beans 🫘🫛🌿 • 🍁🌿 "Why these beans? Since there are so many options!" well, this type of plant seems great to me as something that zombies can consume or bite and have not-so-nice reactions (for zombies), so I think it's good to start with something simple other than Chili Bean. • 🍁🌿 Rework: She could be like a "young version" of Chili Bean, which wouldn't be as strong and nerfed abilities. Not all mergers have the same capacity, only some of them. • 🍁🌿 Special traits: fusions of this plant can receive special abilities involving Infect zombies, stun or create new beans on the lawn. • 🍁🌿 Could create recipes from existing plants such as: 🎁🍁 Chilli Bean 🍁🎁 🎁🍁 Sun Bean 🍁🎁 🎁🍁 Black-Eyed Pea 🍁🎁 🎁🍁 Magic Beans 🍁🎁 🎁🍁 MoonBean 🍁🎁 🎁🍁 Jumping Bean 🍁🎁 📌🌿🍓🍇🫐 Plant: Berry Brigade 🫐🍇🍓🌿📌 •🍁🌿 Tribe: Berries 🍓🍇🫐🌿 •🍁🌿 To represent the Berries, choosing a specific plant wasn't enough, since it was a group. So, I did some research until I found the Berry Brigade, a discarded plant from PvZ BFN which has berries grouped together. So why not combine this concept with "Berry Blast"? Which is just a trick, but could serve as a good concept. • 🍁🌿 Rework: Her abilities weren't 100% ready in the files, so I think she could work as a kind of colony with other explosive Berries together that could be launched manually with different explosion aspects (like the Grapes of Wrath) or work together to attack with several small projectiles in dispersion. Not all mergers have the same capacity, only some of them. • 🍁🌿Special traits: fusions of this plant can receive special abilities involving fragments, can work together, release other berries and projectile dispersion. • 🍁🌿 Could create recipes from existing plants such as: 🎁🍁 Burstberry 🍁🎁 🎁🍁 Holly Berry 🍁🎁 🎁🍁 Shelf Mushroom 🍁🎁 🎁🍁 Electric Currant 🍁🎁 🎁🍁 Hibernating Beary 🍁🎁 🎁🍁 Sour Grapes 🍁🎁 📌🌿🌲🌳🌱 Plant: Sap Fling 🌱🌳🌲🌿📌 •��🌿 Tribe: Tree plants 🌱🌳🍁 • 🍁🌿 The Sap Fling is considered one of the worst plants in PvZ2, but in its early days it would have been much more useful, as it would gradually grow into a giant pine tree that would crush zombies in a 1x3 area! Unfortunately, it was scrapped. If that were the case, it could return with some modifications to this ability. Surprisingly, in the old PvZ 3 from 2020 this concept was brought back as "Tree plants" traits that worked like this: "This tree sits on multiple tiles, and is immune to being moved or stolen by zombies. Being extra-tall, it makes flying zombies stop to attack!" That was a fun and very interesting skill, I'd love to see it come back! Maybe with this guy again. Dreadwood, Dogwood, Gravitree and Oak Acorn are plants that share this, but are better as individual plants. • 🍁🌿 Rework: It could function almost similarly to the current version, but it could deal damage when hitting zombies and unlock new abilities as it grows. Stage 2: As it grows, it produces small sap cones among its foliage, and these extra cones can be thrown onto other random tiles when attacking. Stage 3: The pine cones get bigger over time, but after a while without attacking, he can shake himself and drop them near him. He will fall after he dies (Same as original concept). Not all mergers have the same capacity, only some of them. • 🍁🌿Special traits: fusions of this plant can receive special abilities involving growth stages, tree traits, increases the area of effect and unlock new abilities.starfoxy0110 days agoNew Adventurer881Views0likes1Comment
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