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More ingredients for merges
There are so many new plants in this game, this is my favorite part! Compared to the previous one, this one exceeded my expectations, which makes me really excited to see what's next. Anyway, base plants are traditionally common, but they can yield solid recipes that can take many forms. However, they are not "universal" ingredients for all types; So I thought: PvZ Heroes has a good variety of incredible plants that are very popular among fans, so much so that many loved them when they were added in the 2019 Alpha, which unfortunately didn't last long. So why not try again? -Substitutes 🌿📌 Phat Beet ♻️: Re-Peat Moss 🌿📌 Scaredy-shroom ♻️: Shamrock 🌿📌 Sweet Potato ♻️: Banana Split 🌿📌 Shadow-shroom ♻️: Poison Ivy By the way, Datamines revealed a lot of upcoming content, which is really cool, but I'd like to request some tweaks so that some plants can be used as base ingredients! They work much better for more interesting combinations, such as: Squash, Chomper, Plantern, Star Fruit and Snap Dragon. - 🌿🍃🌺🌲 Missing Merges 🌲🌺🍃 🌿 There are some plant combinations that already exist in other games, starting from the basic plants we have in this version (including those in the game files), so it's cool to see which ones they can work with! 🌿📌 Bop Choy + Wallnut = Health-Nut 🌿📌 Bop choy + Sunflower = Morning Glory 🌿📌 Slaw Slinger + Bamboo shoots = Flak Seed 🌿📌 Umbrella Leaf + Iceberg Lettuce = Boingsetta 🌿📌 Grapes of Wrath + Peashooter = Suor Grapes 🌿📌 Grapes of Wrath + Cabbage pult = Burstberry 🌿📌 Puff-shroom + Umbrella Leaf = Shuffle Truffle (Redesigned) 🌿📌 Puff-shroom + Iceberg Lettuce = Ice-shroom 🍁🍄🍃🌴 Tropical Cave-in 🌴🍃🍄🍁 🌿📌 Chomper + Peashooter = Snap Pea 🌿📌 Chomper + Sunshroom = Toadstool 🌿📌 Chomper + Tangle Kelp = Shark Chomper 🌿📌 Chomper + Bop Choy = Mars Flytrap 🌿📌 Chomper + Aloe = Venus Flytrap 🌿📌 Sunflower + Aloe = Heal Flower 🌿📌 Heal Flower + Lightning Reed = Power Flower 🌿📌 Shamrock + Puff-shroom = Scaredy-Shroom 🌿📌 Grapes of Wrath + Peashooter = Sour Grapes 🌿📌 Grapes of Wrath + Wallnut + Re-Peat Moss = Hibernating Beary 🌿📌 Grapes of Wrath + Zaptail = High-Voltage Currant (Redesigned) 🌿📌 Re-Peat Moss + Puff-shroom = Gloom-shroom 🌿📌 Shamrock + Spikeweed = Sawgrass OG - 🌿🧰🧬🍃 Dave's Workshop 🍃🧬🧰🌿 A perfect place for inventions and plants that are somewhat unusual. 🌿📌 Magnet-shroom + Sunflower = Gold Magnet 🌿📌 Bop choy + Potted Powerhouse = Muscle Sprout 🌿📌 Cold Slaw + Potted Powerhouse = Snowdrop 🌿📌 Potted Powerhouse + Magnet Plant = Steel Magnolia/Cro-Magnolia 🌿📌 Plantern + Magnet Plant = Magnifying Grass (Redesign) 🌿📌 Peashooter + Potted Powerhouse = The Podfather 🌿📌 Potted Powerhouse + Spear Grass = Savage spinach -🌿🍇🌽🍅🌾 Sunnyfield Farm 🌾🍅🌽🍇🌿 These plants we have usually have a "place of origin" that matches the themes, so I tried to separate them for each one! This one, for example, has to do with plants that resemble something you'd see on a farm. 🌾🌱 🌿📌 Weenie Beanie Tier #2: Chilli Bean 🌿📌 Wallnut + Squash = Smashing Pumpkin 🌿📌 Buttercup + Squash = Butternut Squash 🌿📌 Sunflower + Weenie Beanie = SunBean 🌿📌 Potato Mine + Aloe + Weenie Beanie = Ketchup Mechanic 🌿📌 Banana Split + Peashooter = Sweet Pea 🌿📌 Bop Choy + Buttercup = Headbutter Lettuce 🌿📌 Banana Split + Explode-O-Nut = Sweet Potato (Tacobility Fatal Attraction) 🌿📌 Weenie Beanie + Peashooter = Sting Bean 🌿📌 Bop Choy + Weenie Beanie = Black-Eyed Pea -🌠✨🚀🌿 Z-Tech Astronomy 🌿🚀✨🌠 Maybe I have a favorite, I won't deny it, but I love a lot of cards from this theme. They're characters with cool concepts and really fun, for example, the conjuration abilities! but an adventure in space might be too far, right? so I think an astronomical observatory might be a good fit for such exotic plants as these. 🛸 🌿📌 Sunflower + Cosmoss = Alien Flower 🌿📌 Cosmoss + Peashooter = Pod Fighter 🌿📌 Starfruit + SpikeWeed = Galacta-Cactus 🌿📌 Weenie Beanie + Cosmoss = MoonBean 🌿📌 Moonbean + Plantern = Super Bean 🌿📌 Eletric Peashooter + Cosmoss = Plasma Pea 🌿📌 Lieutenant Carrotron + Potato Mine = Starch-Lord 🌿📌 Puff-shroom + Cosmoss = Astro-Shroom 🌿📌 Rescue Radish + Lieutenant Carrotron = Ensign Uproout (Spawns a Peel Shield) 🌿📌 Cosmoss + Magnet Plant = Onion Rings 🌿📌 Leafy Blower + Cattail #1 = Laser Cattail 🌿📌 Starfruit + Zaptail = Ginger Zap 🌿📌 Starfruit + Cosmoss = Shooting Starfruit 🌿📌 Seedling + Cosmoss + Plantern = Astrocado 🌿📌 Cosmoss + Aloe = Astro Vera 🌿📌 Leaf Blower + Peashooter = Skyshooter -🌿 🌺👑🌹🍃 Rose's Gatehouse🍃🌹👑🌺🌿 Magical scenarios are not that common, hardly anyone would know anything other than the castle of roses or haunted place, as this one focuses a lot on the theme of magic, but we don't have that much of it outside of GW/BFN - so it might be a good idea to explore it to bring more plants with magical abilities to that place. 🌿📌 Seedling Tier #2: Reincartion 🌿📌 Pushywillow + Shamrock = Blover 🌿📌 Witch Hazel + Spikeweed = Briar Rose 🌿📌 Seedling + Poppin' Poppies = Atomic Bombergranate (Redesigned) 🌿📌 Poppin' Poppies + Chomper = Hydrangea 🌿📌 Witch Hazel + Weenie Bean = Magic Beans (Works the same as Impear) 🌿📌 Poppin' Poppies + Cattail tier #1 = Snake Grass 🌿📌 Poppin' Poppies + PuffPult = Spore-shroom (Redesign) 🌿📌 Pushywillow + Cattail tier #1 = Dandy King Lion 🌿📌 Magic Beans + Poppin' Poppies = Magic Beanstalk (Units Spawned: Magic Beans) 🌿📌 Witch Hazel + Squash = The Great Zucchini - 🔮🍁🍄🍃 Shallot Graveyard🍃🍄🍁🔮 It was an interesting theme, full of strange creatures, which somehow made this place very attractive due to its unusual aspects 🔮 🌿📌 Whipvine + Spike Weed = Blockbuster 🌿📌 Whipvine + Cinderwood = Fireweed 🌿📌 Whipvine + Pecanolith = Tomb Tangler (Redesign: Grave Buster + Grave Buster OG) 🌿📌 Sunflower + Grimrose = Moonflower 🌿📌 Grimrose + Puff-shroom + Potato mine = Doom-shroom 🌿📌 Ghost Pepper + Squash = Spooky Squash 🌿📌 Poison Ivy + Puff-shroom = Poison Mushroom 🌿📌 Poison Ivy + Wallnut = Garlic 🌿📌 Wallnut + Ghost Pepper = Pecanolith 🌿📌 Cinderwood + Poison Ivy = Poison Oak 🌿📌 Peashooter + Grimrose = Shadow Pea - 🍁🍃⌛🦖 Seeds of time Park 🦖⌛🍃🍁 After all that time travel mess, I think this would be a cool and simple place to reunite with old enemies from PvZ 2. Perhaps Dave couldn't miss the opportunity to include exotic species in his deck, as well as dinosaurs! 🌿📌 Snap Dragon + Iceberg Lettuce = Cold SnapDragon 🌿📌 Snapdragon + Grimrose = Dragon Bruit (Redesign: Similar to Dark Matter Dragonfruit) 🌿📌 Spineapple + Grapes of Wrath = Strawberrian 🌿📌 Spineapple + Cosmoss = Weed (GW) 🌿📌 Veloci-Radish Hatchling + Sunflower = Primal Sunflower (she attacks now) 🌿📌 Veloci-Radish Hatchling + Pushywillow + Peashooter = Primal Peashooter (Redesign: A bit more wild) 🌿📌 Veloci-Radish Hatchling + Peashooter = Guacodile (Redesigned) - 🌳🍃🍁🌲 Tree plants 🌲🍁🍃🌳 I've discussed this concept here in the forums, but after thinking about it more, I think it's great to include Sap Fling as a special material in creating tree fusions! It would be a plant that evolves from Tier 1 to Tier 3 without needing to fuse with another copy, but you need to have the Sap Fling Tiers unlocked for its merges to continue evolving in combat. 🌿📌 Bamboo shoots + Sap Fling = Oak and Acorn 🌿📌 Onion Rings + Sap Fling = Gravitree 🌿📌 Pushywillow + Chomper + Sap Fling = Dogwood 🌿📌 Sap Fling + Whipvine + Ghost Pepper = Dreadwood - 🎀🎁🧩⚡ Hero plants ⚡🧩🎁🎀 Apparently, Hero Plants will be Tier 4, an interesting concept because it pairs well with plants as powerful as legendary ones. While interesting, it's curious because their exact rules aren't known for sure. It can be observed that they contain 4 ingredients, so it's likely that one is a Tier 3 Hybrid and the other a pure Tier 3 plant as well (my thoughts). 🌿📌 Astro Vera 🌿📌 Sportacus 🌿📌 Soul Patch 🌿📌 Dark Matter Dragonfruit Hypercharged Attack: He concentrates a sphere of luminous energy above, which explodes in a 5x5 radius, scattering stars projectiles in various directions. 🌿📌 Molekale Hypercharged ability: Transforms surrounding plants into other random tier 3 plant. 🌿📌 Beta Carrotina Hypercharged ability: Conjures 3 modified plants. This plant will have some improved stats and may receive some other attributes. 🌿�� Fairy Ring Mushroom 🌿📌 Cob Cannon 🌿📌 Nightcap: Stealth: It stops attacking and becomes invisible when a zombie approaches. 🌿📌 Bananassaurs Rex Dino Roar: Speed Up! Attacking a zombie twice as fast for 7 seconds also increases health and damage. 🌿📌 Apotatosaurus Dino Roar: Treasure hunter! It digs into the ground in search of some kind of root plant; the roar also accelerates its growth, which increases its attack range until its final stage. 🌿📌 Tricarrotops Duno Roar: Treasure hunter! Digs in the earth in search of something random, but sometimes finds nothing; In addition, it increases health by 100 points and deals 5 damage when roaring. 🌿📌 Aloessaurus Dino Roar: He shakes himself like a dog, spreading a healing liquid everywhere, and some thorns too. 🌿📌 Lima-Pleurodon Dino Roar: Spawns 5 magic beans or a beanstalk randomly in a 5x5 area.starfoxy016 days agoNew Adventurer81Views0likes0CommentsMain Menu and Progress Access
Hello! PvZ3 must have a main menu like previous games, where you can access things like settings, achievements (if there are any), and linking progression. One thing I noticed is that if I reinstall the game or install it somewhere else, I have to go through that whole long tutorial again to relink my account with progress???????michibikii9 days agoRising Vanguard25Views1like0CommentsThings I would change/add/remove in Pvz 3
Levels probably said multiple times and by multiple people but make the levels longer because you barely have time to set up a proper defence and it makes tier three plants (except sun tower) worthless to obtain try to add levels with special objectives/gimmicks to make levels feel more unique and less stale you could add gimmicks from other pvz games like don't let the zombies trample the flowers and even make new ones such as merge x plants beat a level without tier 3 plants etc. add more effects like the sod tiles,rain tiles and the nacho cheese blast and make some of them benefit plants some benefit zombies and some can effect both some examples lightning zaps a tile destroys all non lightning plants in that lane zombies and non lightning plants in a 3x3 area that are here take damage over time (only umbrella leaf + zaptail merges can both prevent it and benefit from it) wind: depending which direction can benefit the plants or the zombies Locations there are not nearly enough locations for there being 200 levels ideas Location: Spooky cemetery: introduces gravestones + light and heavy fog (light fog similar to pvz 1 hard to see zombies but plants can still attack zombies. Heavy fog develops overtime if fog is not removed and most plants can't attack zombies in it heavy fog) Zombies: Grave repair zombie: repairs and fortifies gravestones, coffin zombie: has heavy armor when destroyed either a zombie or imps come out of the coffin: skeleton zombie when destroyed falls into a pile of bones and respawns in not destroyed in time.Gravedigger zombie: summons graves and summons zombies from graves when below half health.Dark wizard zombie: all zombies in a 5x5 area around him take 20% less damage and turn into gravestones when defeated: trick or treater zombie: gives candy to boost either zombies health or damage. Plants (Tier 1) grave buster: ghost pepper: Jack o Lantern. Witch hazel candy corn Location: Z tech laboratory: introduces tiles with special effects such as speed boost health boosts and more Zombies: genetic experiment zombie: gets stronger when affected by both positive and negative effects. Alchemist: gives zombies random buffs. Chemist gives random plants debuffs. Gadget scientist: can create special tiles to benefit zombie. teleportation zombie: teleport another zombie in a 5x5 area around him two tiles forward Plants(Tier 1) Em peach Tile turnip electric currant hurrikale dandelion Plant leveling I personally do not like plant levelling in Pvz 3 because it makes the game more grindy and makes fusion plants less impactful and an idea to replace this (which is in one of my posts in more detail) is to level up your block every 20 levels or so and it still gives you something to work towards can possible give customization a purpose and can give effects like more mowers more seed slots or even unique effects like the first zombie to spawn is chilled etc instead of just health damage and ability cool-downs also the games way to balance plant leveling by giving zombies more health and damage is not a good way to go because eventually the game gets locked because the zombies the zombies just have too much health. and personally I don't see why you don't add zombies that can give other zombies those buffs instead Zen Garden first of all REMOVE THE HEART SYSTEM While I understand having to wait for them to grow I don't think we should be limited to how many we can place. I personally would not mind if we had to obtain these zen garden sprouts by killing zombies to balance it out so people just can't place a lot of sprouts very early on. also add more pots so we are able to plant more seeds while I don't mind playing mini games for resources I am not a fan of the current "odd jobs" mini-games just bring back pvz mini games like wall nut bowling,whack a zombie etc. Avatar while this is one I care about the least at least give the characters some expressions because them standing there doing nothing is weird or have an option to have them not there at all Communities while the communities itself are good so far in the beta some things to add are -Chat,more people per community, community vs community etc Other game modes some game modes to add as you can unlock while playing the game mini games such as wall nut bowling whack a zombie boss battles etc endless mode puzzle mode level editor/creator rewards for completing these (except endless and level editor) could be seeds after the first and second win and coins for all tries after that Online mode this could be just me but I love vs mode in pvz 1 and while I have no idea why it is not in pvz 2 I think It would be a fun idea to add to pvz 3Screend00rzombie9 days agoNew Vanguard22Views0likes0CommentsTools Idea
Going more in-depth on movement tools from my feedback, I think these would be fun to unlock and pick before a level to modify how we can interact with plants. You'd pick one of the below each level: Shovel: Remove a plant and get a percentage refund on spent sun. No cooldown. Zen glove: Move a plant. Has a short cooldown. Minecart: Place a minecart on a column of varying size based on tool level or terrain. Has a long cooldown, but can move the minecart as often as you want. Escape root: Variant of glove that leaves a random explosive on the tile the plant was on in exchange for a long cooldown.PengoPlays10 days agoSeasoned Newcomer17Views1like0CommentsConstructive review
In this review I will discuss the positive and negative aspects of the game with the aim of improving them, since I think it is a great game: -Positive aspects, I think the new designs and the visual section bring a fresh air to the saga, I like the gameplay, the fusion theme seems very interesting and fun to me and the progression system seems good to me. I think the battle pass is very well designed. It doesn't give you exclusive plants, but it makes it easier to achieve some fusions, so in that sense it's a 10/10 because the game is fun and encourages you to buy it, but you're not forced to. -negative aspects or to improve as much as possible, I'll be honest they are details that if resolved would make it a great game, The levels seem to be very short which takes away some of the fun since you usually pass them with few plants and you don't get to explore the fusions that much, when you complete the daily missions and you no longer have hearts in the garden it feels like you can no longer progress hearing what doesn't give you a reason to continue playing, I think bonus levels or kinijuegos levels could solve this section, some fusions feel too strong compared to others so it could be balanced. Small complaints that I've heard from the community are that your avatar does not feel part of the design, it contrasts a lot both in the levels and with Dave and the other thing I've heard is that some plant designs need to be improved with respect to their animations at first glance some look much more polished than others. In short, I think it's a very good game with a bright future that, with some improvements, could bring the series to its peak. This is a constructive critique written with the utmost respect. Best regards to the PopCup team!AndiGamer_251215 days agoRising Newcomer26Views0likes0Commentspvz 3 Plant idea #1 (Part 2)
Dancing shroom + Cabbage disco cabbage: when this destroys a zombie all other plants in this lane get a permanent 2% ability cooldown reduction (max 100%) Dancing shroom + lightning reed Mirror-reed: every 7th attack all other plants in this lane and adjacent lanes get a permanent 1% ability cooldown reduction and a 50% attack boost for 3 seconds (max 100%) Dancing shroom + Tangle kelp party kelp: when activated all plants in this lane get a permanent 2% ability cooldown reduction if activated in water all plants get 4% instead (max 100%) Dancing shroom + Umbrella leaf party leaf: when this blocks an attack (in a 3x3 area) all plants in this lane and adjacent lanes get a permanent 2% ability cooldown reduction (max 100%) and the first zombie in this and adjacent lanes get stunned for 4 seconds Dancing shroom + Bop choy Disco choy: when this destroys a zombie all plants in this lane get a permanent 2% ability cooldown reduction and all other plants in a 3x5 area get a 50% attack speed for 7 seconds Dancing shroom + Spikeweed spike party: when this destroys a zombie all other plants in this lane get a permanent 2% ability cooldown reduction (max 100%) and get a 50% attack boost for 5 seconds P.S this buff disappears when there are no party plants in that lane, they take 50% damage or receive a negative effect or have it removed by a zombie disco shroom+ disco shroom D.J shroom: every 8 seconds all other plants get a permanent 2% ability cooldown reduction (max 200%) and can stun 3 of the closest zombies to this for 2 secondsScreend00rzombie16 days agoNew Vanguard18Views0likes0CommentsPvz 3 Plant Idea #1 (Part 1)
New plant dancing shroom Dancing shroom: every 10 seconds all other plants in this lane get a permanent 1% ability cooldown (stacks up to 50%) and shoots a note that stuns a zombie Hp 150 stun duration 1 seconds cooldown 8 seconds Tier II fusions Dancing shroom+Dancing shroom Disco shroom: every 9 seconds all other plants in this lane and adjacent lanes get a permanent 1% ability cooldown reduction(stacks up to 100%) and shoots two notes here or adjacent lanes to stun zombies (1.5seconds) Dancing shroom+Sunflower Singerflower: when this produces sun all other plants in this lane get a permanent 1.5% ability cooldown reduction (max 100%) and plants in a 3x3 area get a 50% ability cooldowns for 5 seconds Dancing shroom+Peashooter Party Pea: Shoots stunning notes (1sec stun) and every 6th shot all other plants in this lane get a permanent 1% ability cooldown reduction (Max 100%) Dancing shroom+ Wallnut MirrorNut: when this sustains damage all zombies on that tile are stunned for 1 second and all plants behind this get a permanent 2% cooldown reduction (max 100%) and when destroyed all zombies in a 5x5 area are stunned for 4 seconds Dancing shroom+Iceberg lettuce Party frostshroom: every 9 seconds all other plants in this lane get a permanent 1.5% cooldown reduction (Max 100%) and all zombies in this lane are chilled for 3 seconds. Dancing shroom+Potato mine disco mine: when activated deal damage to all zombie in a 1x1 area stun zombies in a 3x3 area for 3 seconds and all plants in a 5x5 area get a permanent 5% cooldown reduction (Max 100%) Clarifications plants buffed get a symbol above them with a tier number different party plants don't have seperate buffsScreend00rzombie16 days agoNew Vanguard24Views0likes0CommentsPvZ 3 Evolved Idea to replace Plant Leveling (Hopefully)
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 and/or seeds 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 or even unique effects like the first zombie to spawn is chilled for 5 seconds (Bonus) Some things I would change and/or add is -the shovel -Plant food -LONGER LEVELS!!!!!! -objective levels like don’t let the zombie Trample the flowers,conveyor belt,Merge x plants etc -Minigames like wallnut bowling,whack a zombie instead of the "odd job" minigames -instead of hazards like zombies get 10% more health or zombies get 35% more damage add zombies that give other zombies those buffs -Make the zen garden bigger reduce the amount of things needed for it and REMOVE THE HEARTS SYSTEMScreend00rzombie17 days agoNew Vanguard93Views1like0CommentsOpinions 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.zlw0eavpfb8f22 days agoRising Newcomer39Views0likes0CommentsThe 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 :)23Views0likes0CommentsMy 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 pult2zr20y1ofo5i25 days agoRising Newcomer150Views0likes0Comments🌱💀 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.40Views0likes0Comments[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 settingOzwaldO0125 days agoNew Adventurer44Views0likes0CommentsPVZ 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.tacostealer2626 days agoRising Newcomer77Views1like0CommentsAmazing 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.Xethozz26 days agoRising Newcomer30Views0likes0Comments
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