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Re: AT LAST!!! A Battlez game arena that's not like having teeth pulled!

@D0CT0R_Z0MB0SS

Your assumption is correct.

Having said that, my personal experience of the 'knock back' effect of the Primal Peashooter in Battlez is not that good.

Mine is at level 9, but it only seems to knock back a zombie with perhaps one shot out of 5 or 6 while playing in Battlez. Even then the amount of knock back varies, with the Zombies often moving back less than a column. When that happens the Blover often fails to shoot the zombie right off screen. (This is even when spamming with the Blover imitated, so the wind effect is virtually constant.)

When using it in the Adventure mode it seems to knock back once in three times and almost always hits the Zombies back around 2 columns.

Perhaps when I eventually get it up another level it might become more effective for me in Battlez.

13 Replies

  • Anonymous's avatar
    Anonymous
    8 years ago

    Interesting. If this is true, then it means EA is specifically added in hidden modifiers to penalize certain plants.

    If they are anything like WarGaming does, then they only add these hidden penalty modifiers to players with high win/skill results, and artificially inflate bonuses for weaker players. LOL

    Would be nice if EA actually told people the truth on what was happening here instead of being sneaky about it.

  • @D0CT0R_Z0MB0SS

    I'm puzzled by my experience. I've seen vids on Youtube where players with Primal Peashooters at a lower level than mine are regularly getting more frequent knock backs, yet it doesn't seem to work that way for me.

  • MAGICDAVESHROOM's avatar
    MAGICDAVESHROOM
    Legend
    8 years ago
    I think humplemann is right because when my profile was erased and i had to start from scratch i immediately started on getting the good plants of which primal peashooter and primal mine were 2.
    I noticed a significant improvement in knockbacks over my previous level 4 plant both in force and frequency.
    I think the EAlves have been up their little tricks again.
    VICTORY TO MEEEEE!!!!!!🇬🇧
  • MAGICDAVESHROOM's avatar
    MAGICDAVESHROOM
    Legend
    8 years ago
    I also think humplemann is wrong about holly barrier.
    I'm not a massive scorer and I've only broke 1,000,000 4 times but i win more often than i lose (currently no.1 in iron league with 45 wins and 10 losses) and most of my plants are L3-4.
    Last weeks strategy got me to my best ever streak to 44 before inexplicably resetting itself.
  • Anonymous's avatar
    Anonymous
    8 years ago

    -- those pesky dinos.

    Funny thing, is EA blocks you from bringing in the Perfume to this weeks tourny. I almost never use this plant, and being as it's free, even EA knows it's not OP. If they thought it was, it would be a $ plant. LOL

    So why block it from being added? Not that I really think it would be useful, just seems even when I TRY to find an excuse to play some of the junker plants in the rotting pile, I even get locked out from doing so. Grrrrrr!

  • Humplemann's avatar
    Humplemann
    8 years ago

    @MAGICDAVESHROOM

    Just to let you know that I have revised my opinion of the Holly Barrier a little and I no longer regard it as a total waste of a slot.

    I have now started using it in Battlez, but not as a front-line barrier plant. Instead, I plant 2 or 3 near the center of the arena and make use of their berry/leaf firing and knock back capability as an emergency backup for my front-line Chard Guards for if one loses all its leaves and I don't yet have another one available as a replacement. I just target the square that has the Chard Guard stump and then dig up the stump in readiness for the berry/leaf to land on the vacated square. Once I have another Chard Guard ready I dig up the leaf and replace it with the new Chard Guard.

    The fact that the knock back effect works on a 3 x 3 area also helps by clearing the Zombies from adjacent lanes and giving temporary respite to the beleaguered Chard Guards either side and helping them to last a little longer. 

    As my strategy this week is based around knocking back and blowing away the Zombies from column 9, or 8 if my column 9 Chard Guards get temporarily overrun, I would not place the Holly Barrier right at the front of my defences. I do, however, find it useful as long range artillery that can be targeted to a specific square as and when required.

  • MAGICDAVESHROOM's avatar
    MAGICDAVESHROOM
    Legend
    8 years ago
    Holly barrier is BERRYFYING to zombies.😅
    Please will some one tell me what "OP" means?
  • Humplemann's avatar
    Humplemann
    8 years ago

    @MAGICDAVESHROOM

    According to the online Urban Dictionary, 'OP' means 'Over Powered'.

    While the Chard Guard IS mighty powerful in that it throws Zombies backwards and into the air for the Blover to whisk them away, I wouldn't say it's overpowered. For it to be classified as overpowered it would have to be more durable. Maybe at level 10 it could be seen as 'OP' but at lower levels I'd just say it's a plant well worth including in most Battlez load-outs.

    At levels 1 to 4 it has 3 leaf pushes before needing to be replaced. At levels 5 to 9 it has 6 leaf pushes. At level 10 it has 9 leaf pushes.

    None of these make it more powerful, as such. It's just that it's durability is enhanced as it goes up through the levels and it doesn't need replacing as often.

  • MAGICDAVESHROOM's avatar
    MAGICDAVESHROOM
    Legend
    8 years ago
    Thanks for letting me know what op means, one of the reasons i bought aloe was to extend it's life chard guard's life.
    Once i get Moonflower and dusklobber up to level 4 i might start on blovver.
  • Belldandy333's avatar
    Belldandy333
    8 years ago

    I find this week's tournament rather boring. The person with the best level blover with or without imitator and use of it wins every time. In fact, I'm using the exact same setup as last week only swapping aloe for holly barrier. I average 3.5 million - 4 million each time. This week has no challenge or creativity. I wish we can have a week that will forfeit the use of blover for once, otherwise it seems EA has a love affair for it as its favorite plant. >_<

  • eieio_31310's avatar
    eieio_31310
    Hero
    8 years ago

    @Humplemann wrote:

    @MAGICDAVESHROOM

    According to the online Urban Dictionary, 'OP' means 'Over Powered'.

    While the Chard Guard IS mighty powerful in that it throws Zombies backwards and into the air for the Blover to whisk them away, I wouldn't say it's overpowered. For it to be classified as overpowered it would have to be more durable. Maybe at level 10 it could be seen as 'OP' but at lower levels I'd just say it's a plant well worth including in most Battlez load-outs.

    At levels 1 to 4 it has 3 leaf pushes before needing to be replaced. At levels 5 to 9 it has 6 leaf pushes. At level 10 it has 9 leaf pushes.

    None of these make it more powerful, as such. It's just that it's durability is enhanced as it goes up through the levels and it doesn't need replacing as often.


    I agreed that level 10 Blover and level 10 Chard Guard combo is overpower, this is because Blover at level 10 is 0 sun cost and provide non-stop (constant) wind while the Chard Guard is long lasting and only cost 25 sun to replenish  - which one can get this from the free falling suns.  I have seen some player with these plants have just been using them to get high scores week after week.

  • Humplemann's avatar
    Humplemann
    8 years ago

    @eieio_31310

    Having level 10 Blover and Chard Guard isn't necessarily a guarantee of victory. (See image 2)

    Image 1 shows my new high score. Okay, it's not THAT much higher than my previous best, but it's still an improvement. The only thing that made it leave a bit of a bitter taste in my mouth was my opponent. They had all level one plants and their score suggests they were a genuine all level one player (whether a recording or not) rather than a bot. While I'll take the win (Not that here's much choice anyway) but I'd much rather it was against an opponent like in Image 2.

    Image 2. Beating an opponent with Level 10 plants and a very similar load-out to my lower level plants.

    Apologies for the poor image quality. It's because they are photos of my screen. (I don't know how to transfer images from my tablet and I'm probably too old to learn now.)

    In case you can't see well enough, in image one the opponent's plants were all level one.

    In image two, the opponent's plants were - Lvl 1 Holly Barrier, Lvl 10 Blover, Lvl 10 Chard Guard, Lvl 8 Gold Bloom, Lvl 10 Moonflower, and Lvl 10 Dusk Lobber.

    My plants are Lvl 8 Holly Barrier, Lvl 7 Moonflower, Lvl 7 Dusk Lobber, Lvl 6 Chard Guard (Imitated) and Lvl 7 Blover.

    I think the crucial difference was me having the Chard Guard imitated so I could replace any lost plants much quicker. 

  • eieio_31310's avatar
    eieio_31310
    Hero
    8 years ago

    2.1 mil for maxed out chard guard and blover is quite low for what I have seen so far.

    Normally, if columns 8 & 9 were planted with level 10 chard guards and blover just providing continuous wind, with occasional chard guard replenishment either by dropping a fresh one on top or by using plant food, there is little can pass the defend line.

    I have even seen one player got bored and started planting some Magnet-shroom on column 7 to strip the Bikini Buckethead zombies' buckets..., their scores were around 2.5 - 3.5 mil.  I have seen one even peaked just over 4 mil but guess he/she might have been very lucky in the last 10-15 seconds.  

    Having said that you have done extraordinary well with your high level plants, I can only manage 2.5 mil with my mid level ones.

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