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Loboelho's avatar
Loboelho
Seasoned Adventurer
7 days ago

Base stats must be the same as in other games

 

Not that the leveling system is the root of all evil, but the balancing doesn't help either, since plants with such unequal attributes are problematic and make some quite useless as options. 

 

What I expected from this game was something that took into account the basic attributes of the plants in PvZ2, which, in any case, still serve as a good reference guide for decent balancing, since this has already been done in a more reasonable way (That is, if the leveling is at least removed). Most of them shared the same attributes with small differences, such as acquired bonus abilities, and this should continue, because it doesn't make sense for a Tier 1 plant to be as strong as a Tier 3 one!

 

Peashooter (Shooters)

As always in all games, damage should be prioritized in the same amount for most fusions, with slight increases in some cases depending on the plant, which can also bring a... Nerf, yes that! Like slow reload times or a cost that's actually worth it. 

  • Recharge: 5 seconds
  •  Damage: 20 (Same for almost all mergers)
  • Toughness: 300 HP

 

Sunflower (Sun producers regular)

Solar plants are a support, but in their current state they don't work - so when this is fixed, you can test this. (Less sun at the beginning of the phases and only 25 that falls from the sky)

  • Recharge: 5 seconds 
  • Sun: 24s ⏳
  • Production: 25 ☀️ (Same for almost all mergers)
  • Toughness: 300 Hp
  •  Golden Yukon: should produce sun on how many zombies are affected.
  • Sunflower Seed: Should be a spawners too (24s)

 

Wallnut (Defenders)

It's a bit strange that some of the other nuts gain so much HP if they're only supposed to be variants; it really overshadows the entire lineage of the original Nut, making it useless if not fused. 

  • Recharge: 20 seconds
  • Toughness: 4000 HP (Same for almost all mergers)
  •  Spawners don't need to gain more health. 
  • 500 Hp (25%) for young nuts. 

 

Bop Choy (Strikers) 

The special attack should at least be something basic, not focused solely on damage.

  • Recharge: 5 seconds
  • Damage: 15 (Same for almost all mergers) 
  • Second Damage: 25 (Every 7 attacks). 
  • Each merge's special attacks could occur every 7 attacks. 
  • Bonk Choy: The second special ability could be a tile knockback. 
  • Toughness: 300 HP

Cabbage-pult (Lobber) 

  • Recharge: 5 seconds
  • Damage: 40 Dmg (Same for almost all mergers).
  • Firing rate: 3s
  • Toughness: 300 HP

Spikeweed (If the aspect is dominant)

  • Recharge: 5 seconds
  • Damage: 10 Dmg  (Same for almost all mergers).
  • Toughness: 300 HP 

Potato-mine (If the aspect is dominant) 

  • Recharge: 20 seconds
  •  Damage: 1800 Dmg  (Same for almost all mergers).
  • Toughness: 300 HP 

Iceberg Lettuce, Lime bomb and Tangle Kelp (Balancing Ideas)

  • Recharge: 20s (for all)
  • Lime-bomb and Tangle Kelp Dmg: 1000 Dmg 
  • Iceberg Lettuce Dmg: 50 Dmg 
  •  Iceberg Lettuce Freezing: 10s + 2s Chilling effect 
  • Tangle Kelp stun: 2s ➡️  4s 💧
  • Poison effect of lime-bomb: 15 dmg per 7s ( (Ignore armor)

The same applies to Zombies.

 

Variant abilities: 

I think most plants will receive a nerf based on reload speed or maximum damage if it's accompanied by abilities, so here are just a few examples of ideas. 

  • Zaptail: Damage from proximity impact (10 Dmg)
  • Spikeweed: Piercing abilities, but deals less damage to how many zombies it gets through  (25% ➡️ 50%
  • Potato-mine: +150% of Damage, Splash Damage 1x1 and ability cooldown (7.5s). 
  • Iceberg Lettuce: Chilling effect and freezing for Special attacks.
  • Umbrella Leaf: Overhead abilities and +2000 health. 
  • Lime-bomb: Poisonous effect that ignores armor (+7 Dmg for 3s). 
  • Tangle Kelp: Extra abilities in water or stun for 2s after every 12 attacks. (Example)
  • Sunshroom/Puffshroom: The ability to grow, but sleep for a few seconds instead of dying. 
  • Cinderwood: Splash Damage 1x3  and +50% DMG. 

 

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