Greetings, Ms. Cath, and first and foremost, thank you for providing us with this valuable opportunity to directly give our suggestions and feedback to the team at PopCap!
I personally have immensely enjoyed the Title Update 0.5 in the last few days. Though there are still a few rough corners here and there, comparing it to previous versions of the current soft-release, and even the last few updates of the Seedling Build, it is evident that PopCap has indeed listened to us players and fans alike, and have taken many steps in the right direction, which brings great joy to my heart. While I have many suggestions to make, considering how they overlap with the suggestions of other players who have articulated them far more elegantly and succinctly than me, I shall instead make one that I think is vital to the balance of the Camp biome, or Lost Keys Lake, if it's still called that, and that is:
We need more amphibious plants.
The rebalancing of Title Update 0.5 brought, along other things, a deadly nerf to nearly ALL PLANTS, in the form of disabling planting non-amphibious plants on Water Tiles with increased Sun cost.
While I understand that this was meant to incentivize the usage of amphibious plants that become more powerful in Water Tiles, such as Tangle Kelp and their fusions, the truth is, there simply aren't enough amphibious plants.
Amongst all the plants in Title Update 0.5 as of writing, there are only 5 plants that can be planted in water, those being:
- Tangle Kelp (T1)
- Wrangle Kelp (T2)
- **bleep**-erel Weed (T2)
- Mangle Kelp (T3)
- Zapture (T3)
And since Title Update 0.5 has put more emphasis on Fusion, and as such, using Higher Tier plants, combined with Spikeweed and its Fusion's low average damage, the only viable methods of aquatic offense are Mangle Kelp and Zapture; However, due to Mangle Kelp's nature as an insta-plant, the only source of stable damage output in this list is Zapture.
Taking into consideration the fact that regional Basics, Coneheads and Bucketheads (in this case, Camp Zombies) have unnaturally high health, likely for encouraging the use of Elemental plants, this renders most normal plants weak against them, thus not only forcing players into monotonous strategies, but also artificially elevates the difficulty of Lost Keys Camp levels. (That is an issue on its own, which won't be addressed by this comment.)
In my personal, ignorant opinion, if this issue is to be alleviated whilst retaining the inability to plant non-amphibious plants on water alongside a Lily Pad, (i.e. costing an extra 50 Sun) the simplest, and only solution is to add more amphibious plants.
This wouldn't be of any difficulty, as the Seedling Build had already introduced more amphibious plants based on Tangle Kelp, those being:
- Water Chestnut (T2, Tangle Kelp + Wall-nut)
- Tangle-pult (T2, Tangle Kelp + Cabbage-pult)
- Tazel-nut (T3, Water Chestnut + Lightning Reed)
- Tingling-pult (T3, Tangle-pult + Lightning Reed)
The addition of these plants would be able to diversify the strategies players would be able to choose from, and each and every one of them would be able to fill a niche that no other plants occupy. (Water Chestnut for aquatic defense, Tazel-nut behaves similarly to Lychee and Endurian with self-heal, Tangle-pult and Tingling-pult can deal with flying zombies, such as Balloon Zombie and Zombie Pigeons)
And do forgive my pretension and arrogance for daring to make the following suggestions that are bound to sound outrageously stupid, but there are, in my foolish opinion, a few good candidates for other Tangle Kelp-based Fusions:
- Seashooter from PvZ2, whose passive of dealing extra damage when planted near bodies of water can be translated perfectly into dealing more damage when planted on Water Tiles; He can be a fusion of Tangle Kelp and Peashooter; Of course, he would be needing a redesign befitting his newfound lineage.
- Cattail from PvZ1, whose Homing spikes can be translated into Piercing attacks that becoming Homing and deal more damage when in water; She can be the result of fusing Pine Needler with the aforementioned Seashooter.
- While there isn't a counterpart in other PvZ games to what I'm going to say, there could be a fusion between Tangle Kelp and Bop Choy, which deals damage, and only briefly stuns zombies when in water.
- If another Electric T3 Fusion is needed, the aforementioned TK+BC plant can be fused with a Lightning Reed to create a plant similar to Buzz Choy in the Seedling Build, that delivers shocking and briefly stunning punches, and shoots out weaker punch projectiles when in water.
Of course, a more clear-cut and brutal solution of restoring the Lily Pad Sun penalty alongside the ability to plant non-amphibious plants on water is certainly doable, and if that happens, I won't complain. It would be nice to see Wall-nuts afloatin' once more. But, even with Lily Pads reimplemented, it would still be nice to have more Tangle Kelp Fusions to utilize the (as of now) unique terrain of Lost Keys Lake, and really make it stand out more, as opposed to being just remembered as "the map with Lily Pads."
And that's all I have to say! Again, thank you for giving us this opportunity to directly send feedback to the good folks at PopCap, Ms. Cath, and thank you for taking your invaluable time to read the long, winding spiel of this immature ignoramus! With all being said, I look forward to what PopCap has in store, and the day when PvZ3 becomes a great installment of the series in its own right, much like its predecessors!
Thanks for reading, and have a good day/night! :D