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EA_Cath's avatar
EA_Cath
Icon for Community Manager rankCommunity Manager
4 months ago

[Feedback thread] Title Update 0.5

😊

Hey hey everyone! 🌻

Hope everybody is enjoying the last Title Update 0.5 for Plants vs Zombies 3!

Here is a dedicated feedback thread if you have any suggestions or comments regarding the new update. It makes it easier to gather everything in one place 😊 Please, make sure to only leave suggestions about the Title Update 0.5, not general suggestions about the game (feel free to create a new thread for that though!). 🙏

Thank you, we can't wait to read what you have to say!

39 Replies

  • Hello EA, my complaints are that The zombies are very unbalanced, with too many coming in waves, making some levels impossible to complete, and the plants are very difficult to level up, being very expensive and yielding few coins. Also, the thornwort and its infusions are very weak, not worth using because they are too weak, even though it is a very necessary plant against pigeons and chickens that are coming in high altitudes.

  • 1. ZOMBIES' POWER IMBALANCE

    Zombies are too strong on early stage/level of Adventure. They are also too strong on Easy Mode of Lawn Patrol. Those "easy" stages should be truly easy, make it easily clearable with just a single column of Tier 1 plant (i.e. Peashooter, Cabbage-pult, or Zaptail). We have Medium and Hard Mode for a more difficult gameplay, just make easy mode very easy.

    Biome Zombies are overtuned, they are too strong, please fix them.

    Hard Mode Lawn Patrol stages are now significantly easier than previous patch, which is a good thing, please keep it.

     

    2. PLANTS' LEVEL/PROGRESSION

    Ability/perks are now very hard to unlock, please make it unlockable at Level 3 and 7 instead of 5 and 10.

     

    3. SEED ACQUISITIONS

    This TU0.5 patch makes the plant requires EVEN MORE seeds than the previous patch.

    Please make it easier to acquire seed, here are some suggestion:

    • More seed reward from daily score.
    • Repeatable Seed (random seed or wild seed) drop from adventure.
    • More seed drop from Zen Garden harvest.
    • Increase the number of "Watching Ad" to skip Zen Garden "wait time". If possible, please remove the limit or make it like 10x daily attempt or so.

     

    4. IN-GAME SHOP/STORE

    Make coin usable for item purchase like Wild Seed, any plant Seed, Meteorite Shard, and Meteorite Chunk.

    Make gem usable for item purchase like Meteorite Shard and Meteorite Chunk.

     

    5. PLANTS' MECHANISM DESCRIPTION ACCURACY

    Some of plants description are insufficient to tell how the plants really work, i.e. Bonk Choy's secondary damage, Lime-Bomb's damage overtime duration/tick, Zaptail's chain target ruling, etc.

     

    6. CHAINSAW GRASS IS NOW VERY WEAK

    Damage nerf on Cabbage-pult is very reasonable. But why Spikeweed/Sawgrass/Chainsaw Grass are now very weak? Not only their damage are now very very very low, the attack range on Sawgrass/Chainsaw Grass are very weird.

    Chainsaw Grass is supposed to be planted in the most-front tile. This new Chainsaw Grass seems to be planted in the 3 tiles back from the most-front tile.

     

     

    Looking forward for the next update.

    Thank you.

  • PvZ7283's avatar
    PvZ7283
    New Traveler
    4 months ago

    It's confirmed that levelling, for plants and zombies, won't be removed because its too integral to how they built the game.

  • GreenMeatlol's avatar
    GreenMeatlol
    Seasoned Newcomer
    4 months ago

    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

  • Tectamer's avatar
    Tectamer
    Seasoned Newcomer
    4 months ago

    Please improve Almanac Descriptions! We need clearer differences between an aquatic plant stats when in ground or in water. We need information on how Bonk Choy and Beat Choy secondary hits works. We need info about the protection range of Jumbrella Leaf Fusions (Numbing Cabbage) and if they have special attacks. 

  • ShepTheDog's avatar
    ShepTheDog
    Seasoned Rookie
    4 months ago

    There is nothing to do towards the end of PvZ3 weekly and fortnightly cycles

     

    I want to play PvZ3 every day and I'm retired, so I can, but there are many days when there just isn't anything to do.

    For the last few days I have replayed 5 levels and watched a few adverts each day to get my daily rewards and planted a few seeds and that is all.

    I completed the Plant Pass with 6 days to spare, all Lawn Patrol levels at all 3 difficulties with 8 days to spare and my community earned all Watch rewards with 4 days to go. I can't make any further progress in Adventure or Expeditions until I can level up plants.

     

    It wouldn't take much effort to fix these 'nothing days':

     

    1) There should be more Plant Pass rewards beyond the current set. The final reward should be for completing all daily rewards for 14 days in a row and all weekly rewards twice in one cycle. The final reward should be substantial to reflect the 'get a life' commitment needed.

     

    2) There is no limit to the number of points a community can earn towards Watch targets so Watch rewards should go on forever, getting progressively more valuable and further apart in points needed.

     

    I think that hardly any effort is needed from game developers to deliver these improvements so how about it?

  • latikittyson's avatar
    latikittyson
    Seasoned Newcomer
    4 months ago

    There was a bug report on Buckethead Zombies having extra health.

    Although not a bug, this IS a super inconsistent design. Imagine you see two IDENTICAL zombies coming down the lanes. Even though they look the same, it turns out one is a regular zombie with 266 HP, and the other is a Buckethead that had it's bucket fall off, so it has 839 (remaining) HP. 

    Even though they look the same, one has over 300% more health. Any zombie that is different should have a visual indicator. A bucket shows it has armor, but without it, there is no indicator.