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SnowBellista's avatar
SnowBellista
Seasoned Newcomer
7 days ago

Major plant balancing feedback

I’m going to give a list of all the balancing for plants including buffs and nerfs I’ll separate plants into tiers so it’s easier to read starting from .. 

tier 1 

  • tangle kelp
  • buffs -
  • damage increase - 400 > 800
  • stun increase - 0.5 sec > 5 sec

 

  • wallnut
  • buffs -
  • toughness increase 2500 > 4000 
  • cool down decrease 15 seconds > 12 seconds 

 

  • spikeweed
  • buffs - 
  • damage increase 7 > 15 

 

  • iceberg lettuce
  • Buffs 
  • Chill duration added - 6 seconds 
  • Cool down decrease 15 seconds > 12 seconds 
  • nerfs 
  • damage decrease 280 > 50 damage 

 

  • potato mine
  • buffs 
  • damage increase 400 > 1800

 

  • Zaptail 
  • buffs 
  • damage increase 14 > 18 

 

tier 2 

  • wrangle kelp
  • buffs 
  • damage increase 840 > 1280
  • stun increase 1.5 sec > 10 sec 
  • attack area close > attack area 2 tiles ahead 
  • added the ability to spawn 1 tangle kelp when fully used 

 

  • winter greens
  • buffs 
  • chill duration added - 12 seconds 
  • Nerfs 
  • Damage decrease - 588 > 300 
  • added the ability to spawn 1 iceberg lettuce when fully used 

 

  • pine needler
  • buffs 
  • Damage increase 28 > 60 
  • ability cool down decrease 2 sec > 1.2 sec
  • target pierce increase 2 > 3 targets 

 

  • sling pea
  • buffs 
  • lobs 3 peas > 5 peas even if there’s one zombie 
  • Damage increased 35 > 50
  • area of effect increased 3x3 > 5x5 

 

  • devastater
  • Damage increase 840 > 3200 
  • Added an ability to spawn a potato mine when exploded 

 

  • electric peashooter
  • damage increase 22 > 50 
  • added target pierce - 2 zombies

 

  • tallnut
  • toughness increased 6250 > 8000

 

  • saw grass
  • Damage increase 22 > 32 

 

  • golden Yukon
  • damage increase 1200 > 2100
  • sun production increase 60 sun > 80 sun 

 

  • lightening reed
  • damage increase 28 > 35 
  • attack type straight > attack type straight with 1x2 lanes 

 

 

  • tier 3

 

  • mangle kelp 
  • buffs
  • Damage increase 1760 > 2250
  • stun increase 1.5 sec > 15 sec 
  • area of effect close > area of effect 3x3, 3 tiles ahead
  • chance to throw zombies off the board with a strong attack - 2.5%

 

  • mashed destruction
  • buffs 
  • damage increase 1760 > 9000
  • ability to summon 2 potato mines when detomated 

 

  • chainsaw grass 
  • buffs 
  • damage increase 24 > 65 

 

  • freezar salad
  • buffs 
  • Added chill duration - 16 seconds 
  • increased freeze duration - 18 seconds 
  • nerfs 
  • damage decreased 1232 > 700 

 

  • punk shocker
  • Buffs 
  • damage increase 60 > 75
  • Added chance to stun - 2.5%
  • attack type straight > attack can jump between 4 lanes with a chain of 4 zombies 

 

  • blockwood
  • Buffs
  • area of effect increased 3x3 > 5x5
  • can now block flying zombies
  • can now deflect projectiles back at zombies 
  • knock back increased 68 > 75 

 

  • explode OJ
  • added a new ability where he launches his little lime bouncing up to 5 targets before exploding in a 3x3 area , each bounce does 150 damage , explosion is 750 damage with acid secondary damage being 175 

 

  • juggernaught
  • increased toughness 15000 > 17500
  • added a new ability where every degrade he rages and jumps , slamming down causing zombies to fly up for a few seconds and stuns them for 1.5 seconds , having a knockback of 50 

1 Reply

  • Abilities

    Parting Gift - Spawns a cosmic cloud when this Plant is merged or defeated in a 3 x 3 pattern, which boosts attack speed. The effect lasts 20 seconds.

    Ghosted - Spawns a Ghost Pepper that moves to stop at the front line or until it encounters a Zombie, then deals 15 damage > 50 damage per plant level in a 3 x 3 pattern. Expires after 3 > 5 seconds then explodes for 500 damage per plant level.

    Back Up - Heals the plant directly to its right for 207 per plant level every 15 seconds!

    Heat-Seeker - Shoots a special lobbed projectile every 10 seconds, dealing 88 damage per plant level. Targets zombies anywhere on the lawn!

    Living Sap - Spawns an acidic unit on death or when merged that moves toward the front line, Which deals 22 > 50 damage per plant level to enemies then explodes, inflicting damage for 1 second per plant level.

    Chiller - Shoots a chilly projectile every 10 seconds, targeting zombies anywhere. Deals 80 damage per plant level and slows zombies by 10%!