Forum Discussion

stukapooka's avatar
4 years ago

Ability discussion: the spikeweeds

Spikeweed, spiky Spikeweed, chesterweed, and vampweed

Spikeweed-default

Gw description: Laying Spikeweed traps is a great way to ambush Zombies. If they walk over the Spikeweed, they get ensnared and are easy to chomp.

Bfn description:

Launch a snaring trap to stun enemies

.

Unlike the original pvz this Spikeweed appears to be grassy with long vine attachments. 120 health.

In gw it deals 25x2 damage coming out to 50 total. Has a 60 second cooldown. Chomper can carry 3 at a time.

In gw1 especially it deals more damage to specially geared zombie as it destroys their heavy armor like screen doors and outhouses instantly. It attacks by holding it target in the air by his leg while lashing at him violently with vines.

In gw2 swallowing an ensanred zombie reduces the cooldown by 60 seconds. Holds zombies in place while attacking them.

In bfn chomper carries 2 with 20 second cooldown and fires them now as a projectile. It now deals 50x2 damage because *"!* imp I guess.

Has two upgrades: Vampire spikeweed Gain health by dealing damage with a Spikeweed.

Gain 50 health after an enemy steps on or destroys a Spikeweed, can give overhealth.

Discount vampweed with literally no downsides for balance.

Symbiosis:

Create a Spikeweed at Chomper's location by earning a vanquish with Burrow.

Spawn multiple Spikeweeds that last for 90 seconds each

.

Spiky spikeweed-Super rare

Gw description: The Spiky Spikeweed deals more damage to Zombies it ensnares, but only a few can be deployed at a time.

Has red thorns, red eyes, and sarker vines than stock. Resembles tangle kelp.

84 health with 35x2 damage 70 total. Only 2 charges total. 60 second cooldown.

Chesterweed-special

Gw description: What it lacks in subtlety, the Chesterweed more than makes up for with attitude. It'll snag any Zombie rude enough to step on it, making for easy and delicious prey.

It has Chester's color scheme and face on it.

Stats wise it's the same as spiky but Chompers eating zombies trapped by it will swallow significantly faster.

Vampweed-special

Gw description:

When a zombie stumbles into a Vampweed, you get a helpful health boost! The zombie isn't hurt, but he probably feels a bit silly falling into your trap

.

Red coloring of normal Spikeweed.

120 health, 60 seond cooldown, and you can only carry two at a time. It will not damage the ensnared zombie, instead it heals its owner by 40 health.

Gw1 Spikeweed was the best imo. It had thw most unique animations, destroyed armor, and blended in well to the environment.

Gw2 spikeweed has that stupid insta activation bs which just feels dirty to use.

Bfn's Spikeweed is far too bright in the arstyle and the 100 damage is just stupid. The decision to shoot it is also strange since it cant be directly placed now and you were just likely going to move there and put it down anyway.






3 Replies

  • BfN's Spikeweed really lacks health too. It's very easy to take out, instead of requiring your attention to do so as a zombie. I can't find the actual value, but I think it's about 25 or 30. Combine that with how visually obvious they can be, and they just aren't good in BfN, despite the ability to launch them at range (inaccurately). I almost never hit a spikeweed or have mine occupied by players in BfN as opposed to how often it occurs in GW and GW2. 

    The instant activation added after GW's version makes it too easy to cheese, like potato mines and the GW/GW2 sonic mines, it should have a short arm time so you can't instantly grab zombies with it. The GW upside-down trapped animation was the best of the bunch too.

    I love Vampire Spikeweed in GW and GW2, but not as much in BfN, partly since it's one of those upgrades that could and should, but doesn't, have a distinct appearance. It's especially good with Count Chompula as you get so much life steal!

    For the next shooter, spikeweed should mostly go back to GW as far as timer, effectiveness, and animation. At the very least, the instant activation should go and it should not be like it is in BfN where the damage is high but it's too easily destroyed and seen.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 I never get caught by a spikeweed in bfn unless I'm completely oblivious. Ironically I think I die to the bfn potato mine more than the gw version, maybe it's because I don't perceive cactus as an actual threat at all in bfn.

    100% agreed on an activation delay. The hanging animation was amazing to look at.

    Vampire Spikeweed needs the different coloring or else nobody knows when chomper is using it which is the main flaw of bfn's upgrades as you never know what they're doing. It really does fit chompula well.

    I feel like the extra damage in bfn was meant to counter overheal but they completely forgot that not everyone has overheal 24/7. Funny since they nerfed a ton of the other abilities in damage.

    Gw1 spikeweed supremacy!
  • Time to snare enemies with weeds!

    SPIKEWEED

    Spikeweed for the Chomper is an ability that places Spikeweed at your current location in the GW series, or throws it out in BFN. This Spikeweed then sets up in the location that it landed, and becomes a trap that traps enemies and negates them from moving, attacking or using abilities, as well as dealing about 50 damage to them, while trapped. This can mean for easy vanquishes for your team, and in the GW series, Chomper can actually eat an enemy for any reason while they are trapped in Spikeweed, however in BFN, this is not the case. This ability can stack up to 3 stacks at a time, and you can have about up to 4 placed at a time. You gain a charge of Spikeweed back if you eat an enemy using it. I think this ability is really cool, I like the idea of being able to place traps as you can especially take advantage of them in certain areas or even try to blend them into the background. It can make defending areas much easier and it supports your team to an extent if you snare an enemy.

    GW Alternate Abilities

    Spiky Spikeweed: This ability creates Spikeweeds that deal more damage, about 70 instead of 50, and traps the enemy for longer, however you only have to 2 stacks at a time and you are more limited to how many you can have placed down at a time. It can be a bit easier to notice, but the difference is quite minimal. This can be good as enemies that you trap with this ability are much more likely to be vanquished due to extra damage and trap time, although it has no changed effect with being able to still eat enemies and whatnot, although using this ability reduces the stacks you can hold and the amount you can have placed, so be mindful of that. I do not mind this ability, although the damage change can be quite minimal and the longer enemy trap time may not always come in handy, as well as less stacks and uses, although the extra benefits can be utilised in some situations.

    Chesterweed: This ability is only available in GW. This ability allows Chomper to eat and digest any enemy who was caught by this variant of Spikeweed more quickly, leaving him less vulnerable after a successful eat, as well as dealing increased damage like the Spiky Spikeweed, although you can only have up to 2 stacks at a time and you are more limited to how many of these can be placed at a time. It can be spotted easily by enemies and destroyed as well, so a strategic placement is useful to make the most out of this ability. I have not used this ability because I have not played the GW game, although this sounds like a lot of fun. It sounds exactly like Spiky Spikeweed except with the additional benefit of being able to digest any enemy you eat when they were caught in this ability much faster, and this basically gives the Chomper an enhanced chance of surviving.

    Vampweed: This ability is only available in GW2 and rarely from Rux, so keep checking his wares often if you would like to purchase it. This ability heals the Chomper that placed it when an enemy gets trapped by this ability, instead of dealing damage to the enemy. This is still greatly useful though as you are still able to eat the enemy as normal and your allies can easily vanquish the trapped enemy. You will also know when you have successfully trapped an enemy, although if your health is full at the time, you will not heal. I love this ability, I prefer the healing aspect and I find that there will be times where the damage is not necessary because you will either eat the enemy or your allies will easily vanquish the enemy before it is freed. The healing notification is also great as I will know when I have managed to trap an enemy, which is very nice to know, not always useful but I do not mind at all.

    BFN Alternate Upgrades

    Vampire Spikeweed (1 upgrade point): When your Spikeweed gets destroyed or an enemy gets trapped by it, you are healed as well. Because Spikeweed is not as powerful in this game, you could use this ability and upgrade as a way to gain health by getting your enemies to destroy them or possibly get trapped. You can actually gain overhealth in this way which could be useful if you want to become even more powerful. I really like this upgrade, the healing aspect is great and you do not have to sacrifice damage at all, you can gain overhealth, and enemies destroying your Spikeweeds are not necessarily a bad thing, also it is extremely cheap.

    Symbiosis (2 upgrade points): When you have eaten an enemy, you automatically deploy a Spikeweed, or some multiple Spikeweed, at or near the location of where you vanquished that enemy. These Spikeweeds created in this way last for a limited time before they disappear on their own, unlike the ones made directly with the ability. This is useful if you can eat an enemy near an objective or if you can simply place the Spikeweeds in a good location to make them more effective. I think this upgrade is cool, being able to summon Spikeweeds in more random locations where enemies may not expect it and possibly getting more vanquishes this way seems really cool, and quite a cheap upgrade as well.

    Conclusion

    These abilities can be great and they can be used to defend certain areas, as well as being able to trap enemies to eat them easily or for an easy vanquish for your team even. These can be placed at any time so you can even decide when you want to make use of these Spikeweeds. You could even place them near your team to prevent enemies getting up close and personal with your team. I find this ability can prove to be really useful, since enemies are unable to do anything while trapped, getting successful use out of these abilities can really help you and your allies.

About Plants vs. Zombies™ Franchise Discussion

Zombies trying to enter your house? Keep them in check and discuss the best gardening techniques on the community forum.27,701 PostsLatest Activity: 2 hours ago