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npgibbs's avatar
8 years ago
Solved

Cards that break "the rules" are ruining the game

What are the rules? The tutorial when we play the game for the very first time guides us through the way the game is played.

1. Zombies go first then plants then zombies get a trick round.

2. Heroes have 20 health. First to zero loses.

3. Heroes have 4 super powers. You get 1 at the start and draw more along the way when your block meter is activated.

1. Why does the game give so many workarounds to the order of things?

I used to hate Valkyrie but it took skill so I respected it somewhat. Monument I hate more. It takes no skill. Stall all the way to turn 6+ when you can play some horrible cards, Drop a Momument and a horrible card on it. Win. Frenzy/High Attack/Strike Thru/Your Grandmother doesn't matter. When you are facing a Monument capable Zombie and you are at a high turn you can only pray "I hope he does not have Monument right about now". Then you die.

Being able to play zombies during tricks and attacking during zombie turns are becoming so prevalent that the way cards are designed "because plants go second" breaks the game.

2. Why does the game allow Astro Vera to give plant heroes more than 20 health?

I am a plant only player. I have a screenshot where I dropped 2 Mimes on turn 7 of a flower/heal deck. The zombie player let them live and killed off what he deemed to be a bigger threat (I think Briar Rose so I cannot blame him). I dropped Astro Vera and ended up with 50 health. He conceded (I cannot blame him). This is nonsense.

3. For pete's sake the game is giving out super power conjuring cards like it is candy in October.

The last thing is the block meter just does not work well. It is not consistent the way it handles strings of attacks that activate it.

Espresso Fiesta - Plant will wait if block meter activated and can resume to damage hero.

Strongberry, Punish-Shroom - successive attacks from a single plant are blocked.

Team up plants on a double strike - Is this something new that they treat each plant in the same lane during the bonus attack separately so instead of the second attack not affecting the block meter now it does? And on top of it the second attack is still blocked if the first activates block meter?

I am trying to remember exactly what happened but it involved 2 sportacus cards, both heroes block meter being triggered, zombie hero got to suspend his super power card play (when it is not played or kept yet) while the board reacted to the whole sequence of events and my none of my sportacus landing a damaging blow (all got eaten by block meter). I think what happened is zombie hero played a trick and sportacus 1 attacked and activated block. Sportacus 2 attacked and block was still activate. Zombie hero played superpower and that took effect which triggered sportacus 1 and 2 again but both attacks were still blocked. I think that is what happened. That makes no sense.

I do not know why EA finds it necessary to create these cards. Aren't cards like kitchen sink zombie and dragon fruit enough?


  • @npgibbs wrote:

    2. Why does the game allow Astro Vera to give plant heroes more than 20 health?


    you name  many things in this post, let's reduce it a little, with this, we have already talked about Astro Vera (and many others):

    https://answers.ea.com/t5/General-Discussion/Astro-Vera-shouldn-t-break-the-20-health-limit/m-p/6620017/highlight/true#M11417

    This may be the weak point of this game, it's nobody's fault, but as the number of cards grows and grows, the combos grow, and it will become increasingly difficult to control, although the devs do everything possible to keep it aside. yes it is true that these cards break somewhat patience, but we have all enjoyed them, at some point you enjoy some legendaries, of any class, that you have liked to try to play, there is a fun that is worth experiencing ...  just an opinion

    it is possible that there is a nerfing for Monument, who knows...

7 Replies


  • @npgibbs wrote:

    2. Why does the game allow Astro Vera to give plant heroes more than 20 health?


    you name  many things in this post, let's reduce it a little, with this, we have already talked about Astro Vera (and many others):

    https://answers.ea.com/t5/General-Discussion/Astro-Vera-shouldn-t-break-the-20-health-limit/m-p/6620017/highlight/true#M11417

    This may be the weak point of this game, it's nobody's fault, but as the number of cards grows and grows, the combos grow, and it will become increasingly difficult to control, although the devs do everything possible to keep it aside. yes it is true that these cards break somewhat patience, but we have all enjoyed them, at some point you enjoy some legendaries, of any class, that you have liked to try to play, there is a fun that is worth experiencing ...  just an opinion

    it is possible that there is a nerfing for Monument, who knows...

  • Anonymous's avatar
    Anonymous
    8 years ago

    Mustache Monument definitely deserves a nerf.

    Heartichoke + Astro Vera is a devastating combination. I get desiluted every time I lose that way.

  • npgibbs's avatar
    npgibbs
    8 years ago

    There are so many dynamics in the game that EA does not need to create cards that go against the general principles of the game.

    Bounce, Bullseye, Team Up, Strike Through, Deadly, Gravestone, Heal, Overshoot, Untrickable, Armored, Frenzy, Environment, Conjure, Increase Attack/Defense, Freeze, Fusion and on and on. They do not have to resort to these kinds of cards.

    I am not whining that these cards are over-powered; you have to have some guts as a zombie player to have a Teleportation Zombie on the board, pass without using a single brain because you are expecting him to survive the plant turn. It does come with risk. But it is an unnecessary card that alters the way the game is designed and all the cards.

    Tennis Champ is a 4/1 Zombie for 1 Brain. Boy Choy is the counterpart. The reason is plants go second. So now when zombies can play zombies second where does that leave the game?

    I will start another thread on the lousy way the game handles multi-attacks that activate block meter.

  • npgibbs's avatar
    npgibbs
    8 years ago
    I have won many games because of it and I will sign any petition to just get rid of Heartichoke. Zero cost l'il buddy just makes it worse. If I see the zombie hero is going to block a 10 hit Astro Vera I drop a lil buddy first.
  • This is a screenshot of the game I played 3 Astro Veras.


  • @npgibbswrote:
    I have won many games because of it and I will sign any petition to just get rid of Heartichoke. Zero cost l'il buddy just makes it worse. If I see the zombie hero is going to block a 10 hit Astro Vera I drop a lil buddy first.

    healing is the most popular in this set, it has become the meta. Sneezing Zombie can help you with this, It's not the big deal, but something does.

    i agree that there are certain cards that mess up the game a lot, like teleport, I think I mentioned it a while ago, because then now we need a plant card that stops a little teleport. but as I was saying, the excitement of having some legendary with great skills also moves players a lot, most legendary players have that degree of break with those rules of the game that you mention. Although they have high costs, the detail is when you do not manage to finish the battle and enter advanced turns, and you see Cornucopia, Octo Zombie (eternally bounce) and all those who make their game look unbalanced. 

    lately I've been having fun with a deck of simple Goats and pets, and I finish the games really fast, and that I do not recognize myself as a zombie player, but that deck amuses me lol

  • npgibbs's avatar
    npgibbs
    8 years ago
    You can have a legendary do cool things without breaking the dynamics of the game.

    Look at Pecanolith. That alters the entire way the game is played as long as it is on the board yet it evenly applies it to both sides thus you never hear anyone saying omg nerf it.

    Warlord is the most ridiculous legendary in the entire game in terms of what it does. Why would EA create a card that boosts every single card current and future? It is so unreasonable. Gargantuar Mime, Binary Stars, Supernova Gargantuar, Mondo Bronto all have cool effects without crossing the line of sensible/illogical.

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