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JamesPond411's avatar
6 years ago

Complete Gameplay/Character Breakdown 2.0 Part 1

Ohaider this is A Bowl Of Cereal again first post since the Closed Alpha codename: Picnic. I have played all 3 games the 2nd one I put near 600 hours into I know what i'm talking about. Will be discussing Gameplay before we get into the actual characters which I did in order by my personal tier ranking. Gameplay came first cause it applies to all characters and if stuff like elements and certain Variant abilities come back it will be useful in the long run.

I cannot play this game as long as I could GW2 because movement, map size, aim, lack of abilities and health regeneration. I’m only playing single player cause that’s actually fun. This is 43 pages on Microsoft Word because I added a few things for some characters was working on GW2 before this so be prepared. My discord is A Bowl Of Cereal been giving feedback on the game for some time now it is not very polished had to rush before they did something stupid in the balance patch.

First of all aiming is horrible compared to GW2, Maps are really really small you cannot snipe at all and them introducing Dashing would have made sense for large maps but instead their really condensed. Healing I don’t like at all it’s so fast you don’t have to lay low anymore when injured you weren’t dead but would have to stay out of combat or you cannot have as much of an impact as you could before so healers are basically useless now. Elemental and different types of Variants are gone which I like but you cannot switch weapon types anymore because of it and All Characters should have a primary for close to mid range and secondary for long range it’s not fair that only a few have this ability and this includes passives like a double jump. Upgrades are bad they should have just separated them 5 points for you Character and Weapon Upgrades, Upgrades are also based on your class type Offense, Defense and Support have unique upgrades that only they can use. I will fix these individually before we get to the Characters themselves.

Also you guys naming this game “Battle for Neighborville” probably hurt its chances at potential expansion. Is Neighborville the same place the previous 2 games were based in? If not we may never see the old maps again yet some look extremely similar but extremely small either the characters got bigger or the maps just strunk.

<(Gameplay)>

(Character Designs) This game took a step down to look more cartoony than realistic GW2 the a perfect mix. I hate these new designs only ones I like is Sunflower doesn’t look like a serial killer with that smile and Cactus looks better. Peashooter looks so nervous because of those caveman eyebrows when he was so confident, Rose is just ugly now, Citron doesn’t look as peeled, juicy and without the shades not as fresh, Cactus, Corn and Chomper are alright though but my Peashooter and Rose will always have eye wear on I cannot stand their new looks. I did grow to like Rose’s new design though it’s not as bad but Peashooter’s face will always be hidden. As for the Zombies some look even bonier or some like the Engineer and All-Star are just fat now. This is another problem Plants remain small while Zombies got even bigger it is hard to aim at Plants while Zombies is even easier now you guys have to reverse this.

(Movement and Jump Height) Please reverse it to Garden Warfare 2 you jump so high hard to hit jumpers and you move at half the speed normally now cause Dashing exist game doesn’t feel the same cause of this.

(Dashing) Should have acceleration and slow down to attack so you’re not at top speed to begin with and jumping out of dash has landing cooldown right now Dash Jumping is faster than Dashing itself and can escape situations you would need to use an ability for it’s really cheap but having acceleration should fix it and ending your dash takes longer so you cannot attack immediately anymore so the (Ready Up) upgrade would actually matter. Dashing is also too exaggerated for most Cactus and Corn on the Plants side, Captain Deadbeard and Imp on the Zombies side looks the strangest. Sunflower, Nightcap and the Scientist look perfect.

(Health Regeneration) Should not heal while dashing and slow it down like how it was in Garden Warfare 2 right now Healers are irrelevant unless you are in constant combat and you no longer have to lay low since you heal so fast you can be at full force basically all the time which I do not like. Also remove opponent health bars you can only see their health after they take you down.

(Aiming) Shots that you would think would hit don’t and missed shots connect I don’t understand. Maybe it’s the camera angle or something? Change it back to Garden Warfare 2 it’s just really bad now.

(Critical Hits) Gotta remove this or change it into something else other than Headshots, Why? Plants are mostly all Head so they take bonus damage all the time while Zombies actually have bodies.

(Revival) Allow us to say were on our way to try and revive somebody before they respawn I always get there either on time or a second late and they respawn as I was reviving them. I do like how there’s a timer when reviving so you don’t have to start over again if you cancel it, you can move while reviving so you’re not so easy to pick off and you don’t have to hold to revive so you can actually aim normally but doesn’t work like that all the time for some reason.

(Overhealth) Overhealing should drop overtime so they aren’t at 25% bonus health or more if you died a lot unless damaged it’s really cheap rewarding you for being bad if it’s not from a healer.

(Primary and Secondary) Every Character should have changeable Primary and Secondaries instead of only a few. Primary for close to mid range Secondary while zoomed for long range. I said changeable if you want to use a Pea Silencer or Plasma Shot as your secondary Variants are gone but can still be added to change your weapon at least not your appearance plants were light bulbs with an elemental while Zombies got to blend in wasn’t fair this way I like a lot more and I don’t want to have to level every single variant now it’s only the Character. I was glad Variants were removed to be honest though. All character’s should have a double jump as well so everything’s fair.

(Upgrades) Some of these new upgrades are overpowered like Vampire or Vamparic or useless like Ready Up and Refreshing Revive or Combo. Separate these 5 points for Character and Weapon Upgrades.

(Character Upgrades) Speed, Health, Elemental Resistance and character specific passives.

(Weapon Upgrades) Damage, Ammo, firing speed and an Elemental with a 25% damage drop off to offset.

(Elements and Attributes) If you use a weapon with a elemental or attribute upgrade these will apply to each. All elements should act like Ice the more you put on them the stronger the effect. Right now you can just snipe with Fire for a guaranteed 20 damage on top of the projectile’s damage. Same goes for all other elements that aren’t Ice maximum elemental effects immediately. Vampire I’m not sure is an element while Piercing I know isn’t one. Your weapon determines how many shots it will take for maximum elemental effects machine guns can freeze you so fast in GW2 so cheap.

Fire: Last longer and deals more damage the more flames you put on them 1 to 5 damage every second for 5 seconds total.

Toxic: Basically Fire that spreads but weaker does 1 to 3 damage every second for up to 5 seconds

Electricity: Deals more damage and area of effect is stronger based on how much electricity you put into the primary opponent. Damage and range varies based on the type of weapon Machine guns gather faster but weaker than single shots.

Ice: Should do the same thing but do not completely freeze them just slow them down and jam their weapon. Basically make it act like Goop and disable their abilities at maximum freeze. Also double the amount of ammunition needed to freeze foes with weapons with a lot of ammo machine guns freeze you so fast right now.

Splash With All Elements: You can only inflict elemental effects if you hit an opponent directly splash shouldn’t be able to that’s over powered, Fire and Toxic Peashooter and the Electrician, Welder and Sanitation Expert should now be balanced with this change and not get 20 every match.

Vampire: Vampire type characters are over powered because they drain half of the damage dealt as health. A Vampire Sunflower can go 1 on 1 with an Imp Robot and win it’s ridiculous. This should drain 10% to 50% damage dealt as health based on the amount of attacks to wound them so you can drain more health overtime not half all the time every single hit. Don’t really know if this is an element to be honest few characters have it.

Piercing: Projectiles can pierce through opponents to hit anyone behind them. This is not an element but some weapons do have this ability so I added it here just in case.

(Fertilizer and Brainz Meter) This should act like (Party Modes) Add a (Fertilizer) meter for Plants and (Brainz) meter for Zombies instead of only Party and certain other variants in GW2 having it, it’s basically a transformation Final Smash. This should boost Attack, Defense and Speed for 15 seconds. And can be charged based on damage dealt, damage taken, health healed, revives and vanquishes. You should be able to use it manually not activated automatically and while in this mode you cannot charge it by any means. You mustn’t take damage for 5 seconds before you can activate this so you can’t use it in the middle of a fight as Captain Jack Sparrow says “Wait for the opportune moment”. Basically Plants get high and Zombies get smarter increasing their attributes momentarily.

(Maps) They are so small you cannot snipe, classes with a lot of mobility don’t matter anymore and melee classes are really good. With dashing introduced I would have thought that would make getting around easier but instead everything in the game is so condensed. Bring back the old maps and make the current ones larger.

(Mini Map) GW2 would show where the enemy were this game barely gives you any feedback where your team is and you run into the enemy instead only Sunflower and Scientist knows where your team is and who is in danger to find the destination where the battle is going down instead of just when one gets knocked down.

(Ingame Music) You guys have some really groovy tunes but don’t use it for some reason only in Ops is some of them used. Like in the original games as the score increases, time or objectives get captured the intensity should too.

(Lobby) While waiting please increase time to 45 to 1 minute so you have time to think, buy stuff and look at scores also Please bring back Garden Warfare 1’s “Lounge Lizard” that song has so much groove to it I hate this elevator music.

<(Characters)>

I will cover all 20 characters weapon and abilities I was working on Garden Warfare 2 so the Original Plants have extra Abilities didn’t quite get to the Zombies yet and I need to finish this before they make that balance update I did not touch any of my new abilities just copy and pasted some were unfinished some were made into abilities in this game like (Jinx) was. A lot and I mean A lot of characters weapons that are bad now will be good once they fix aiming that should be their top priority I don’t know what they did with the camera angle from GW2 to this game but it’s really irritating even shooting still targets is a problem. And yeah I will mention the Closed Alpha codename Picnic from what I can remember it was only open for like a week. They focused primarily on Abilities and a few primary weapons damage from what I see again I’ll try and callout what’s changed. I don’t care what people say every character in this game is playable Corn is not bad at all neither is the Foot Soldier if you just play to their strengths.

<(Peashooter)>

My GW2 Main I used the (Ice Pea) variant I had the best look for him too. He was never a crowd controller to me he was a scout only did 10 splash damage and you had to hit your shots to be an effective Peashooter and they could just separate to avoid your splash Rose was the true crowd controller with (Time Snare) and (Goatify)

(Pea Cannon) Cannot 3 shot most characters like it did in alpha dealing 36 direct hit damage but it takes 1 extra pea at 24 damage I would increase it to 25 on direct hit and splash damage ranges from 15 to 5 based on distance from the splash and should splash off of opponents so you don’t have to intentionally miss anymore.

(Secondary) I would probably go for a (Plasmic Disruptor) fire normally when zoomed for a faster accurate projectile but weaker charge for massive splash damage and range.

(Chili Bean Bomb) It’s balanced without dash jumping to get away should be fair.

(Pea Gatling) No longer has 150 shots like in the Alpha test now it’s back down to 100 still destroys opponents dealing really high damage at a rapid rate with little recoil but no longer has armor even though he still puts the helmet on. He roots and unroots faster so that’s a plus armor didn’t really do much anyway and a (ZPG) still 1 shots you cheaply.

(Pea Suped) Increases all speed movement, jump height, firing speed and you can hover to make use of Splash Damage without high ground. It’s good but I miss the original (Hyper).

(New Abilities)

(New 1)-(Extreme Hyper) This cannot jump high but has double the movement speed and you can run over zombies like the (Jackhammer).

(New 1)-(Rocket Pea) Blast a large pea below that deals high splash damage and propels you upwards like a (Rocket Jump).

(New 1)-(Propelled Rocket Pea) Same as Rocket Pea but can be used to jump in any direction instead of just above but does half damage and can be used twice. If moving forward or backwards before using it has increased distance to approach or retreat.

(New 2)-(Mobile Pea Gatling) Allows you to move 25% you’re normal movement speed while using Pea Gatling but you only have 50 shots dealing half damage but easier to avoid projectiles since you can move so (ZPG’s) are harder to land on you and provide cover fire.

(New 2)-(Peapod Cannon) Instead of rapid fire he can shoot 5 large peas that do heavy splash damage and increased range like the Pirate’s (Cannon Rodeo) deals 50 direct hit damage 25 splash.

(New 2)-(Pea Rocket) Shoots a single large Pea and should work just like a (ZPG).

(New 3)-(Iceberg Lettuce) Deals a small amount of damage and freezes Zombies instantly for 3 seconds. This is one of my favorite plants in the normal game cost nothing but its plant food effects were very powerful shouldn’t have long cooldown.

(New 3)-(Strawburst) Shoots a strawberry that explodes on impact and can be arced to increase its range. It grows every 5 seconds fully charged after 30 seconds charging also allows you to shoot it further and increases damage. Can be shot every 5 seconds dealing 20 splash damage 40 for direct hits but at full charge after 30 seconds it deals 75 splash 125 direct hit damage.

<(Sunflower)>

My GW1 Main I used the (Sun Pharoah) She was the only Plant that could heal past half health that game was really crippling because of that. She no longer has the best machine gun in the game dropped from 9 damage to 5 you have 50 shots but slow firing speed, All abilities got upgrades she is the sun now so she’s a mobile healer at all times and (Sun Beam) is stronger so it’s worth using. Not sure why but Supports points took a huge hit from the Alpha test they prioritized offense now but supports when played effectively have a huge impact some don’t show up in the stats.

(Sun Pulse) Does 5 instead of 9 damage so she is now a true support but still has 50 shots at a slow rate of fire but accurate.

(Secondary) I would use the (Cobra Laser) 3 shot burst (Sun Pharoah) was my favorite Sunflower.

(Heal Beam) Can now overheal about 25% their max health and heals so much faster which I do not like but fast healing is what this game is so this move heals fast too.

(Sun Beam) It’s decent now roots and unroots faster, deals 11 damage but has less ammo than (Pea Gatling) but do not stay rooted for long low health.

(Sunny Side Up) Replacing (Heal Flower) you are the flower now so you can be mobile and drop sun to heal while using (Heal Beam) and you can still shoot major upgrade and can be used up to 3 times. The sun still needs to homing more on the nearest weakest plant though instead of having to walk over the sun drop pebbles. I would drop less and the sun drops are larger to restore more health and homing more plus easier to see and pick up.

(New Abilities) Again this was for GW2 so I was using potted plants but now Sunflower is the plant they may change those ones to (Sunny Side Up’s) slot and use Sunflower herself. I’m really gonna miss my Dark Flower.

(New 1)-(Multi Heal Beam) You can heal up to 3 plants at once but only 1 health instead of 2.

(New 1)-(Sun Nova) Blast sun around herself once to heal 25 health to all Plants within its range and knock zombies back dealing 10 damage cool down is 5 seconds. This is a defensive healing move if they get in your face you can knock opponents back and heal a group of teammates at the same time every 5 seconds.

(New 1)-(Fertilizer Charge Beam) Uses a green beam to charge your targeted teammates (Fertilizer) meter if you charge for a whole minute they are fully charged but you cannot heal with this teammates will get powered up quickly though. This could have been a move for Rose since she is more of an offensive support character but I’ve never seen her use a beam Zombies have a goat that can though so it would be fair but I’m keeping it here for now.

(New 2)-(Sun-Shroom) Slower than the flowers but grows up over time giving 10 to  50 sun at once last longer has low health to start but grows up with more health and increases the amount of sun but slower. Last 60 seconds health starts at 25 maxes at 125 cool down is 30 seconds once it goes down. Best to place this early behind cover so it can grow up.

(New 2)-(Gold Bloom) Produces a burst of sun immediately to heal a lot of health quickly but only last about 3 seconds gives out 300 sun cool down is 60 seconds.

(New 2)-(Moonflower) Increases the damage of all plants around it by 50% and has 50 health. Last 30 seconds cool down is 45 seconds.

(New 3)-(Blover) Plants and spins her petals at a rapid rate to push zombies back dealing 5 damage while being pushed they cannot move if you focus air pressure on them this should be used for defensive purposes only for zombies that get in your face like Scientist, Super Heros and All-Stars not that they can’t get right back in your face though because they can just sprint and teleport right afterwards. If in the right position you can push them off cliffs and can push dangerous abilities like (Imp Punts) away and push (ZPGs) off course. This has limited range and the closer they are the stronger the push it last if fired repeatedly 10 seconds cool down is 30 no armor cause no helmet and you cannot move.

(New 3)-(Sun Bean) Tosses a Sun Bean that heals all teammates for 50 health instantly when it explodes after 5 seconds cool down is 45 seconds. Our (Mega Heal Bomb).

(New 3)-(Solar Tomato) Plants a Solar Tomato that grows overtime has 50 health for 5 seconds before creating a large blast of sun to deal 50 damage to Zombies and heal 100 health to all nearby plants cool down is 60 seconds. Use this behind cover since it can be destroyed to heal entire groups or if they barge in it can act like a grenade if it goes off that is but it’s weak. A (Sun Bean) with offense basically but can only be planted at the spot cannot move and takes a while to activate.

<(Acorn and Oak)>

Our Imp but doesn’t have the same amount of fire power and space control but when they go into (Oak) (Z-Mech) Mode and a bunch of other (Acorns) climb on they are pretty much invincible. I hate team characters first of all, Has better fire power now, a bomb and a dash to get out of trouble.

(Shell Shot) Firing rate is much better it deals about as much damage as Corn’s primary now again once aim is fixed it will be good.

(Secondary) No idea.

(Sap Trap) Just a manual grenade sticks to Zombies and objects so if you have one attached to you do the right thing and suicide don’t bring this bomb to your teammates impossible to get rid of right now. Deals 65 to 15 damage.

(Acorn Dash) Acts like (Warp) but has max distance and can only be used once.

(Invoke Oak) This should only be able to be used without taking damage for 5 seconds right now if they are at low health like the Imp they will use this for an instant 400 health bail out. Also give this the same amount of cooldown on respawn and taking damage while singing interrupts this.

(Oak) Instead of rapid fire that a Z-Mech has he shoots logs with splash damage. I don’t agree with but 3 other (Acorns) can get on his head so he kinda has eyes all around plus the extra fire power since they are independent. They also have an extra skill to heal (Oak) which is broken if used right I explain later. If you actually manage to take him down in that state you get like 4 Vanquishes unreviveable. Please do not allow revives while in Oak form.

(Wood Greif) Fires either a large log or a ball of wood high damage and splash range.

(Treetop Turret) Passengers can shoot independently on top of Oak which is why he has eyes in just about every direction if they shoot it will alert him in that direction.

(Treeject) Acorns eject from Oak but he doesn’t explode like a Z-Mech would which he should. Other (Acorns) just get off his head Oak only goes down if the original (Acorn) ejects. The original Acorn cannot eject unless you don’t take damage for 5 seconds so you cannot escape if you go in too deep you go down with it.

(Lumber Support) This is really broken (Acorns) can heal (Oak) from like no health back to full if multiple (Acorns) use this at the same time instantly it is just impossible to stop this should heal slowly not that much health that fast I think they fixed this but haven’t seen this used with a whole trio yet since Alpha.

(Super Sap Trap) A larger more dangerous sticky bomb that you really shouldn’t bring to your team.

(Roll for Damage) Rolls multiple hollow logs across the ground deals decent damage and penetrates.

<(Engineer)>

Out of all the characters from Alpha and GW2 he has gotten the most changes no idea why he is in the support roll he deals so much damage, has a turret that auto aims and increases firing speed and (Double Time) increases speed since Dashing exist his (Jackhammer) would be useless but he can now just dash and be invincible to chomps forever. Why are support Zombies always the best ones? He is Defensive borderline top Offensive Zombie. He is much fatter in this game but overall looks better but he didn’t have to be so fat everyone else looks like they lost weight excluding the All-Star.

(Concrete Launcher) Are they sure this is really concrete? They now work exactly like TF2’s Demoman’s “Grenade Launcher” seeing his playstyle now this is an Upgrade deals extremely heavy splash damage this needs a nerf.

(Secondary) No idea.

(Heavy Helper) Replacing his (Big Bolt Blaster) but it is the same move he’s just not controlling it manually. This is now a “Sentry” that auto fires at plants within range and applies an attack speed buff to every Zombie within the red ring Defensive Upgrade Offensive Degrade.

(Bullhorn Swarm) This used to put up a wall of (Sonic Mines) that homing stunning plants that get within range and deals a small amount of damage you can seal off entire rooms with this it’s his best ability if you combo this with (Heavy Helper) gonna destroy any plant that comes by. This is still over powered instead of a wall it’s in a smaller area and deals no damage but because of the amount of horns it stuns you for a really long time. I rather him just throw or plant the mines this is over powered and I don’t know how to fix it other than decrease the amount of horns so your stunned for a shorter time than 5 seconds.

(Double Time) Replacing his very useful (Jackhammer) it’s now his dash but cannot trample plants. Puts down a pad that briefly boost movement speed of all Zombies that walk over it. Teammates can use it offensively you should use it to escape you’re not just going to chase a Plant when you have all these barriers setup over here are you?

<(Imp)>

This was to me the 2nd best Zombie in GW2 he was so small, had a double jump which was extremely strong in space cause of low gravity, really high fire power, (Gravity Grenade) allowed the whole team to focus fire since it gathered them in one spot in the air if you had splash damage this was just unfair, (Impkata) didn’t have to aim at all did so much damage and could take out so many Plants and then he has his (Z-Mech) Plants had nothing at all to counter it so much health and damage taking on  or more at a time was an impossibility. This had to be their favorite Zombie every variant had a different (Z-Mech) just bruh.

(Imp Blasters) Slower fire rate and damage I would increase fire rate and keep the lower damage to be fair Degraded.

(Secondary) No idea he dual wields already.

(Gravity Grenade) Oh come on now this used to be over powered now it’s barely even a shell of itself. Revert it back to it’s original do not lift Plants in the air just make the gravity inside the barrier slow Plants down and last 3 seconds. The move the way it is now is a really condensed orb that traps a plant inside Degraded hard.

(Impkata) I like the way the fixed this move now you have to be within the ring to deal damage and it doesn’t focus fire for up to 300 damage anymore this was the ultimate no aim move Degrade but fair.

(Robo Call) Calls his (Z-Mech) Like (Invoke Oak) you should only be able to call this after 5 seconds without taking damage so it cannot be used as a bailout taking damage while calling cancels it interrupts your phone call.

(Z-Mech) It’s even larger and easier to hit and probably has less health its new design is ugly Degrade. Do not allow revives while in one doesn’t make any sense

(Robo Blaster) Not sure but it feels weaker and fires slower Degrade.

(Explosive Escape) The same but I would only allow ejecting without taking damage for 5 seconds you go down with your robot if you go in too deep.

(Robo Stomp) About the same to me not as strong anymore and short ranged area attack knocks Plants back.

(Missile Madness) It’s slower and less missiles I believe Degrade but fair.

<(Nightcap)>

This is our Imp but has much less offense no (Z-Mech) or (Gravity Grenade) to focus fire with and overall deals less damage with their primary. And no she is not over powered but it is a problem if you have to worry about a character so much but it’s just 1 move. 2 of her abilities are only for stealth her only offensive Ability is (Fungfu) which everybody hates there are much more characters with a lot more fire power. If the Zombies had a character with Splash Damage which is how you deal with Imps you can shut this character down but the Engineer doesn’t exactly have the same type of projectile anymore it works like the Demoman from TF2’s “Grenade Launcher”. I really don’t understand how people get so mad when Imp can do everything she can just better and has a (Z-Mech) so not as fragile. This is an assassin go into the shadows, find low health opponents and finish them off then dip you do not want to be on the front lines with that low of health.

(Spore Strike) Should do 10 damage, needs damage drop off at range and 20 ammo. It’s a 3 damage nerf but you get a few more shots but at range it deals less damage like everyone else.

(Secondary) I would make Spore Strike her Secondary and give her rapid melee attacks as a primary but that low health really concerns me.

(Casting Shadows) This is our (Super Stink Cloud) but slows instead of damaging Zombies and it’s a great support move for revives or defending a rooted Plant Zombies can’t see exactly where they are or how many are hidden but a bomb can enter and destroy everyone inside which would be tragic.

(Shadow Sneak) You should be able to activate this twice to extend time in the shadows instead of having to reappear without using a (Shadow Dome). You are not invincible use this to close distances undetected to use (Fungfu) or escape but they can see your footsteps don’t move predictably.

(Fung Fu) Has so much more range than in the Alpha test it still takes awhile to start and can be easily dash jumped out of to avoid it completely. I would give her invincibility during cause you can still damage her during somehow even though she’s striking in a star pattern at lightning speed. Think of it as an inside (Impkata) but you cannot move or hit multiple opponents usually only 1.

<(Space Cadet)>

This is my favorite Zombie she is low key the best one. Her fire power was hit from 9 to 5, You can now move normally with (Big Bang Beam) finally was really hard to use before you can snipe with that, (Gravity Smash) is still difficult to use have to be so precise but following real players is difficult plus if they dash you can’t keep them under you has low splash damage while Space Station can turn her into a tank doubles your health one ability increases firing speed of a minor big bang beam the other just destroys everything it’s a vaporizer ray deals 20 damage rapidly and last a really long time just destroys Oaks but is difficult if there is a room you cannot move out of it cause I still hate these small maps. I was able to complete every single thing with Space Cadet alone in Weirding Woods so far having that Space Station is what makes her over powered and that includes every Gnome Challenge.

(Cosmo Shot) Deals 5 instead of 9 damage which is fair I think it has homing but I don’t really see it.

(Secondary) Maybe an actual laser beam?

(Gravity Smash) Like I said difficult to use it needs more splash damage and range if you miss a direct hit which is likely.

(Big Bang Beam) Deals 100 damage I don’t know why you wouldn’t use the upgrade that deals damage while the laser is charging it should work like that by default so if you do miss at least you did some damage.

(Station Inflation) I really don’t like team classes but anyway this ability doubles your current health allowing you to become a tank giving you a vaporizer ray and a movement/attack speed buff but this is no (Z-Mech). This can be used to avoid being Chomped as well. I really would rather remove this and replace it with (Crater Maker) she’s really strong if you use your (Space Station) and regular modes frequently it doubles your current health and you basically get a refresh with new abilities immediately and that’s just solo with a good passenger team we’ve got a big problem.

(Space Force) Increases rate of fire of your minor big bang beam deals 7 damage about 3 hits it feels like and you move a little faster.

(Escape Pod) Transform back to normal.

(Crater Maker) Your vaporizer beam but like before small maps small rooms can trap you inside while using this but it is a boss destroyer deals 20 to 24 damage rapidly and you move faster.

(Passenger Abilities)

(Asteroid Shield) This is good blocks damage but upgrades make this over powered.

(Escape Pod) Detach from the main (Space Station).

(Hands-On Torpedo) Remote controlled missile if I were to team I would use this then detach

<(Super Brainz)>

He feels even stronger in this game cause maps are so small and instead of a laser he has that giant fist projectile that does 80 damage and it doesn’t take long to charge, his melee attacks are a little slower but still does massive damage. (Turbo Twister) is a fast damage dealer now doesn’t last long, (Heroic Kick) was replaced with (Super Thump Punch) which sucks Plants closer with the shockwave for some unknown reason and (Super Ultra Ball) deals massive splash damage it’s really strong now direct hits in GW2 were weak now it’s a (ZPG) 2.0.

(Heroic Fist) Bruh this energy punch needs to take longer to charge it’s 80 damage the good Super Brainz don’t even use his melee attacks anymore they just charge this then use his melee attacks as a finisher. Change this to his secondary so he cannot move as fast so his (Heroic Fist) will be his primary and will lose his shield which should be a ability. Only bad thing is the energy punch does lack range he could use it but damage has to drop off on distance.

(Turbo Twister) Really fast now but weak at the same time it needs a buff I wouldn’t use this move at all right now. Change it back.

(Super Ultra Ball) Lower damage to about 50 and splash should do 25 it’s way too strong right now.

(Hyper Jump Thump) This should knock them away not suck them inside makes no sense should be a powerful explosive diving punch it’s so weak right now but since it sucks you in it’s hard to escape his melee attacks.

<(80s Action Hero)>

The man carries around his own camera and makes a bow out of it’s film I’m like bruh he be filming his own stunts while styling on you. I gotta watch an 80s action movie other than Die Hard to understand this guy and he has the best new Zombie design he doesn’t even look like a Zombie to be honest must have been infected recently. He can be offensive or defensive and attack from the sky most versatile character in the game to me. I love this guy but he’s over powered really hard to shutdown. (Rocket Ride) can just ruin Plants day unless they look up you’re an open target but still deals heavy damage to groups, (Dynamic Dodge) is only really good for escaping but doesn’t go that far and (Can’t-Miss-ile) is good at range but not that strong.

(Bow Blaster) This acts like a Shotgun that can be charged to become a focused Sniper dealing 65 instead of 70 damage he’s a better Sniper than Captain Deadbeard right now they charge at about the same speed and he has no ammo nor can overheat. I would change damage to 15, 30 then 50 fully charged and can overheat. Right now you can shoot him but he’ll out aim and damage you for sure right now since he doesn’t have to use a scope taking damage with one ruins your aim. This move is a Primary and Secondary in 1 since you can charge to focus the arrows increasing damage.

(Dynamic Dodge) Does a flip or roll in any direction leaving weak TNT to make it look awesome on tape. Really just for movement TNT doesn’t do much it feels stronger now though.

(Rocket Ride) Jumps above playing heroic music while he shoots rockets at Plants strong but you’re an open target if they look up it’s like a manual airstrike I would probably change it to him doing a back flip launching the large rocket that he’s sitting on so he isn’t exposed like that. But on the other hand he can aim at multiple opponents if they dodged the 1 rocket probably have to make those separate Abilities. I’ve heard you can also just stand under him to avoid this completely he cannot shoot straight downwards if that’s the case.

(Can’t-Miss-ile) Homing missiles if within range but like Rose cover really shuts down this move I don’t see this used often because maps are so close quarters so there’s a lot of cover plus dashing exist but there’s some 3 mark system this has I don’t understand it but allows this to literally do a U turn and hit opponents around corners.

<(Electric Slide)>

This is a Defensive Character not offensive (Funky Bouncer) literally pushes them back while (Outta Fight) gives you invincibility to retreat (Disco Tornado) is a space controller I would have put her in Support to be honest. If aim is fixed (Boogie Bolt) maybe to powerful. This and Snapdragon seems to be the only characters that default as a elemental variant.

(Boogie Bolt) This is single shot projectiles that can chain because it is electricity deals really decent damage at 11 to 9 a shot I would lower it a bit.

(Secondary) Probably give her a beam of electricity like Super Brainz used to have.

(Funky Bouncer) Currently a better (Gravity Grenade) traps plants inside while pushing them back less glitchy when caught inside now defensive move.

(Disco Tornado) Sends an electric tornado forward that can be expanded for more area damage it makes a good combo with (Funky Bouncer) or take out groups of Plants trying to revive this is really strong people probably will get mad but it’s a ranged (Fungfu).

(Outta Fight) Basically the Scientist (Energy Warp) really slow you can be easily followed and cornered but you can also heal while this is active which is unfair I would remove that capability.

<(Snapdragon)>

Should never had been made into a character should have been an alternate to Chomper he stole his Breath attacks and I’m not happy about it. I will address his moves but will not comment much further he just took an unnecessary roster spot.

(Flame Blower) Breath attacks got their range increased finally but deals less damage to offset I think this can penetrate as well. Upgrade either way and has a projectile while zoomed the fire ball is larger than Chomper’s but travels in an arc so it has weight to it.

(Blazing Trail) This can create a wall of flames to seal off a room and disrupt vision stepping into the fire does heavy damage or getting hit by the ball of flames creating the trail deals really high damage hurts.

(Blue Blazes) Homing fireball deals 75 direct hit damage really slow travel speed so if you do not dash in front of it will miss.

(Swoop Slam) It’s basically (Super Brainz) (Hyper Jump Thump) but I think is stronger on useful to get in and out of battles but does not pull them closer which actually makes sense.

<(Chomper)>

Chomper received a lot of upgrades and heavy nerfs. Can no longer Chomp from behind only with (Burrow) which is extremely crippling not a sneaky class anymore but now has a projectile while zoomed and bite deals more damage. Lost Breath Attacks to Snapdragon who shouldn’t be in the game and (Goop) is just gone. But can now spit (Spike Weeds) and (Burrow) is faster and quieter. (Grody Goop) is not real (Goop) it’s more like poison in the air but doesn’t act like a smoke screen but is extremely damaging to groups does disable abilities when hit by it though. For real though you really don’t think Chomper could use any of the moves Snapdragon could?

(Primary and Secondary) Bites should deal 35 damage projectile 25 and increase it’s size it’s really small to at least match Snapdragon’s. Those are the upgrades but no chomping from behind is a huge deal I would really like that back plus his breath attacks.

(Spike Weed) Can now be shot so you don’t have to go over to place these now but easier to see and still really small no Zombie is going to walk on that magical spot but with maps this small it happens more often Upgraded but needs twice the range still. When is “Tangle Kelp” actually going to replace this? Works exactly the same way it should just be spikes over a surface that they step or stand on they take damage.

(Burrow) Animation is faster so he cannot be hit while trying to get into the ground and makes less noise so he can now sneak up on Zombies Upgraded.

(Grody Goop) Better damage dealer and space controller but cannot trap zombies to assist teammates and yourself anymore Degraded hard.

(New Abilities)

(New 1)-(Guacodile) Spits one out that can homing and chase a Zombie before biting it for 50 damage and it has a fixed amount of range. It has 50 health so it can be defeated before it reaches its target cool down is 15 seconds.

(New 1)-(Jalapeno Boost) Swallows a Jalapeno to Increase speed like a Hot Rod Chomper for 5 seconds 25 second cool down trade goop for speed.

(New 2)-(Burrow Crater) Burrows knocking nearby foes back dealing around 50 damage going into the ground 25 when he pops back out this burrow it’s better for offense. You can see the trail he can knock zombies away while underground too dealing 10 damage but cannot chomp them it should have a loud noise too. 25 second cool down this is the original burrow but has offensive capabilities cannot Chomp.

(New 2)-(Escape Root) Works like in the game if you are in danger you can use this to teleport back to the original root you can either use this to retreat or if you hide this somewhere behind them you can use it as a surprise attack but only can use 1 at a time and the original root can be found and killed by the Zombies has 50 health. A root last 60 seconds once it is used it has a 25 second cool down unless you let the time run out and it isn’t found by the Zombies.

(New 3)-(Grave Buster) Same as the original (Spike Weed) of this game but grabs them and wraps them bringing them down into the ground slowly and are unreviveable. If you get caught only if other Zombies save you can you avoid this or you shoot it before. Its range should be as small as regular Spike Weeds are now 2 can be active at a time cool down 30 seconds each.

(New 3)-(Extendo Tongue) Uses his tongue like a whip to pull Zombies or Chomper towards an opponent or surface.  To pull Zombies just tap the ability to pull yourself hold the ability down and you can pull yourself toward a Zombie or wall for movement. If you pull a Zombie from behind you automatically swallow them. This has limited range though click the ability again to cancel it during so you’re not forced to pull or travel to an object. No Spike Weeds actually you become the Spike Weed since you pull zombies towards you and can be used for hookshot like movement.

<(Scientist)>

He can no longer 2 shot most Plants but he can still be an assassin people are learning how and not healing their team again. His (Goo Blaster) is now pellet based I’m not sure how much damage exactly it does when all of them hit but it’s still pretty good. They can use (Sticky Healy Thingy) on the ground to constantly heal while fighting or attach it to a plant and get in their face to heal while dealing damage using their new (Warp) it acts like an invincible roll dodge now can be used in any direction. (Healing Hose) is a downgrade from his old heal beam since unlike Sunflower you cannot attack and is difficult to use but I believe can heal 2 Zombies at once not sure.

(Goo Blaster) This is now a more focused shotgun with pellets instead of a large single shot of goo so it deals less damage overall based on how many landed they do 3 damage individually but you now have 10 shots instead of 6. You cannot 2 shot most Plants anymore for 60 to 80 damage.

(Secondary) Should shoot a blob of goo with no pellets but slower firing rate.

(Sticky Healy Thingy) A sticky bomb that heals only 1 can be used at a time attach to teammates, foes or a surface and stay inside the orb for constant healing it’s really powerful. New move this is not the underrated (Sticky Explody Bomb) cause that was really good too.

(Healing Hose) This is difficult to use but can heal more than 1 Zombie at once since it sprays them it’s better than (Heal Beam) but you cannot attack with it out like (Sunflower) could and has 25% health Overheal again a new move.

(Warp) You can warp 3 times but less distance probably all 3 gets the distance of a single warp combined Degraded but fair I like it. The original (Warp should have only warped once twice just wasn’t fair seeing how he could 2 shot most Plants in GW2 it was impossible to keep him away

<(End of Part 1)>

6 Replies

  • Part 1 is here: https://answers.ea.com/t5/General-Discussion/Complete-Gameplay-Character-Breakdown-2-0-Part-1/m-p/8248752#M3277

    <(Start of Part 2)>

    <(Rose)>

    This was my 3rd pick in GW2 I used the (Druid Rose) I think it was the weakest variant too with only 3 damage and had the slowest projectile speed. She is a Tulip to me she does have a Tulip garden as you guys said she was the Plants X Factor. She just isn’t the same at all in this game maps are too small to keep a safe distance and homing at close range you really cannot hit a shot. I always wanted (Jinx) as an ability but to replace (Goatify) not (Time Snare) she lost her crowd control ability. (Arcane Enigma) now works like my (Arcane Tempo) would be more useful with larger maps and (Goatify) was really small now it’s huge it’s really good with these small maps and if you die as a Goat your Unreiviveable I believe unless they changed it. This just isn’t the Rose I knew anymore.

    (Magic Thistles) They are stronger but without homing accuracy is atrocious Upgrade.

    (Secondary) I would make these accurate, faster but cannot homing.

    (Jinx) Lowers the defense of targeted Zombies they take about 25% more damage but it does not have to be aimed it automatically homing.

    (Goatify) Much larger easier to hit and Goatified Zombies are now unreviveable which isn’t very fair I would remove that but overall Upgrade.

    (Arcane Enigma) Now boost speed instead of an attack Upgrade but I would disable healing during this ability it’s cheap.

    (New Abilities)

    (New 1)-(Enchanted Fire Ball) Launches a ball of fire that deals around 30 and burns Zombies using the full Fire element in full effect cool down is 30 seconds but has the same range of (Time Snare) but is used offensively. Not using Ice because Time Snare already slows them down it’s basically like freezing them same cool down unless you change that move to ice. Splash works with elemental abilities.

    (New 1)-(Toxic Attraction) Launches a ball of toxin that explodes on impact dealing 10 damage and inflicting all Zombies hit with the Toxic element in full effect for 5 seconds. Less powerful than (Enchanted Fireball) but deals much more damage to groups of Zombies.

    (New 1)-(Electric Shock) Launches a ball of electricity that chains to multiple opponents deals 30 damage to all opponents direct hits don’t matter but can be used more often 15 second cool down.

    (New 1)-(Blinding Enlightenment) Launches a ball of light that explodes on impact blinding Zombies for 5 seconds 15 second cool down. Deals no damage but they won’t be able to see for awhile so they will move and shoot awkwardly may even use abilities while blinded. If you have Chompers and Peashooters this can be very effective offensively or you can blind them then retreat giving you a head start don’t giveaway which direction you’re retreating in though try and be sneaky with it.

    (New 2)-(Arcane Adrenaline) Creates a green aura around you that increases the damage of plants by 25% last 10 seconds cool down is 30. Basically a mobile Moon Flower but last a shorter amount of time and weaker affects.

    (New 2)-(Arcane Tempo) Creates a blue aura Increasing movement speed of you and nearby plants by 50% for 10 seconds cool down is 30.

    (New 2)-(Arcane Flames) Creates a red aura halves movement speed but releases streams of flames around you dealing up to 75 damage over 10 seconds cool down is 30. Slower but you have a constant attack so you can chase them away or take down groups easily she is a long ranged fighter so this would help her keep a safe distance or defend gardens. I wouldn’t recommend allowing this to set Zombies on fire it deals a good amount of damage already adding fire damage would be overkill.

    (New 3)-(Hypno Shot) Confuses zombies reversing their controls has the same range as (Time Snare) doesn’t turn them into goats so they can shoot back but last 5 seconds longer which is 10 seconds same cool down.

    (New 3)-(Jinx) Shoots a purple orb and on impact splashes that decreases all Zombie’s affected defense by 50% allowing your team to deal additional damage to them. This also ignores armor if they have any on I would definitely use this 30 second cool down basically the (Staff of Jinxing) but cannot be used repeatedly. It’s double edged as a regular weapon over powered with teammates underpowered without teammates since you have to charge it to Jinx and deals really low damage at a slow fire rate.

    (New 3)-(Wasabi Whip) Slashes a whip horizontally to knock opponents and reflect abilities back dealing 25 damage cool down is 10 seconds has short range but good to get them out your face Rose’s ultimate weakness no flames thanks.

    <(Citron)>

    They nerfed him to hell in GW2 went from 9 damage to 2 deals more at close range should have just been using a shotgun then. He was our fastest scout that could turn into a tank by using (Citron Ball) you could get around really fast and just irritate the Zombies can’t hit this but a (Gravity Grenade) is a guaranteed death. (E.M Peach) wasn’t very useful there but is useful here 3 seconds isn’t a long time on a (Z-Mech) it now drains their fuel so it’s an upgrade but the lack of (Citron Ball) and (Peel Shield) abilities hurts a lot. I hate what they did to him here this is not the Citron I knew he’s now just a tank and disabler when we got Torchwood who was supposed to be our tank. It’s just really sad what they did to him he used to be my 3rd pick but now I cannot play him at all in GW2.

    (Juice Cannon) Isn’t very accurate at range like the All-Star’s (Football Cannon) now. Deals 2 damage each stronger than his (Orange Beam’s) final form in GW2 and his (Peel Shield) is now used when zoomed in it’s a lot larger to block damage but cannot fire with it up anymore. Degraded to me since you cannot zoom in and cannot be paired with his (Peel Shield) anymore.

    (Secondary) I would give him a chargeable plasma ball like he actually used in the original games with splash damage and remove the shield I would like my ability back.

    (E.M Peach) Much better it stuns and slows again and now reduces fuel instead of stunning (Z-Mechs) for a “Long Time” = 3 seconds Upgrade. Really I wish like in the game it disabled robots from functioning even if you hit and they use (Missile Madness) or you froze them with Ice it still comes out.

    (Spin Dash) You can only get (Citron Ball) while dashing now no more speed and jump height boost only the absurdly weak dash. This now does 70 damage instead of like 30 I believe so it is useable now but you lose all that mobility Degrade.

    (Navel Laser) This is really situational. 1 you have to have a straight away which is rare in this game, 2 you must be able to track them over the duration as this powers up it just feels odd aiming with this and 3 If you do happen to take 1 out hope there’s another but your primary is still going to out damage this to me unless it’s at long range then this would connect better. His original (Orange Beam) now as an ability powers up overtime.

    (New Abilities) Based on the original Citron not this one I don’t know who this is anymore.

    (New 1)-(Peel Barrier) Blocks half the damage but surrounds you so you don’t have to face them best used while surrounded.

    (New 1)-(Orange Peels) Plants large peels of an orange on the ground as stationary shields like (Dummy Shields) 3 can be active at a time 200 health each they are tall and wide like (Dummy Shields) 30 second recharge each.

    (New 1)-(Phat Beet) Stomps to knock nearby opponents back dealing 25 damage to foes around you 10 second cool down it’s weak use this to give yourself some space when their in your face but no shield if you use this. My Citron is usually mobile so I don’t really use the shield anyways ball form cancels the shield so it’s useless for my play style.

    (New 2)-(Sprint Ball) Automatically sprints dealing double damage and more distance traveled but you can’t stay in ball form 20 second cool down.

    (New 2)-(Speedy Ball) Faster but you take and deal 25% more damage and jump lower.

    (New 2)-(Armored Ball) Slower and weaker but has armor.

    (New 2)-(Bouncy Ball) Slower but you can jump higher 1st and 3nd skills while in ball form rocket jump and the next jumps in front for airborne movement you can combine both of them to jump very high and far.

    (New 3)-(Ultra Plasma Shot) Charges a large plasma ball that has no gravity basically a (Super Ultra Ball) 20 second cool down.

    (New 3)-(Piercing Laser) Charges his laser making it thicker doubling damage for 5 seconds and penetrates through opponents halves movement speed 15 second cool down. It continuously shoots and must overheat after it is used up.

    (New 3)-(Bombegranate) Shoots one as a grenade dealing 150 to 50 damage on impact. Now he has a (Imp Punt) but should have the same arc as (E.M Peach) but twice as slow travel speed 45 second cool down.

    (New 3)-(Plasma Blade) Makes a sword out of plasma to slash opponents in front and knock them back should deal about 50 damage to get them out of your face 15 second cool down.

    <(Kernal Corn)>

    He doesn’t suck like he did in GW2 I don’t care what people say when aiming is fixed he will be a problem map size increase would help his (Husk Hop) too. I was able to complete the normal quest in Mount Steep with Corn alone and some of the Gnome challenges. He’s supposed to be out Foot Soldier but you shouldn’t play him like that be more aggressive his abilities want you to get in there he does not lack in damage at all not camp on rooftops picking Plants off.

    (Cob Busters) If you think of this as Sunflower’s (Sun Pulse) but fires at twice the speed this packs a lot of punch this is now the best machine gun in the game. Just wait till aiming is fixed this will be a problem I would up damage by 1 to 5 from 4.

    (Secondary) I have no clue what to use here didn’t have many variants before sorry.

    (Shuck Shot) This is a weaker (ZPG) but this can be multi targeted he shoots these individually it’s really good actually does 35 splash damage each too so misses can still deal 70 damage to groups.

    (Butter Beacon) Scans for nearby Zombies so the whole team knows where they are if within range. Makes him kinda a recon character much more useful than an airstrike not that maps are big enough for that to work.

    (Husk Hop) A rocket jump that demolishes everything below can destroy groups of zombies in a line or a (Z-Mech) if they avoid it your most likely done cannot be used twice and with maps being so freaking small you lose a lot of height and there’s not really a straightaway that you can use this in for the full effects.

    (New Abilities)

    (New 1)-(Hot Potato Bomb) Throws a hot potato that explodes on impact with the ground like a grenade deals 50 to 25 damage 20 second cool down.

    (New 1)-(Electric Blueberries) Should act the same as (Sticky Explody Bombs) we need a version they are really good but underrated same cool down.

    (New 1)-(Garlic Smokescreen) Throws garlic that makes a smokescreen of garlic that damages zombies that step inside should be our (Super Stink Cloud) basically. It can be just the color of smoke or yellow your choice but yellow would be better cover.

    (New 1)-(Bloomerang) Throws a large boomerang that penetrates through foes and comes back so it can hit twice good in hallways you can shift it’s trajectory by moving since it’s a boomerang should do about 20 damage 15 second cool down if you don’t catch it or it’s destroyed has 50 health.

    (New 2)-(Cob Rocket Jump) Creates a large blast below dealing 50 to 25 damage to rocket jump.

    (New 2)-(Distant Cob Rocket Jump) Rocket jumps forward has less height and deals around 25 damage can be used twice.

    (New 2)-(Kernal Jetpack) Rapidly shoots from below while hovering for up to 5 seconds movement in the air is slippery damages any opponents below and you rise upwards slowly but you can shoot back while being elevated. You basically use a jetpack for movement, height and your primary weapon at the same time. This is something new it’s like Peashooter’s (Hyper) but can stay airborne instead of constantly jumping.

    (New 2)-(Cob Blast) Spins around once releasing a blast to knock all nearby foes back deals 50 to 25 damage. I had to reach there was nothing left that makes sense use this to get foes off of you when surrounded pair this with (Kernal Rampage) and it can deal serious damage.

    (New 3)-(Homing Shuck Shot) Deals half damage but the shot homing on enemies but is twice as slow and weaker same cool down.

    (New 3)-(Focused Cobs) Focus fire for 5 seconds but movement speed is decreased by 75% like the (Mega Awesome Laser) and has less spread but deals double damage 15 second cool down.

    (New 3)-(Extremely Focused Cobs) Does double damage and penetrates through foes but last half the time and has even less spread 20 second cool down.

    (New 3)-(Kernal Rampage) Points his cobs to the sides and spins while shooting corn to hit all foes around like a sprinkler can move a little during last 5 seconds deals up to 100 damage to individual opponents 30 second cool down. This is our (Impkata) should work well with his no retreat play style you gave him throw an airstrike or jump in the middle and just spray corn against all of the retreating Zombies you may die afterwards if they survive though but you have twice the health of an Imp.

    <(All-Star)>

    That (Dummy Shield) dome is really good while his other 2 abilities are weaker finally (Imp Punt) cannot explode within a second and take out 4 plants anymore and (Sprint Tackle) no longer penetrates launches the first Plant hit. The biggest con is he is huge in this game very easy to hit.

    (Football Cannon) Less accurate finally and deals less damage Degrade but fair.

    (Secondary) I’m not sure maybe a charge to shoot individual footballs for more damage?

    (Dummy Shield) One of the best defensive moves in the game you can protect your entire team from projectiles with this giant barrier if maps were larger this move would be even better only grenades like (Chili Bean Bombs) get through Upgrade. Only 1 can be up at a time but having 2 or 3 other all stars makes it impossible to break through those barriers. I wouldn’t allow him to shoot out of this barrier when the Plants cannot shoot in unfair.

    (Sprint Tackle) Travels less distance, slower, deals less damage and only knocks 1 Plant back now it’s fair now Degrade.

    (Imp Punt) Travels farther, deals less damage and takes a bit longer to explode so it’s fair and you won’t get 4 Vanquishes in 1 shot anymore Degrade. It only chips 15 damage at what looks like very close range now not sure what its max damage is it was nerfed too hard.

    <(Foot Soldier)>

    Dunno what they did that made him bad I think it’s just when aiming gets fixed he will be better all his abilities got upgrades. He’s the default all around shooter character not much to say other than his (ZPG) is still cheap. Well actually (Super Stink Cloud) is now a really strong weapon and cover his rocket jump is useless on small maps right now.

    (Z-1 Assault Blaster) Still as accurate and annoying as ever once aiming is fixed will be even more of a problem fires slower than Corn’s primary though.

    (Zombie Stink Cloud) You can either use this as cover, scatter plants to deny revives or block off hallways but it’s much larger than the Alpha Test and now deals 3 damage twice or maybe three times a second so going inside of this now hurts a lot finally really needed that upgrade now it’s a threat and won’t just be walked through carelessly anymore.

    (ZPG) The bane of every Plant that can root ignores all armor 1 shots everything but probably an (Oak) now only defense was Cactus’ (Tallnut Battlement) which is now gone. You can’t even shoot a ROCKET to make it explode early it explodes on impact why not?

    (Rocket Jump) Get high ground for advantage positioning or avoid being chomped.

    <(Cactus)>

    Now has a secondary can charge shots to actually snipe but it’s too fast not sure why snipers got mobility abilities losing (Tallnut Battlement) hurt a lot. She’s this low because sniping is just impossible with these small maps but can be a monster if you’re good at close range quick scoping.

    (Spike Strike) Now rapid fires and when zoomed in charges up a single powerful accurate shot to deal heavy damage I would decrease charge time to 3 seconds so you must be efficient missed shots hurt. Now we have a real Sniper.

    (Potato Mines) They work the same think you can have 4 active now if so Upgrade but I would like to be able to shoot and detonate your own mines if they don’t step directly on it at least you can chip some damage. Why can’t she spit these like Chomper’s (Spike Weeds) too?

    (Garlic Drone) Works the same but moves slower the airstrike is manual and you can aim it as you fire Upgrade to me degrade in movement and accuracy.

    (Petal Propeller) You lose your barricades but this lets you soar to new heights to be a sniping pest on rooftops I don’t agree with it but alright.

    (New Abilities)

    (New 1)-(Primal Potato Mine) This is twice as big and the explosion range and damage is increased to 75 to 50 but only 1 can be active at a time. Put this behind in the middle of barricades to seal off an area then shoot it to blow it up once they break through or blow up everything you had built prematurely to make them think about getting close. You don’t want this in sight since it’s larger and can easily be shot.

    (New 1)-(Spring Bean) Knocks zombies back a large distance and does a small amount of damage 5 can be active at a time. This launches them in the direction you placed them if they jump over your barricades this will knock them back once used they disappear 15 second cool down each.

    (New 1)-(Stallia) Plants one down to slow down Zombies in an area lasting 30 seconds and it has 150 health only 1 can be active if they try and get in your face this can slow them down and while in the area they cannot use abilities to ignore slowdown and get in your face.

    (New 1)-(Optional)-(Pea-nut) Plants large Peanuts that shoot peas with splash damage they have 75 health 2 can be active at a time but not good for defense but their peas can be used as cover fire dealing 20 direct hit damage 10 splash fire rate is 1 a second. If they get a vanquish it should count towards your total like a (Dark Flower) should it’s your ability cool down 30 seconds. If you replace (Potato Nugget Mine) you can use this that plant doesn’t exist while this one does (Potato Mines) are really good these are very weak. I’d rather have this over that.

    (New 2)-(Banana Launcher) Allows you to send an airstrike of a large banana on a spot on the map from anywhere without a drone but can be used more often and without having to be exposed while using a drone. 15 second cool down deals 50 to 25 damage.

    (New 3)-(Wallnuts) You can place 5 wallnuts at a time each has 100 health and a cool down once destroyed of 15 seconds. You can defend a lot of space with this you can’t shoot over them only around them but you can have 5 at a time they have less health but short cool down so you can be mobile with these. Use these as an offensive Cactus constantly moving forward with your team I main Jade Cactus so I would definitely use this because that’s how I play Cactus. This should have been a default ability I’m not sure why you made battlement instead you have to literally stand still or you’ll shoot your own walnuts so your easily head shot or hit by a (ZPG). A way to avoid this is by backing up and shooting through that small window further back the wider range you have.

    (New 3)-(Infinity Nuts) Same as (Wallnuts) but they can revive. You can place 5 of these creates projections of a wall nut which have 50 health each once taken down they revive in 10 seconds and each last 60 seconds but cannot be destroyed so you can’t move them up. Since their infinite they always have 60 seconds of cool down if you want to be versatile only plant a few at a time so you have some in reserve for emergencies or if you want to continue to move them around. This is the (Infi-nut) I just used the full name should be used more defensively than (Wallnuts).

    (New 3)-(Tall-nut) Creates 1 very big and tall walnut that can block 350 damage can’t shoot through it but you can use it as cover for a drone, reviving a teammate or shoot from the sides of it. Since it’s big everyone will know you’re behind it though only 1 can be active and has 30 second cool down. This is my replacement for (Iron Maiden) it actually gets in the way and provides actual cover.

    (New 3)-(Chard Guard) Knocks zombies back that approach to help you keep your distance and reflects abilities. Has half health 100 and are shorter so not used for cover it’s to knock opponents and abilities away. Cool down is 30 seconds 3 can be used at a time and can reflect and knock opponents back 3 times. Place 1 in front and 2 to the sides for maximum protection but you have to stay inside of the half circle weak spot is from behind.

    <(Captain Deadbeard)>

    Just a sniper with a shotgun, he’s relatively the same but can charge his shots and lost his (Cannon Rodeo) for a hook shot that’s difficult to use.

    (Spyglass Shot/Scurvy Scattershot) Can be charged like Cactus’ for a more powerful shot when scoped but has a shotgun instead of rapid fire when zoomed out Upgrade. I would double charging time deals 98 damage too quickly you don’t have to be efficient since it fully charges so fast and I would also make it a flat 100 damage on headshot.

    (Barrel Blast) Weaker does not 1 shot Plants anymore but easier to use Degrade.

    (Parrot Pal) Lost it’s extremely fast airstrike for a single rocket, flies slower and less accurate shots Degrade.

    (Anchors Away) A hookshot to get high ground why would you ever trade (Cannon Rodeo) for this? That thing destroyed groups.

    <(The End?)>

    <(Bonus Characters)>

    I was working on these like the abilities not gonna touch these characters and again was for GW2 my first character just won’t work on maps this small.

    <(Captain Catapult)>

    My favorite type of plant to use in the original games has 150 health. This is a stationary character that is basically mobile artillery think Steph Curry has the most splash range and can hit opponents above or from blind spots since his projectiles travel upwards and then land on a spot. You don’t want to be in a place where there is a roof you want to be able to launch onto roofs and over ledges this is a Support character close range is not your friend. He should also be able to spit other projectiles out his mouth if you want to use a different weapon like most Plants shoot from their face. The default should be the Cabbage Pult the projectile can go to as small as corn but faster to charge up and weaker with smaller splash range or as big as a melon slowing it down but deals more damage and has more splash range. This character is best paired with Cactus for cover and Chomper to defend you if they get to close to counter its weaknesses.

    (Primary) Slams his catapult on the ground in front like a hammer to create a shockwave dealing 25 damage to anyone around direct hits with the catapult deals 50. Can be charged so the shockwave knocks opponents back only the direct hit deals extra damage up to 100.

    (Secondary) This will most likely be his primary form of attack. While zoomed Catapults fruit or vegetables dealing 10 to 50 damage based on charge catapults it higher and further but you move slower while charging takes 3 seconds to fully charge. You might want to make a mark on the ground as to where it will land to make it easier to aim this if you don’t charge it you can just toss it in front of you for a short range weapon but is slow and weak that way.

    ⚽-(Pine Sap) Puts sap in its catapults you launch it the same way and it acts like (Goop) with twice the on impact with the ground cool down is 15 seconds.

    🏈-(Hammer Time) Creates an Iron in his catapult and slams it on the ground in front to knock nearby foes away 75 to 25 damage based on distance from the center and stuns Zombies. Cool down is 20 seconds.

    🏀-(Multipult) Creates 3 melons that can be slung at once and has 3x the splash range deals 25 to 75 damage based on charge each. You can catapult it the same way as usual cool down is 45 seconds. Use this on groups if you’re a good shot if not use (Pine Sap) on them first to immobilize them this is basically when you use Plant Food in the regular game.

    🏀-(Lava Guava) Instead of Sap fills your catapult with Lava which leaves the ground in molten lava for 10 seconds dealing 10 damage if standing on it 50 direct hit damage from the initial splash.

    🏀-(Cherry Bomb)

    🏀-(A.K.E.E) Allows you to shoot 3 at a time dealing 50 damage acts like a spread out airstrike you can mark 3 locations at once on the map but is slower but has decreased splash range and damage.

    ⚽-(Electric Currant) Plants circuits that chain if at least 2 of them are active can have 4 up at once they have 50 health 15 second cool down. The chain itself deals constant 5 damage to opponents but if you have 3 or more up like in a triangle or square formation it can zap any zombies inside of the circuit gates for 10 damage each second but they can only be spread out so far in order for them to chain to each other. To create an electrical fence you can spread them horizontally to create an area of electricity put them closer together in like a cage formation. Use these to slow opponents down and control space so they stay out of your face. Areas can be taken out quickly but you can use fences since it only takes 2 you can have 2 in reserve.

    <(Bonk Choy)>

    This is going to be our Super Brainz he has 175 health and should be played about the same way just can’t jump continuously more close ranged doesn’t have a projectile ability and better against groups.

    (Primary)-(Bonk Combo) Same as Super Brainz halve the damage and the uppercut knocks opponents back.

    (Secondary)-(Choy Shot) Rapidly shoots Choy from his fist dealing around 8 damage each overheats instead of ammo like Super Brainz’.

    ⚽-(Smashing Leap) Stomps the ground with his fist creating a shockwave to deal 50 to 25 damage and elevates him upwards basically a rocket jump cool down is 40 seconds.

    🏈-(Hurricane Flurry) Sucks opponents in and punches in all directions to beat everybody around up deals up to 75 damage and you can move slightly during. Basically when you use Plant Food in the regular game has armor during cool down is 25 seconds.

    🏀-(Bonkpedo) Points his fist forward and spins through the air to thrust through opponents and knock them back does 75 to 25 damage and can be used to get close or for movement use it after (Smashing Leap) to soar through the sky cool down is 30 seconds.

    <(Alien)>

    This is a semi-post apocalyptic world so why not have Aliens? We got Gnome technology already I don’t really understand why and they took over the moon. Anyway he came out of space to take over Earth just to find it’s already been taken over only that the Plants are in the way and the Zombies don’t have Brainz to test on so he is on their side. I don’t know how you would design him though the usual big head with black eyes or something strange looking? He’s smarter than the Zombies so he could be a backstabber in the long run he’s not one of them if you want a twist.

    (Primary)-(Pew Pew Gun) Should work the same way as it does on the old Roblox my favorite game of all time 2010 to 2013 deals around 20 damage. Basically a peashooter with no splash but faster it’s a really funny gun in Roblox it’s been around for a long time.

    (Secondary)-(Phazer Beam) Just a laser beam deals around 6 damage overheats.

    ⚽-(Teleport) Teleports a long distance can teleport in any direction even upwards cool down is 30 seconds.

    🏈-(Confusion Ray) Shoots a large projectile and on impact any Plants around it gets their controls reversed and prevents abilities for 5 seconds like (Goatify) but doesn’t transform them cool down is 30 seconds.

    🏀-(Vaporizer) Creates a large gun out of a hologram that pierces through plants ignoring armor can be fired for up to 5 seconds dealing 200 damage but you move 75% slower during cool down is 45 seconds.

    <(Fallen Warrior)>

    They need another defensive character 150 health. This is another close ranged character that can deal high damage to groups and defend allies. He uses a broken Sword and Shield the Shield is only used with abilities don’t block projectiles without using an ability and I made him a Warrior instead of Knight which sounded better because there are all types of them Knights always wear metal armor but we have Vikings out there wearing leather armor. Just say Dr. Zhangis revived and teleported him from the medieval era where I think Rose was from. The Shield can be in his hand, arm or back based on the weapon being used. He can use all sorts of melee weapons like two handed or one handed swords, axes, maces, hammers and whips they all have to be broken in some way though Zombies aren’t smart enough to reforge equipment just look at all of them they all have something wrong with them a tear in clothing, a missing shoe or something weird.

    (Primary)-(Awkward Slash) Slashes awkwardly in random directions and spins dealing 25 damage each doesn’t have ammo it can overheat since your arm gets tired I guess.

    (Secondary)-(Dark Sword Beam) A dark laser beam from the point of his swords deals around 8 damage overheats.

    ⚽-(Shield Barrier) Puts up a larger shield to block damage but you cannot move during basically a large wall can be held up to 10 seconds and has 300 health cool down is 45 seconds. Use it as a wall to allow revives or heal up behind it but it’s a large object easily attacked.

    🏈-(Spinattack) Slashes while spinning around rapidly you can move during but hard to control slashing opponents before getting dizzy should last about 5 seconds doing up to 100 damage cool down is 30 seconds.

    🏀-(Shield Bash) Knocks opponents back and reflects abilities or projectiles it is active for about a second cool down is 15 seconds.

    <(Officially The End)>

  • CJackson5083's avatar
    CJackson5083
    6 years ago

    How about we just get them to fix what's wrong with the game as it exists now before we ask for new things?

  • JamesPond411's avatar
    JamesPond411
    6 years ago

    I stated those character's and abilities were bonuses they weren't even complete yet I I just copy and pasted them here since I moved onto a more dire project they were potential things to be added they can fill in the blanks I hope. I covered pretty much everything in the game right now that isn't PvE.

  • jamamaw's avatar
    jamamaw
    5 years ago
    @JamesPond411 I can't play my game at all. It keeps telling me that the code on the back of the booklet is not right. What can I do? Please help!!!!

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