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I'm sorry @daalnnii, but I must agree with @ThCakeIsALie. Dino-Roar is pretty insane when applied correctly.
I think that the main issue with this is that the game sees "conjure" the same as "draw a card" while they should be completely different. "Draw a card" can be interpretated as "pull a card from your deck" while "conjure" means "add a card to your hand", and this is where things go nuts. So, you can for example, play a Tricarrotops and buff it with Photosynthesizer. Instead of being a 1/5 like it would normally do, it becomes a 2/6. (Or use it in your Bananasaurus to make it a 4/6 instead of a 3/5). From this point forward is pretty hard for your opponent to get back into the game if they do not have a direct answer. You can then play things like Cosmic Nut, that has pratty good stats, and buff even more your Dino-Roar cards.
You will always have a board, a big threat that can kill your oponent on its own, and you will never run out of cards.
I think that if the devs just removed that part (the thing that makes "conjure" equal to "draw a card") these cards would be more balanced. As ThCakeIsALie suggested, this will (technically) limit the effect to just at the start of your turn, but you can actually get a small extra value if you decide to play a trick that pulls out cards from your deck.
- 8 years ago
When I saw that everyone complained about Clique Peas, i said the devs could put new zombies to fight againts Clique Peas, well, this did not happen, they nerfed Clique Peas and Flytrap environment, and know Sneezing is unnecessary, and we have that awful cards like Clique peas, and that bad feeling.
Is a great feeling when you play a card improved, like haunting zombie. But its worst when you are playing a card like, and then go nerfed liek Clique Peas, it simply causes you not to play anymore.
For that, i don't like nerf, its really bad, this has to be an extreme decision.
I will continue proposing the same: more cards to fight.
I will propose some only as an example:
Name: Bonk Big Brother.
Class: Megagrow
Appearance: Like bonk choy, but more big.
Stats: 2/2.
Cost: 2.
Ability: When play, this gets +2 this turn. Plants Evolution (Play in a leafy plant) : this gets +3 this turn (instead of 2).
So its gets 5/2 this turn, and the returns into a 2/2 normal plant.
This is a way to fight against Fossil Head, without modifying Fossil.
Name: Guardian Cactus (yes i'm very creative, thanks)
Class: Guardian
Appearance: Like Cactus.
Stats: 1/4
Cost: 1
Ability: When your Hero gets hurts, this gets +1/1.
Its a form to fights againts Quickdraw Con Man.
Name: Sand dunes.
Class: Smarty. Environment
Cost: 1
Ability: Zombie here can't evolve.
Name: Red Chomper
Appearance: Like chomper but red. xD!
Class: Solar
Cost: 4
Stats: 2/2
When played: Destroy a Zombie here with untrickable ability.
Name: Furious bean
Appearance: like Admiral navy
Class: Smarty for sure.
Cost: 1
Stats: 1/1
Ability: When your hero gets hurts, do 1 damage to a random zombie.
Name: Magic berry
Appearance: like a berry
Class: Kabloom
Stats: 2/2
Cost: 2
When any zombie evolve, do 3 damaged to him.
Just cards like that (made with more effort, creativity, time and dedication than me xD) can help more, instead of modify the actual cards...
- Anonymous8 years agoWhile I agree that dinoroar can and usually does get out of hand, by changing what you are proposing actually will hurt plants more than the current situation.
Consider how much card draw does zombies have, and then plants. Now take away the conjuring, and the zombies aren't even realizing that there was a change, and the conjure ability is the only "card draw" some players may have, and really, have a look at the comparison and tell me I am mistaken.- 8 years ago
@patdk75 are you a zombie main? When you said, "Now take away the conjuring... and the conjure ability is the only "card draw" some players may have" Unfortunately while this sounds like a possibility, it's really not something of concern for the current meta. The current meta is to conjure as many cards as possible while a Dino-Roar ability is up. Your argument would be for probably less than 10% of the players who play ranked. Everyone follows the meta. Even if you were correct in your assessment, Going Viral is a card anyone w/ Stompadon has in their deck. Stompadon + Going Viral is one of the top metas going on currently and it is, indeed, extremely strong... OP in a lot of cases where the players get one Going Viral after another. So that argument doesn't hold up to today's CURRENT meta. It could if Colossal came before Galactic, but because Galactic came first, players are well-aware of what works for conjuration and what does not. So I have to disagree w/ you based on these two rebuttals of your POV.
- 8 years ago
I'm afraid that I'm gonna disagree with you @BlazinsZ. I actually think that is better to nerf those cards that really deserve it.
Fossilhead, for example, can easily be controlled by one of two things:
A) Reduce the stats it gains when evolved.
Make it gain +1/+1 or +1/+2 or something like that instead of +3/+3
B) Make it completely immune to tricks. (Both allied and enemy's)
Your idea of the Bonk Big Brother is good, but keep in mind that this would mean that EVERY Mega-grow deck would be playing these now. (Who doesn't want a 5 attack plant on turn 2??)
-Worst case scenario, you trade your Bonk Big Brother to the enemy's Fossilhead.
-Best case scenario, you get the plant version of Fossilhead on your own.
Quickman Draw can be fixed the same way I proposed to the Dino-Roar, "conjuring" effects do not activate its ability, since you aren't really drawing any cards.
This way you would only take 1 damage at the beggining of every turn until killed, so that's more fair.
Sandy Dunes is pretty bad the way you proposed it. It gives you no real advantage on the field, and keep in mind that there is an easy way to counter it, just evolve the zombie on the top lane.
Magic Berry and Furious Bean are pretty good. I would even make Magic Berry a 2/3 so it can survive Gizzard Lizard.
Red Chomper seems kinda awkward. The point here is to control Fossilhead on the early turns, not later on the game.
But actually, you gave me an interesting idea.
What about a card that steals/prevents a zombie's trait? (armored, untrickable, frenzy, deadly, etc)
Something like...
Orange Orange
2 suns - 2/3 Super-Rare
When played - A zombie loses all its traits (armored, untrickable, frenzy, deadly, etc)
OR
Vine Tree
3 suns - 2/3 Legendary
When played - A zombie loses all its buffs and traits and pass to this plant.
- 8 years ago
@Azombioso wrote:I'm afraid that I'm gonna disagree with you @BlazinsZ. I actually think that is better to nerf those cards that really deserve it.
I know, that's why I said that in any case, it would be an extreme decision, in case it really is necessary, but as much as possible, it would be good to avoid modifying the cards.
A plant with 5 attacks in turn 2 It is not so traumatic, i think fossil its worst,, but what I suggested +3 this turn with evolution (you lose a plant), then in the turn 3 return to 2/2 simply plant... Fossil Head he keeps his stats.
Anyway, those suggestions were something improvised, just a few simple examples of what can be done to counteract something in the game, like Sneezing Zombie with healing.
I know devs will fix this surely, but we have to wait for the next update, the zombies suffered enough with Venus Flytrap for a long time.
- 8 years ago
I like your card ideas! It's making me think outside of the box. Never thought about that. I really like your "Furious Bean" idea where it would retaliate, but I think that should be a nut as well like Mirror Nut. Also I like your idea of "Red Chomper" that destroys any untrickable zombie. Great ideas! 🙂
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