Forum Discussion
1. Zombies on tricks phase
2. Cards giving superpowers
3. More than 20 health
4. Intergalactic Warlord
Not in that order.
@npgibbs would you consider these annoyances or imbalances? Yes, they annoy me when they're played, but I've never considered any of those broken. The strategies they promote aren't so overpowered that they're anywhere close to winning every game, even if they can seem "rule breaking."
- 7 years agoBeing able to play zombies at the trick phase goes against the very design of the game and what they teach you in the tutorial. I honestly believe that since more people play as plants than zombies the game tries to strike a balance not in wins and losses but population distribution. Then they nerf.
- 7 years ago
I get you. I do. But I feel like in a strategy card game, rules are designed to be stretched. Every card digitally printed should fill its own niche, meaning nothing is strictly better than anything else, and every card should be and do something a little different.
Fundamentally, I don’t think the Teleport cards “break” the design of the game. The design simply, is:
1) Zombies play
2) Plants play
3) Zombies respond
4) Battle happens
Teleport just allows Zombie heroes to respond with Zombies, an ability unique (among Tricks) to the card Teleport, which makes it (the card) different and desirable.
If Teleport “Breaks the Rules,” what does that mean about Beam Me Up? Here is essentially a Zombie played in the trick phase. Is that not OK, either?
What about all of the various Zombie Superpowers that make Zombies. Are they also out?
Consider Brainana. To me, this is a bigger violation of the rules of the game than Teleport, because it breaks tenet #3. When Brainana is played, Zombies no longer get a chance to respond with anything.
Consider all the fusion cards that imbue characteristics. Lily Pad is by no means overpowered, but it grants Amphibious to a plant that didn’t have it. Does that break the design of the game?
Consider all forms of main phase (magic term) bonus attacking. These break tenet #4: Battle happens only after plants have played and zombies have responded.
Consider Pair Paradise, which grants Team Up to a plant that wasn’t allowed to have it (an extremely potent ability).
Consider Bullseye, which runs contrary to the Block Meter (or, the thing that makes PvZ so unique). Should we do away with that?
Consider Body-Gourd, which fills the block meter. Or Monkey Smuggler, which depletes it. How do these cards sit with you?
Consider a Seedling that transforms into a Brainana before the turn starts. This violates Tenet #1: Zombies Play. Does that mean all forms of Evolution are out?
Maybe certain rules seem more sacred than others... but which rules those are might be different for different people. Most of the stuff in the game stretches the definition of one rule or another.
I’m just sayin’.
Edit: I missed the most obvious thing, which is since the advent of Conjuring literally all Heroes, plant and zombie, have access to cards outside of their classes. That might be tenet #0 violated.
- 7 years agoSorry I missed this one. I could address each point but I think it is more constructive to just debate the big picture but I do not have an issue with any of the cards you mentioned.
The sole reason why zombies go twice is because it is unfair if zombies did everything first and plants got to counter second and that was the end of the turn. So to balance it the game more or less split the zombie round into a zombie only turn and a trick only turn. It makes sense and it works. Teleport destroys this.
The award though for the most ridiculously designed card that is within the rules is intergalactic warlord. Buff every single card you have on the board and will ever own? Seriously.
Oh I forgot another mechanic - loops. I have no idea why the game thinks it is okay to have heartichoke loop and berry loop.
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