8 years ago
Latest zombie meta.
Stompadon, going viral, fossil head, buffed up trickster with rust bolt. clearly a pay to win deck. But, since the developers want to keep making the zombies stronger, protected, untrickable.. Why n...
@saintlydevilis wrote:Stompadon, going viral, fossil head, buffed up trickster with rust bolt.
clearly a pay to win deck. But, since the developers want to keep making the zombies stronger, protected, untrickable.. Why not make rank, against the AI? Because quite clearly, the plants will get fed up losing and no one will want to play as a plant..So when everyone becomes a zombie there will be no one to match against. It's no fun, playing against someone who has ALL the advantage on their side. Just makes game rage. If you've being playing as plant and collecting cards to build a stronger deck, it's gutting, feels like you wasting time playing. I never felt like this last year, when the game was new it was fun, and a challenge. Now, it's just dis heartening, and crappy. The nerfs, to the zombies should really be necessary, if the developers had properly tested the game, yes they can limit the amount of legendaries or super rares given in packs.. But then, some can just trade in all their plants to get all the stompadon's going viral's fossil heads etc.. The plants really need something to push the zombies back.
I said it once in another post, but zombies are meant to "play dirty". Think about it this way.
If zombies ALWAYS had the first turn and the plants ALWAYS played after the zombies, the zombies would be in a clear disadvantage. The plant heroe could use cheap removal cards (Like the Superpowers) and use the rest of their resources to play and/or buff other plants.
That's why the zombies have the Trick Phase for. To have an opportunity to counter the counter-measures played by the plants. That's... just their playstyle.
Now, Stompadon is not really the problem The problem are the tricks that are used to protect it.
I've been playing this card for some time, and 90% of the time I play it on turn 3, it gets killed, bounced or transformed. I need to wait until turn 4 AT LEAST to help it survive, and sometimes it still gets bounced or transformed.
Now, this is going to change with the next expansion. They are going to nerf both Stompadon AND Escape Through Time, so plants would still have more time to prepare a counter-measure.
But get this clear: the combos are going to be DELAYED, not removed. Stompadon, Escape Through Time, Fossil Head and Going Viral are here to stay, you are only going to get 1 or 2 extra turns to prepare something to face it, so I would suggest that you change your deck if you need to.
Now, Plants are getting some sweet cards on the next expansion. Solar gets heals and removals, Smarty gets Attack Reduction and bounces, Mega-Grow gets... bigger plants, Kabloom gets tons of damage cards, and Guardian get a 9 health untrickable nut.
So things are not over yet. I think that with this, plants will have more than enough to fight against the zombies, even if they continue to have Going Viral and Fossilheads.
I am not expecting zombies to be nice. But I do expect them not to have all the advantages possible, I mean what can they have? they already have extra buffing, protection, double hits (viral), untrickable, lots of early game high hit. Yes, some plants can be aggressive, and have high hit early but these are few and not in all plant decks. Zombies, can also heal, so where are plants anti heal against zombies? Where can plants use a trick card to buff and double strike on a lane full of plants.
@saintlydevilis Let me give you a small example. Let's say you are a boxer, and you are facing someone who is twice as big as you. What are you going to do? Try to knock him out by brute force?
-Is it possible? Yes, yes it is.
-Is it going to be hard? You can bet on it.
All sides and classes have their advantages and disadvantages. If you try, for example, to beat an armored zombie (like an All-Star Zombie) with a couple of small plants (Like Shrooms or beans), well... you are going to have a bad time. Same thing happens here.
Zombies are the big guy. They are strong and hit hard. If you play close attention to them, you'll see that they are meant to be the aggressors. Zookeeper, Aerobics Instructor, Overshoot, Frenzy, Armored... etc. You CAN beat them by brute force, but that's exactly what they wan't you to do because they are good at it.
Plants are the small guy. They can hit hard, of course, but most importantly they are smart. They know they have a natural disadvantage against the zombies (it is the lack of feet if you were wondering :P), so they have a lot of ways to "sneak" damage past the zombies, and directly into the Zombie Hero. Mirror-Nut, Astro-Shroom, Grapes of Wrath, Sportacus, Admiral Navy Bean, Attacks next door, Strikethrough, Bounces, Transformations, Insta-kills (Briar Rose, Winter Squash, Chompers) etc, are ways that they can deal with these big guys and affect the enemy hero directly.
This is all speculation and theories, but maybe you are not using your resources efficiently.
The best advice I can give you is:
Can you kill it? - If yes, do it. It will prevent the enemy Heroe from buffing it.
........................- If no, ignore it. Focus your power in another lane.
But... be certain that you CAN indeed kill it. Even if the Zombie player saves 1 brain for the Trick Phase, consider that he may be baiting you into a disadvantageous position, waiting behind the other screen with a malevolent smile for the moment the can say... "FOOL!! YOU JUST ACTIVATED MY TRAP CARD!! (Shrinking Ray / Escape Through Time / Rolling Stone / Barrel of Barrels / Acid Rain / Cut down to Size / etc)"
Remember: Work smarter, not harder.
Thank you for your time and trouble in writing your reply. I have been using, freeze, briar rose, healing etc.. But, unless you get one of those key cards which there is a small amount of in to your usable deck hand then you are screwed. I try to make my decks with 4 or 3 of each card, and a fair amount of early play low cost cards- again crucial in the current meta. But, the OP zombie cards, are not a small amount of cards, but loads. I've been playing a long time, and this current meta of the colossal cards is ridiculous. Yes, it's possible to win as not every is using these cards, but since the release its increasing. I don't pass a turn because, I think I'll get that zombie next turn. I know I need to kill it, bounce, freeze, give the hero damage this turn. But if my puny cards aren't appearing, or I don't have the ALL the latest super rares and legendaries from colossal because the packs I open don't deliver them, and I can't afford to buy. After playing, and collecting for all this time it's kind of annoying, and very gutting I do all the quests, all the events..I don't get the adverts to grind for gems that way. I'm not alone in thinking the zombies are getting an easy time of it. Zombies are suppose to be brainless bodies that want to eat us, but these zombies seem to sharp, smart, super strong, fast, and once they've eaten all the plants.. There is nothing left for them to eat. So what happens then? They eat each other? Die?
@Azombioso wrote:Now, Plants are getting some sweet cards on the next expansion. Solar gets heals and removals,
Oh, goody. Because healing and removal weren't ruining the game enough as it is.
I suppose the currently popular Solar Flare deck consisting of playing only one Plant and then the entire rest of the game being nothing but destructive tricks (leading to a stalemate if you destroy the plant) will be able to be replaced with a deck wherein the single plant is no longer necessary. -_-
Please tell me the next expansion will at least have some way of getting rid of Environments (personally I'd love an Environment with no ability other than "Cannot be replaced by other Environments").
@jj48car wrote:Oh, goody. Because healing and removal weren't ruining the game enough as it is.
Well, people still complain that zombies are OP and that the current healing AND removals aren't enough, so I suppose that's why they are going to include some more.
@jj48car wrote:Please tell me the next expansion will at least have some way of getting rid of Environments (personally I'd love an Environment with no ability other than "Cannot be replaced by other Environments").
Well, there is only one card right now, the Excavator Zombie. 3 cost 4/2 professional mustache zombie (sneaky) with gravestone. When revealed: Bounce an environment and all plants there.
If you played PvZ 2, it's the guy with the golden shovel than moved plants over him.
Squirrel Herder can remove Planet of the Grapes, but that's kind on an exception.