Please balance heartichoke+ flytrap loop
I'm not sure why my previous post was deleted but I would like to be notified of the reason why this was taken down , even though I did not break any rules.
Hi, I would like to give some feedback to the developers on balancing the Heartichoke+ Venus Flytraplanet healing loop.
Thank you for taking the time to read this, and I hope this feedback can be passed on to the devs in charge of balancing pvzh.
First off this is my deck.
As you can see I have made several adjustments in this deck to play around the "infinite" healing loop
1) 1 brain-cost black hole to divert plants from the Venus Flytraplanet lane. It also doubles as an environment to overwrite Venus Flytraplanet
2) Biodome botanist clogs the flytrap lane with a useless 1/1 plant, which I then remove with rolling stone.
3) Sumo wrestler pulls the offending plant out of the flytrap lane, preventing the healing loop.
4) Locust swarm to remove the plant on the flytrap lane if all else fails
Yet despite all this, I still lost to the infinite healing loop.
Scenario:
I have 16hp and 1 charge on the block meter, all lanes except the water lane are filled with zombies that have frenzy.
Opposing wall knight has 4 hp and a flytraplanet lane on lane 2
Opposing player places heartichoke on flytraplanet and heals with taco. The loop of 4 damage heal + damage begins and I lose(with unlucky blocks) without even getting to the combat phase.
It's rather intimidating to know that even if I had rolled 3 threes and taken 8 damage(before the shield stops the loop), that would not be the end of my misery as the loop would begin again during the combat phase( in which I would certainly have gotten another 6 damage even if I had rolled 3 threes.) Best case scenario for zombies is 14 damage.
I have no regrets on how well I played. I dominated him, only receiving 4 damage throughout the entire game, while leaving him at the same figure. Yet why does it feel like I am being punished for doing something right?Here are my issues with the heartichoke loop
1) It removes strategic value from the game. you can play atrociously bad all game and still comeback with a win. All that hard work only to be cheesed by a clearly broken, op strategy.
2) It reduces diversity for certain classes as a particular strategy is heads and shoulders above all others,compelling players to pick that strategy even when there are other viable ones available
3) Huge hp swings. For every damage gained, an equal amount is dealt to the zombie hero. In my example, taking 16 damage means that the plant hero healed for 16, which is an incredible 32 net change in hp.
4) Reduces the motivation for paying customers, as certain strategies are too powerful even when countermeasures are implemented to work around it, resulting in doubts over why we, as paying customers, should pay for cards when there is no system for balance in place.
5) OP cards make it harder to balance the game for future updates.
On a sidenote, I would like to feedback to the devs that the abilities of supernova garg, nurse garg, interstellar bounty hunter are not working as intended. abilities do not activate upon the death of the zombie, even if plants were destroyed in the process. this was different for nurse garg previously and is inconsistent with the way how abilities still work on death (e.g sportacus dying)
Thanks for hearing me out and please restore faith in players that there is game balance in pvzh.
*Note: I am a paying customer who has made actual cash purchases in this game. My in-game account has been linked to this EA forum account if you need to review my game history. It shouldn't be hard to find my smash game as I hardly play smash