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Hey @Zekex, your prior post is in a thread. http://answers.ea.com/t5/General-Discussion/Balancing/m-p/6104992#M5114
The H+VF loop is similar to the prior double Strongberry loop, it's just that this loop has an added perk of the player gaining health. It's a tough combo that needs to be dealt with ASAP (and I know it can't always be). Sometimes we are at the mercy of RNG to trigger the shield block. There are other combos, or even single cards (Espresso Fiesta), that can be game enders. Some might say you just need to kill your opponent before they have a chance to play these cards. At the moment, my two cents is this is fine as is, but that's just me.
BPRD
how do you end it early when wallknight is constantly healing/stalling with tacos/superpowers that heal and prevent hero damage? Plants get to react after zombies play so they get to control the zombie player with a mix of tricks like whack-a-zombie and plants like hot date, pear cub and wing nut. Wall knight isn't a pushover early. I even beat zookeeper pet decks and imp decks by stalling, chump blocking, healing until I get my combo. Don't you think it is too punishing for a combo to wreck/heal so much damage, twice?(If you consider the taco loop during playing phase)
I'm not giving feedback because I don't have it and want it nerfed.
I do have the plants required to pull off the broken combo, i'm speaking out because I do honestly think that it is an abomination that shouldn't exist in the game.
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