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I really don't think this combo is that great either. It's really nice when it works out, but there are much easier and more consistent ways to win with Solar heroes.
Learn to read before opening your mouth. It is a very easy, consistent way of doing damage with ZERO form of counters(heartichoke+geyser played on the same turn nets ALOT of damage). It does huge damage/heal loops as early as turn 5. If you don't understand that that you aren't playing at the top and should leave this discussion.
- Anonymous9 years ago
@ZeKex wrote:Learn to read before opening your mouth. It is a very easy, consistent way of doing damage with ZERO form of counters(heartichoke+geyser played on the same turn nets ALOT of damage). It does huge damage/heal loops as early as turn 5. If you don't understand that that you aren't playing at the top and should leave this discussion.
Hahahahaha.
There's "ZERO form of counters" you say?
I don't know how you would be able to see who is playing "at the top" from down there in your playpen.
I'll see if my 6-year-old son wants to join the discussion. He might be up to your level.
Like I said before, this combo is not that great. But keep practicing, you'll get better.
If you would like to continue with your inflammatory and demeaning responses, I'm happy to follow suit. I enjoy it.
- Anonymous9 years ago
I have provided calculations to prove how unfair an advantage you can get from heartichoke loops and even heartichokes just healing off geyser. Yet your response provides no argument to refute those calculations nor does it have any clear explanation why it is less consistent than other methods.your first post has zero value to the discussion besides a lame pathetic general statement dismissing the usage of heartichoke loops. Feel free to get lost since you provide no value to the discussion
- Anonymous9 years ago
@ZeKex wrote:I have provided calculations to prove how unfair an advantage you can get from heartichoke loops and even heartichokes just healing off geyser. Yet your response provides no argument to refute those calculations nor does it have any clear explanation why it is less consistent than other methods.your first post has zero value to the discussion besides a lame pathetic general statement dismissing the usage of heartichoke loops. Feel free to get lost since you provide no value to the discussion
When I 100% agree with you that there is something to be fixed with the artichokes, I have a hard time reading how you treat everyone that disagrees with you on this game forum.
If someone ever offers you a managerial role, please DO NOT accept it. You'll make a horrible boss.
GrinningRuiner is most likely playing more often than you are. He had 4x of each card on Day1 of the Galactic Gardens release. If I were to trust someone here, it would probably be him...
- Anonymous9 years ago
Obviously grinner suffers from severe comprehension issues. When I said zero counters I clearly stated that it was in the context of heartichoke and geyser being played on the same turn. It was not referring to the heartichoke loop. Obviously when you take my point out of context it is not going to make any sense, and I'm puzzled how many have come to his defence without even reading the posts in contention.What I was clearly referring to, was that if there were many damaged nuts on the board, heartichoke+ geyser would just do a ton of damage the turn it is played( and it can't be countered in that context)
Back to the topic. Not all classes have cheap 1 cost environments, and you do have to save brains to even play environments and tricks reactively, which leaves less brains for the actual playing of zombies.(do realize that besides the threat of environments , the threat of big minions will also require saving of brains for hard removal which leaves even less brains for usage etc) This cripples the zombie players by forcing him to play even fewer zombies for fear of letting the combination slip past him. Besides that, the punishment for not having the right trick/environment at the right time is way too devastating as we are at the mercy of Rng, Noone can say for sure they will have the right environment or trick at their disposal to stop the combination and that lack of counter is easily game losing, given the swing in net hp(hp lost by zombies+ hp gained by plants). Do we really need mechanics that remove strategic value by allowing a plant player to get back to full health while damaging a zombie to almost zero all in one turn? What is the point of playing a ccg when all it takes is one cheesy move to turn the tables by a huge margin? Do we really want to punish players this way? If popcap truly wants to make pvzh a competitive, balanced, worthwhile ccg to play, they need to start fixing combos that are anti strategy(heartichoke loop, valk trickster l4l, final mission gas giant(gets worse with binary stars), mirror nuts, punish shrooms, strongberry loop)(loops stopped by shield still should not exist as a player can still take huge damage with unlucky rolls)
- Anonymous9 years ago
You sound like a small feeble-minded child. I'm not saying that you are of course.😇
But you definitely remind me of one of my kids having a tantrum.
The fact that you assume "reading comprehension" must be the issue when someone doesn't agree with you shows your age. You sound like an immature little boy.
I'll say it again; while the Heartichoke+Geyser combo, or the Heartichoke +Flytrap+select healing option trifecta can be devastating. It is very situational, and certainly not the worst(best) combo out there.
There's a new combo involving one of the new environments that is so devastating that when people eventually take notice, they'll forget all about Heartichoke/Strongberry/Valkyrie combos.
I was going to make a post about it yesterday, but then realized it would be better to keep quiet until it inevitably catches on.
Also, one more thing: Suck it.
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