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kyh3isp80l89's avatar
kyh3isp80l89
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5 hours ago

PVZ Heroes Balance changes

Most People would like these.

Both plants and zombies have been very unhappy with the other side. There is an argument that both zombies and plants are too strong, which is true because they are. The games have become too swingy because individual cards influence the outcome of the game way too much. As such the next patch should be largely Nerf focused. Here are the changes compiled by someone from competitive community and 3k subs in youtube (so you know I play the game a lot).

 Guardian: Is a bit too strong at controlling. 

Jugger Nut: 2 cost 2/2 with ( I think the 3 cost jugger nut was a bad experiment especially since) guardian already doesn't have too many 2 costs that are decent in aggro (other than tricarratops of course)
Pear cub: destroyed Make a 5/4 grizzly pear (Giving the second ability to grizzly pear)
Grizzly Pear: ON PLAY, All fruits get +1/+1 (this ability does not trigger when spawned from pear cub).
Starch lord: First time you play a root, both the roots get +1/+1 (Only works once per turn now, still strong, no longer giga scales with 1 cost spam)
Gravitree: 7/7 -> 7/6 (No longer can equal trade gargantuars like frankentuar in area 22 which it shouldn't)
Soul patch -> make it a 7 cost, however make it 5/7 armored 2 (this way its a bit less easy to kill with deadly imps, does its job better for a correct amount of cost)
Wall nut bowling - 9 cost. This card should indicate the latest when we want the games to end and I think turn 8 is a bit early. 

Kabloom: Fig obviously needs a nerf, but rest of the class is very weak, so I will buff certain cards to keep the class viable.

Blooming heart - 2/2 (This nerf was kinda unnecessary I think kabloom deserves a solid 1 cost).
Wildberry - Anti hero 1 (no longer otk with captain combustible and much more fair in general)
Shelf Shroom - 2/3 (just a kabloom pea patch). 
Strawberrian - 3/3 ( this card has no business dying to bungee plumber).
Zapricot - 4/2 (another card that has no business being a worse wildberry while costing 1 more).
Fig - 3 cost 4/3 ( this might be a bit too strong still, but considering how weak rest of kabloom is I want it a bit strong until the rest of the class is fixed).
Bluesberry: 5 cost 3/5, When played deal 2 damage. Start of the turn: Deal 2 damage (Makes it an actual card hopefully). 

Mega grow: Another class thats just way too strong for almost everything

Banana peel: 1 cost (no point keeping this card at 2 cost it is way too much for how little it does). 
Cabbage pult: When played on heights this gets +1 attack (no need to make it a 3/ 4, I think 3/3 is good enough).
Lily of the valley: 2/1 (nibble target, can't front teleportation zombie)
Fertilizer: a plant gets +4/+3 ( 2/2's have no business not dying to fruitcake with this card + in general just more feasible to play against)
Espresso: 8 cost ( plant 6 costs are way too strong for this card to be only on 7 cost, it needs a nerf asap as it is the best finisher in the game).

Smarty: Theoretically an underpowered class. Yes dragon is strong with rose but only because of sun shroom so I won't be touching any of that.

Lily pad: 0 cost ( We need this change).
Chilly pepper: 3/1 (more consistent)
Bean counter: 4 cost 2/2, This gets +2/+1 when you play a bean. When played, Gain a weenie beenie and a Lima-Pleurodon ( I don't know why a meme card got nerfed, this card needs buffs)
Bird of pearadise: Start of zombie tricks: Conjure a superpower ( no longer start of turn, you still only play power next turn but immediate removal at least keeps 1 card worth of value). 

Solar: The strongest class in the game with the strongest cards: Needs a bunch of nerfs

Cosmoss: get +2/+1 when an environment is played ( dies to bolt, but still great against black hole and teleportation station).
Sun shroom - Start of turn you get +1 this turn. If you have made 4 sun this turn, this transforms into a sunnier shroom (Now it can't become sunnier shroom turn 2, which makes extinction even hit it, makes commititng zombie 1 costs a thing again, can't play 5 cost turn 3 anymore and a bunch of other really nice things that nerf this card really nicely).
Pepper MD: 2/1 (Now is much scarier to commit. You buff it only once it dies to bolt, you buff it only twice it dies to fruitcake, deserved nerf for a card that has been autorun for so many years). 
Twin sunflowers: 1 health (Just for the ladder, competitive doesn't care about this card).

Would nerf more, but am already nerfing its main autoruns, so just to not accidentally kill the class this will be enough for now. 

Beasty: Kinda weak. So I'll only do few QOL changes.

Cheesecutter: 2/1 ( still fun to conjure things, but committing 2 of them turn 2 is no longer always rewarded cause of galacta cactus and has more bad interactions like high voltage current).
Surfer zombie: 4/4 ( got asked by the budget king for this change, apparently this card not dying to berry blast can be big) 
FIX NIBBLE BUG

Brainy: The strongest zombie class. Needs nerfs

Mustache waxer: When you play a Mustache, this gets +1 health and you get +1 brain (who thought buffing this was a good idea).
Teleportation zombie: 1/ 4 (now much scarier to commit and will die faster).
Trickster: costs 11 ( best zombie win condition it needs a nerf despite how under radar it flies for whatever reason).


Again, nerfed its main cards, so am not gonna keep nerfing farther so I don't kill the class, but this class is still probably way too strong

Crazy: Is kinda weak, mainly a supporting class. So not a lot of nerfs just base qol again

Quazard: 2/1 (Kind of a small nerf. Its an autorun anyway I think it looking slightly weaker doesn't hurt the class at all!
Dance floor: Overshoot 2, Fusion: a zombie played on this gets overshoot 3. ( If you wanted to nerf poke decks you didn't need to kill this card like that)
Garg throwing imp: 1 attack 1 health( Its an already strong card I don't think it spawning multiple is healthy for the game)

Hearty only strong for certain very specific things, I think it needs minimal adjustement.

Black hole: First time a plant is played, move it here ( no longer hard counter team ups which I think should not be a thing)
Teacher: First 2 tricks you play this turn cost 1 less ( I think this is much more fair and discourages spamming a lot of tricks on the same turn which is what frustrates most).

Sneaky: Kinda strong, but in a sort of a fair way.

Cowboy: 2/5 anti hero 1 (Very fun change I think this helps it be an aggressive option without also being a board clear vs so many heroes) 
Tomb raiser:  When this hurts the plant hero, Make a random gravestone that costs 6 or less in a random lane ( DO NOT NEED the cowboy gargs or the zombots no matter how much you guys like it this needs to be a bit more fair).
Gargolith: When revealed: Steal 1 section from the plant hero's super block meter ( way less oppressive, way more fair). 

Overall these are my suggestions. I am writing all this so the ea AI has some idea where balance changes need to happen, and they do need to happen soon because most are starting to get really annoyed at the horrible balance of the game currently

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