Forum Discussion
9 years ago
@mayer_ershad i really don't think it necessary. The cardsis basically the zombie equivalent to brainana. While ra only removes 2 sun, you have to consider plants can only play brainana AFTER you've had the opportunity to play your minion cards; and that for the same cost, plants get a 3/3.
The other problem i have with it (although hopefully only temporarily) is the continuous aspect of the effect on the opponent, that can completely counter certain strategies. Zombies already have two of those cards (which are both strong even before the effect) with def end shutting down trick decks and bonus track shutting down repeat decks... plants have zero of these kinds of cards.
I'm not saying the card shouldn't be reworked, but let the plants get a couple "zombies can't use deadly" or "zombies cant use frenzy" cards before we continue to use continuous effect cards on plants.
The other problem i have with it (although hopefully only temporarily) is the continuous aspect of the effect on the opponent, that can completely counter certain strategies. Zombies already have two of those cards (which are both strong even before the effect) with def end shutting down trick decks and bonus track shutting down repeat decks... plants have zero of these kinds of cards.
I'm not saying the card shouldn't be reworked, but let the plants get a couple "zombies can't use deadly" or "zombies cant use frenzy" cards before we continue to use continuous effect cards on plants.
- 9 years ago@daalnnii Although I agree that plants are going to be completely shuted down by a continuous effect, the cost of it for the zombies comes into effect and the comparison of it to defensive end.
Assuming you play this on turn 6, you limit yourself with the attack and defensive power of this card, which is basically telling plants to take this out with things like berry blast or other minions that can take this out (basically due to it cost, you can't play anything else, letting the plant hero to take it out and beef up it's defense with whatever he gets leftover from 4 sun this turn)
The other thing is that defensive end is much better choice than Ra zombie for the same price, as for each trick being played by plants technically triggers such effect. Knowing that it also comes with better stats + armor + sports and gargs synergy, there would be almost no point in using this, as one trick can make the plant hero to lose 2 more sun, which is the buffed version of Ra zombie due to potential further loses that you can have in one turn ( I know it's only tricks, but it would be much better choice as players usually save at least one trick to play each round)
So when you think about it, due to defensive end pretty much covering ability of Ra zombie with better stats and synergizes, it would be better if the ability of this zombie changes in a way which would make it a bit more unique (and useful) , as I find out in the second ability in the suggestions including brain price change, it would show up More frequently in the matches.
P.s. morning Glory and freeze should do the trick. See? Countering it is quite easy ... Plus you got 2 sun in spare while zombies have spent all of their brains on this guy- 9 years ago@Hashemshem28 again, i don't disagree that the ra could use a rework. But continuous effect id's a very powerful thing... That plants have zero access to. I feel the game is sitting at decent balance at the moment.
But, that doesn't mean we can't exchange ideas on how to rework the card.
Here's mine: plant heroes lose 1 sun for every zombie on the board on the turn this is played.- 9 years ago@daalnnii the continuity idea is just to make it a bit more useful as taking him out is not that hard so the effects are not gonna cause fatality if taken out on time, but I guess it can also be modified in a fashion were spending 6 brains would have a bigger impact in plants.
I was thinking of a rework, where plant hero is not able to get extra sun (including sun producing plants and solar flares signature power effect) as long as this guy is on the field with a downgrade in price from 6 to 4 (Just an idea that seemed interesting to me).
The idea of yours seems to me like an improvement, but I was wondering if the idea could get further modifications by synergizing it with history zombies? Like this:
Plant hero loses 1 sun for each history zombie (continuous or single time)
Not that it should be exactly like this, but some thing along this line
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