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Anonymous's avatar
Anonymous
9 years ago

Some issues with the Plants

First off I want to say I think PvZ Heroes is a great game and I am enjoying playing it a bunch. I think the innovation of having the units fight in specific lines, plus the height/water columns adding variation is great. I also may be one of the few people who actually really like the block and even instant block (sometimes) system. It helps with bad draws although rarely enough to make it unfair.

That being said I think there are some major balancing issues with the game that are hindering it's growth..

As it stands, the plants are woefully underpowered when compared to the zombies. Now I havent experienced everything there is to do in this game yet, but from what I can tell, the Zombies have a big advantage by going first AND last. Graveyard cards not showing how much they spent plus the ability to drop creatures as tricks/tricks that produce creatures mean what is supposed to be the plants advantage quickly disappears. And then there's The Chickening. This is a 4 mana (I'm a magic player so I'll use those terms) one sided board wipe. SO many of the plants have toughness 2 or less. It makes the Mushroom decks, the ramp decks (more on those later) and just about every other plant decks aside from the nuts completely unplayable and you can have 4 of them easily! The plants have nothing even close to this. The Chickening needs fixing. Make it 6 mana, make it only hit creatures on the ground - SOMETHING. The zombies already have a huge advantage they don't need the most efficient board wipe ever made in any card game (aside from toxic deluge?) Oh on top of that the zombies get that 1 mana +2 toughness thing? I know a bunch of green pea shooting guys who could really use that and a bunch of undead jerks who really dont need it at all.

More on the plants - ramp decks are not really an option because the zombies have way too many ways to deal 1 or 2  damage very early. In magic, I can choose to not block with my mana dork but here if I play a sunflower turn one, its probably gone on turn 2 either from damage, a zombie or some other effect. 

I just think the plants overall need a slight boost. Maybe more synergy? There are 2 life gain plants but only 1 real payoff card, there's really only like 2 mushrooms that payoff other mushrooms, but the zombies are all synergy and its great.

Also I think the game would really benefit from a cheaper pack price or at least 2 more cards in a pack. I know the model is Hearthstone for the packs, but this game is not hearthstone. You need to attract people to this game and more sales, more free gems, cheaper packs and more cards is a good way to help that out. Let people get the best decks possible it creates the metagame that serious players like and rewards casual players with cooler cards more often. Oh and are there any plans to get this game on consoles or steam? I REALLY think it would be great, easier to stream too.

Maybe Im wrong on some of this but something to think about at least. Looking forward to the next big update. Keep up the good work everyone!

4 Replies

  • Gabochido's avatar
    Gabochido
    Seasoned Veteran
    9 years ago

    I agree that zombies feel more powerful than plants, but I don't think it's all that bad. Being first to play creatures is quite a disadvantage, though it's definitely made up by the gravestone ability. Also, being able to play tricks last, while it's useful and is often an advantage,  means that you can't protect your zombies with pump, unlike plants, which can often just take out a zombie with a trick before you can react. The team up ability is also extremely strong and can gain some great advantage when played correctly. As I said, I agree with you that there is an imbalance, just not as much as it might appear and this becomes clearer when you try to play zombies against high level plant opponents. I've heard of others complain about the chickening so maybe that one could be nerfed a bit for sure, though, to be honest, I've seen plenty of plant players be quite effective at playing around it when they see that I have 4 sun to spare.

    The other thing I disagree with in this post is actually about the rate of card acquisition. While its always cool to get more cards more often, I've found that receiving less cards actually makes each individual card more impactful. This game has a very well balanced pool of cards, with many effective strategies and a surprising large percentage of the cards in the game are very playable, at least, in the current meta as far as I have seen. If we were able to get all the cards really quickly, it could potentially remove a lot of the joy of building up a collection through gameplay and reduce the length of the collection building experience, specially right now when there isn't really that much to do other than play ranked.

  • Anonymous's avatar
    Anonymous
    9 years ago

    Like Gabochidillo said, each faction has its advantages and disadvantages. Plants are Just as strong as Zombies if you change your tactics, and play to their strengths.

    I do agree about the Chickening. It is devastating. It should probably cost 5 or even 6 brains to play.

  • Anonymous's avatar
    Anonymous
    9 years ago

    Wow, a thread in which everyone is making intelligent arguments, even while slightly disagreeing with each other. Such a rare phenomenon! I just have to join in ... 🙂

    I agree with many of the points here, but not quite the one about Chickening. I do agree that it is slightly OP, but I think that is a good thing for the game. Many long-time Hearthstone players are beginning to complain that the lack of new removal spells in recent expansions, especially spells with AOE (area-of-effect), have made the game far too focused on minion combat. If you lose the board early it becomes very hard to come back. They want Blizzard to print new efficient removal spells because that enables a completely different play style (called "control") where you voluntarily relinquish the board, try to remove what the opponent plays, and come back in the late game with heavy hitters.

    Look at it from the other perspective as well. Imagine this plant start with Chickening removed or nerfed. Turn 1 double mushroom, turn 2 another mushroom, turn 3 double mushroom and mushroom booster. Game over on turn 3. Chickening is what makes decks like this risky and keeps them in check. Otherwise everyone would run the mushroom combo.

    Anyway, it's easy to play around Chickening. Avoid overextending with 2-health minions. Play a bigger guy on turn 3 (or don't play anything at all). That's it.

    TL;DR:  I'd like Chickening to stay because it enables alternative play styles for creative deck builders.

  • EA_Andy's avatar
    EA_Andy
    Icon for EA Staff (Retired) rankEA Staff (Retired)
    9 years ago

    Thanks for all of the feedback so far - keep it coming.

    - Andy -

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