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stukapooka's avatar
5 years ago

Spawanble discussion: The flower trio and Dr. Heals

Heal flower, rainbow flower, dark flower, and Dr. Heals

Heal flower

Gw description: Heal Flowers can be deployed to help keep the Sunflower and her teammates in the fight.

Continuously generates sundrops, which can heal nearby Plants.

Bfn description:

Generates sundrops that heal nearby plants.

Both iterations: possess 25 health but can self heal.

Gw iteration: The ability version will despawn after 30 seconds, but the potted plant version will not fade on its own. The ability version produces 3 sun at a time, 12 times, each sun heals 5 HP. While the potted plant version produces sun slower than the ability version, but never fades, it also produces 5 sun at a time, each sun heals 10 HP.

Sunflower's ability Heal Flower has more orange-ish petals than the potted plant. The potted version resembles marigold more.

It is currently the only Spawnable Plant that can die from a single Spawnable Zombies's bite. Protect them!

It makes a high-pitched, somewhat silent "Woohoo!" sound whenever it is planted.

It can also say "Yeah!" as well.

Frowns upon death. R.I.P

Bfn iteration: behaves like rainbow flower which delivers us to the next point.

Rainbow flower

Gw2 description:

The Rainbow Heal Flower is exactly the same as the standard Heal Flower, but it's rainbow colored! It also knows calculus. OK, no that's a lie. It's colorful!

Only drops one sun drop at a time but drops them at a faster rate than the default version.

When compared to the standard Heal Flower, the Rainbow Flower drops 37 sun drops as opposed to the former's 36, resulting in 185 health total.

Is much more visible than heal flower.

Dark flower

Gw description:The Dark Flower is a nasty little plant. It shoots hurtful red lasers at the Zombies but doesn't heal, because it's an evil little flower.

45 sec cooldown in gw1 but 35 in gw2.

Possesses 350 health.

It fires a burst of six shots and deals four to five damage (24-30)every hit, with a cooldown of 0.6 seconds between each burst. Like most of the other alternate abilities, it was first introduced in the Garden Variety DLC in gw1. Its attack is the Dark Energy. It fires at the rate of a pea cannon but possesess no splash.

Can be planted almost anywhere as an ability.

Lasts 30 seconds the same as heal flower ability.

Dr. Heals

Gw2 description:Got an injury? Call on Dr. Heals to treat it

Bfn description:Heals nearby zombies but has no defense against attack.

Posseses 75 health and heals at around the speed of a normal heal station.

Both have a 4min. Cooldown in Bfn.

What happened to these two? In ops heal flower was essential in gw1 if your team didn't have a sunflower do to the half health regen system in place. In gw2 they were less of a necessity due to the regen system being changed. In Bfn however heal flower is easily killed by tv heads and due to the rainbow flower esque healing system they can't provide healing for themselves as fast while supporting you.

With sunflower now using sunny side up she can now just spam health and stay on the move to avoid fighting unlike the garden warfare games where she has to choose to either place it and support it in a firefight or have both of them die.

Can I mention again how much I hate the bfn sun looks? It's a small flahsing sprite and it easily clips into objects or through the floor, it can even go behind heal flower into its own pot and obscure it from view.

Dr heals is no better! He gets the heal zombies outline, why? I already know I have to stand near him! Though this is more just of a me thing.

His healing is actual garbage. It seems to be worse than gw2 and heals only a small amount. His animations for spraying don't even work 75% of the time!

And this brings me to my final point: why even use these 2 to begin with? You cannot die in bfn ops! You come back in a few seconds time and have to be utterly incompetent to let the base be destroyed in a 4 man team, health regen is faster than ever, and you have upgrades that reward you for health on vanquishes or being surronded by enemies! The only elemental effects you have to worry about electricity which is very hard to utilize against your team and fire which doesn't even kill you! Remember when healers were useful in removing these effects and saving your life, well toss that out the window! There is no reason to care about healing in bfn because you can already do a better job than the allies given to you for it! They have no purpose anymore!

3 Replies

  • Time to heal and get back in the fight quickly with these summonables!

    As a note, I will only cover the summonable Heal Flower, not the Sunflower's Heal Flower ability (and its variants).

    Introduction

    The Heal Flower and Dr. Heals are summonables that heal their allies, however they do not deal any damage to enemies. They operate in a slightly different fashion to their counterparts, however they both perform the same basic healing functions. The Heal Flower continuously generates healing sundrops, while the Dr. Heals continuously heals all allies that is in its radius. They are unable to attack enemies and they are very fragile, or in other words, they do not have much health, so it is really important that they are protected and placed in a location where enemies are less likely to take it out. 

    My Thoughts

    While these summonables are unable to deal damage to enemies, they can heal their allies quite efficiently which stacks on top of their natural regeneration. Unfortunately, they are completely unable to deal damage to enemies so, on their own, they are completely useless and, due to their fragile nature and low health, an enemy can really easily take it out, so protection and placing it in a more hidden location from the enemies is advised by me. They are really useful right now, but I would suggest allowing these summonables to be able to heal themselves with their own healing effects and to give the Heal Flower more health to about match Dr. Heals, as Dr. Heals has slightly more health than the Heal Flower.

    I would give these summonables an Easy difficulty to defeat, without even needing to hesitate. They are unable to defend themselves, so if you see them alone, you can take it out quickly with no risk as they cannot attack you at any point, and the enemies will be unable to heal with these summonables this way. It may be trickier if enemies are around, as they can be continuously healing while protecting their summonable, although you may be able to use an attack or ability which is useful against groups to take out the summonable as well as damaging any enemy nearby. It may also work by attacking the summonable and taking it out quickly from the side or behind.

    The Heal Flower and Dr. Heals appear in Battle for Neighborville, which is really great as they are really useful. They each have a 4 minute cooldown, however I would actually recommend reducing this cooldown to about 3 minutes each. The reason that I suggest this is because they are commonly used and have always been really helpful to the team, and they are unable to attack enemies. There may be situations where one will be placed and an enemy will find it unattended and it will quickly be vanquished. They are really fragile but can be really useful, which is why I would suggest this reduced cooldown.

    In A Future Shooter

    These summonable variants must make a return to a future shooter, they are way too useful for them to be absent. While they are really useful for keeping the team alive, they cannot deal damage themselves and they are very fragile. Because of how commonly they are used and how useful they are, I would recommend giving them a cost of 2,500 Coins. I would also recommend an unlock cost of 10,000 Coins, but it would come with a bundle of 5, which essentially gives you bonus value upon the unlock, and you would be able to purchase and use them freely thereafter.

    Overall

    Due to their common use and how useful they are, I would recommend making these summonables quite cheap to buy and relatively easy to get in large numbers if players wish. Needing an unlock cost before they can be used means that they would be harder for players to use earlier, but they can be freely bought and used after that. They are really useful right now, but I would recommend giving them the ability to passively heal themselves using their own healing effects and giving Heal Flower some more health to match Dr. Heals, as Heal Flower has even less health and Dr. Heals is less fragile than the Heal Flower, making it a bit easier for the Heal Flower to survive and heal passively with its effect.

  • GW2 made the Dark Flower, that wasn't all that hot in GW, much more viable, although I still don't use it much; I usually use the rainbow heal flower as my summonable pot in GW2. I've seen data that the regular heal flower actually heals more overall, but I like the rapid release of smaller healing the rainbow flower gives. I know a lot of folks have been vanquished while waiting for the regular heal flower to actually release its heal suns, myself included.

    Unlike the heal and rainbow heal flower, doctor heals can't heal itself, but of course it can heal whenever a zombie gets close enough for it to activate the bot and continuously does so. I like how the 2 sides handle this differently. It was seriously bugged in BfN where I was healing faster from my regen than the bot was doing for a time! It was patched but it's still better to rely on a scientist here.

    BfN's healing is just not tuned well, even when stuff works. And yes, the suns aren't as nice as they were in GW and GW2. In BfN, the heal flower and Dr. Heals don't last long at all in Ops, I've never had to replace them as often in GW and GW2, largely thanks to the plethora of wildflowers and TV Heads.

  • stukapooka's avatar
    stukapooka
    Legend
    5 years ago

    @Iron_Guard8The dark flower was buffed into being 50% more accurate in gw2 and while I personally don't use it all that much it is a useful little helper and often avenges me.

    That's the difference between heal and rainbow. Heal gives you more healing in bursts while rainbow gives you less but at a much faster rate and for some reason bfn has heal flower work more like rainbow and I don't understand why. Sad that both options and the strategy sunflowers would have to use to utilize them both is replaced by a braindead spamy ability that they can just pop and run. Same can be said for scientist.

    Doctor heals is also better at healing groups than heal flower but heal flower can give much more health at a time. Bfn honestly made him unviable if you have any other source of healing available in turf along with the poor positioning on a lot of the herbal assault maps in bfn.

    Bfn healing feels all over the place. On the one hand we know have upgrades that reward us with health with no downsides like less health overall or more noticeable colors like in gw so plauers can be rewared for being more reckless. On the other hand Overheal drags the pace of the game to a crawl and it would've been even worse if they introduced fall off because than it encourages cqc to wittle down the Overheal. It doesn't dissolve fast enough either unlike tf2 where it starts going down the moment a medic leaves and the ttk there can still wipe you in seconds regardless of health at times (ubercharge also helped break stalemates and competitive lobbies value medics and medic killers above all else). It worked in overwatch somewhat better than bfn because of the lower team count and the team wiping ultimates not to mention only 1 character can revive teammates.

    The Bfn sun clips through the floor and walls and it doesn't seem to want to come out either. Heal weed shares this problem.

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