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stukapooka's avatar
4 years ago

Spawnable discussion: Doom shroom and Explody bot

Doom shroom and Explody bot

Doom shroom

Gw description:

Doom-shrooms are extremely damaging but take time to regenerate.

Bfn description:

Explodes damaging zombies in proximity, but defenseless when regenerating.

Close range explosive pot.

Has 105 health and his signature DOOM attack.

Deals 200 damage in an explosion but first he must fly into the air and glows with a whistling noise before exploding and after this he will lay in his pot and recharge for about 30 seconds instead of killing the pot he's planted in like in pvz 1. Though a map wide one use nuke would be entertaining.

Emits a deep laugh.

Great for night maps in the gw games.

Has cariboom and the legendary perfume shroom variant though they are the same stat wise.

Cariboom: Some say the Cariboom is an ancient reindeer plant. We think he's just wearing a hat.

Perfuke shroom: This

lovely smelling shroom is dolled up and ready to go!

Is pink in bfn. Don't worry we'll get back to this.

Explody bot

Gw2 description:

Explody Bot is super-psyched to share his birthday gift with all of his nearest Plant friends.

Bfn description:

Explodes, damaging plants in proximity, but is completely defenseless until it gets a new gift.

Deals 250 damage.

Its Jack-In-A-Box has a small black bomb in it, which is the cause of the Jack-In-A-Box exploding. After it explodes, it reaches behind its own back, puts out a new bomb and puts it in the Jack-In-A-Box.

It wears a party hat, referencing his description about his Jack-in-the-box being his Birthday gift.

Both have 5min. cooldowns in bfn.

The final thoughts?

Why does explody bot deal 250 yet doom only does 200? It's dumb for such a difference. Either buff dooms damage or nerf explodys.

Why is doom shroom PINK! He's been in so many games with his iconic color of red eyes black body. He's a waking apocalypse who creates literal mushroom clouds! Pink is not what I envision when I think of death and destruction (his pvz1 almanac is pretty telling)  Why change it? Whats next popcap? Peashooter becomes YELLOW! Sunflower becomes GRAY!

I know this seems petty to some but he sticks out like sore thumb that can be seen from so far away. Can you imagine if bfn did have night maps? He'd be even more worthless.

Ops positioning doesn't do him any favors when he needs to recharge and tv heads constantly hammer him outside his range alongside all his companions being innacurate buffoons whose damage doesn't register at times doesn't help him at all when he's vulnerable.

I discovered that entering ops from pve carries over cooldowns so dont use him before that. Zombie arms also don't fall off in bfn.



3 Replies

  • I'm not sure why they made doom shroom pink in BfN, that would be perfume shroom from GW2! It's been gray with red eyes since the original PvZ and barring skins (side note: will we get pot/bot skins in a new game?), should stay that way. Not that they can't change things, but it looks more ominous in the original style.

    As far as damage compared to each other, they should be the same or they need to have other differences to balance them out but keep them different (less damage but faster recharge or larger area of effect for examples). 

    They've always felt pretty balanced in GW and GW2 as they are powerful and fairly tough but they only damage those nearby and take time to detonate. I don't use them all that often as certain spots are too easy to snipe, but if you get a good spot with cover, they can be a nasty surprise. They're quite good in Ops too if you can keep them alive when recharging.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Changing things isnt inherently bad but when they've worked so many years it just feels like your changing it just because you can.

    Color is often used to represent things like ice is almost always portrayed as blue and death and destruction is portrayed as either red and black and it fits doom shroom to a t thematically as he usually wipes out everything before him. He's literally a mushroom cloud pun in 1.

    Agreed on the damage.

    We should get festive skins back as the game feels emptier without them.

    I can't remember how many times ive been vanquished by a doomshroom or bonk choy hiding around a corner in gw1. They feel balanced in 1 and 2 thanks to the fact that they're pretty rare and aren't viable sitting on the front lines.

  • Time to explode with these summonables!

    Introduction

    The Doom Shroom and Explody Bot are summonable variants that explode when an enemy comes near and triggers it. They deal huge damage with a large radius, however there is a significant delay before they actually explode and they need to recharge for a long time before they can explode again. They mostly operate in a similar way to each other, however the Explody Bot does even more damage than the Doom Shroom, but generally the damage is enough to take any hero enemy out that is too close to these. They have significant health, more than most of the other Pot and Bot summonables, which can help it to survive, especially when beginning its explosion or recharging, for instance.

    My Thoughts

    These summonables can prove to be very effective and extremely powerful as well, although it takes a while before they actually manage to explode, giving enemies time to escape from its blast radius, and the recharge time before it can be used again is fairly insane, which can basically mean that it will only end up exploding once if an enemy destroys it. These summonables are powerful, and the changes that I would suggest include changing the damage of the Doom Shroom to match that of the Explody Bot, nerf their health ever so slightly and to lower the range of the explosion, however reduce its explosion delay, as it gives the enemies plenty of time to react unless they are unaware that it is there.

    I would give these summonables a Hard difficulty to defeat, however this can still depend on the situation. If you start to trigger these, it is relatively unlikely that you will be able to vanquish it before it explodes due to their decent health, so your best option would to be to get away from it quickly before it explodes or to use your most damaging attacks or abilities on it to prevent it from exploding. The explosion itself, however, is quite close range, so if you keep your distance, you can shoot it down from a careful distance away. You need to be careful if you turn a corner as you may encounter one of these summonables. You need to react quickly enough and make a decision on how to avoid being blown up, or you will get vanquished.

    The Doom Shroom and Explody Bot are available for use in Battle for Neighborville, which I really like as I enjoy using these summonables often. They have a cooldown of 5 minutes each, which I actually completely agree with as they can be really powerful and can get multiple vanquishes, and on top of this, they have the potential to do this multiple times as well. They can be easily shot down or detected from a range, but they have decent health to make up for it. You can even use these summonables to surprise enemies if they are unaware of their presence, such as around corners, and they have lots of potential, so I do not see any need to reduce their cooldown.

    In A Future Shooter

    As with other summonables, I would like to see these ones appear in a future shooter. These can be really powerful and can be devestating against enemies in some scenarios, so I suggest that these would be quite hard to obtain. For this reason, I would give them a cost of around 5,000 Coins each to make them harder to get, including in large numbers. I would recommend also implementing an unlock cost of about 20,000 Coins each before players can freely purchase them, but you would get a bundle of 5 upon the unlock, which means that you would actually receive a good value with the unlock, which would be cool. 

    Overall

    These summonables are quite darn powerful, I would suggest that they would be quite costly to use and obtain, especially so when trying to buy lots. An unlock cost should also be added to restrict use of these powerful summonables until players are willing to spend some money first, and then they can use them freely after that. They are quite powerful right now, so I suggest is giving them a slight health nerf, change the damage of the Doom Shroom to match that of the Explody Bot, and to reduce the range of the explosion but give it a shorter delay, to reduce its devestating potential.

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