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stukapooka's avatar
4 years ago

Spawnable discussion: Exploding imp, dandelion, and yeti imp.

Exploding imp, dandelion, and yeti imp.

Exploding imp is spawnable as the pirate themed version of exploding imp fan in multiplayer.

He's very excited that he gets to blow up.

Is used by gargantuar as a ranged attack.

Has 12 health and deals 20 to 50 damage.

Is replaced by exploding fan in non pirate waves in ops.

Runs faster than most zombies.

Appears in bfn but only in certain plant story missions.

Dandelion

Is a drone for wildflower in bfn.

Careful, he packs a wallop.

Has 25 health standard. Easy:15, normal 20, hard 25, and crazy 30.

Has roughly a 2min cooldown in bfn.

Yeti imp

Wants a hug but sadly explodes from the joy.

Has 60 health and can freeze plants with a weapon called snotcicles. Moves at the speed of a jackhammer.

Helps Yeti boss and treasure yeti in ops.

Is a robot like yeti.

Used as a drone by tv head.

Not spawnable in gw2 by the player.

Same cooldown as dandelion.

I never found these guys particularly challenging besides yeti imp.

Their speed is annoying but you can practically sneeze on them and they'll die. Maybe a buff could result in them exploding upon death? The dandelion controlled by wildflower is never used by bots and the sporadic movement from players makes it harder to hit but its hitbox still makes it relatively easy to kill compared to yeti imp. I never understood why popcap added yeti to the zombie team in bfn and yet leave out exploding imp so the teams would be fair in terms of explosive ai, instead zombies get a slowing freeze effect from explosions by a tougher and harder to hit exploding yeti while plants get nothing to balance out the playing field...again!

4 Replies

  • Barring hordes of the things, like in the Yeti King boss hunt in GW2 or the BfN version, none of these guys are particularity dangerous barring the drones that swarm characters use in BfN. As I want the swarm characters purged from the games, that won't be such an issue for a new game. I do think the idea of having a drone like they get in BfN is fine, but it needs to be better balanced and fit the character better. There's no good reason why a TV Head zombie summons a yeti imp!

    These guys would be pretty cheap in my coin system; if basic weeds and browncoats are 500, these guys would be 500 or maybe less. I did get a player vanquish in GW2 recently with an exploding imp, but that's rare, they're usually taken out in a hurry as individual ones aren't much of a threat. The idea of summoning a couple of them, say 3, per dirt spot, could also work, as long as they don't bunch up.

    I want to keep both types of exploding imps, so dandelion needs am exploding friend. Maybe a puffball, which is a weird mushroom in real life, that releases a cloud of spores in a large area when it detonates; so less damage per zombie, but hits more zombies. 

    Keeping the sides different but balanced is a key thing we need, so I always try to come up with stuff that should keep the sides distinct but close in capabilities for fairness.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @Iron_Guard8 New explosive spawnables introduced would to a long way into helping both teams like jack in the box zombie (bigger health and hitbox alongside ptsd from survival endless in pvz1) from pvz 1 or the sasquatch imps.

    Making them fairly cheap seems fair as they're not too expensive.

    Elementals should be on both teams not just the zombies like in bfn.
  • Stop blowing up with these summonables!

    Introduction

    The DandelionExploding Imp and Yeti Imp are summonable variants that blow up when they get to an enemy. Comparing 3 summonables this game, let's do it. Anyway, these summonables appear in different versions of the game. The Dandelion is available for placement in GW2 and BfN, the Exploding Imp is available for placement in GW and GW2, and the Yeti Imp  is available for placement in BfN. All of these summonables work in a similar fashion to each other, with them having low health and detonating when they get close enough to an enemy for some decent damage. However, when they detonate, they vanquish themselves in the process. The Yeti Imp has the added ability of freezing, or greatly slowing down an enemy, after being hit as well. In Battle for Neighborville, the Wildflower and TV Head uses powerful variants of Dandelions and Yeti Imps, respectively, for drones.

    My Thoughts

    These summonables can be destroyed with ranged attacks really easily before they get to an enemy, or even with melee attacks if the enemy has good reactions, before they blow up. Additionally, they do not particularly deal enough damage to get a vanquish while an enemy is at full health, however it is quite good at ramming some health off the enemy. However, to make up for their low health, they have a fast movement speed, which means that they can be hard to hit. Unfortunately, they can still be destroyed quite easily using area of effect, splash damage or similar types of grouped damage.

    With their toughness, I would give them an Easy difficulty to defeat. They are only really a threat if they manage to even get close to an enemy, and they have a delay before they explode, so they can actually be vanquished by any enemy during this time. Even if they manage to explode, they are unlikely to vanquish an enemy unless they had already taken a bunch of damage. I have some suggested buffs for these guys, as they seem really underpowered. The buffs I suggest include a shorter delay before they explode, a significant but not massive health boost, some more damage upon the explosion (maybe even 100) and maybe a slightly faster speed as well. As they are right now, they are really underpowered. They are not tricky to deal with on their own, and are quick to take out, but you could get distracted if other enemies are around and therefore it detonates on you. Try to focus them first and they should never pose that big of a threat due to being able to vanquish it quickly.

    Battle for Neighborville does contain Dandelion and Yeti Imp, but it does not contain Exploding Imp. It would make more sense to have Exploding Imp as it more closely resembles the counterpart of Dandelion, meaning that it cannot freeze or slow players down on explosion, but rather it more closely represents the Dandelion, but simply its counterpart. I would not give these guys a huge cooldown as there is no necessary need for that. A cooldown of 2 minutes seems more than enough, or maybe 3 minutes if Yeti Imp stayed (instead of Exploding Imp), due to its freeze effect and it actually does have some more health as well. Maybe even having no cooldown if they stay the way they are (1 minute for Yeti Imp) could work because of how currently underpowered they are?

    In A Future Shooter

    Because these guys are weak, and are really easy to defeat, I would not give them much of a cost to use at all. A cost of around 1,000 Coins each seems quite good for the state that these summonables are at now. However, if we assume they gained the buffs I suggested, I would give them a cost of about 2,500 Coins instead. Although, for Yeti Imp, I would maybe give them a unique method of unlock. Perhaps, you can buy a bundle of summonables if you wished, which would overall cost the same price as if you bought the summonables seperately, this would simply be for convenience and quick buying. For example, though, if you bought a pack of 5 Exploding Imps, you gain a Yeti Imp for free, and that is the method to how you would get Yeti Imps as they are stronger and can freeze. The same can be done for Dandelion, although there needs to be a direct counterpart to the Yeti Imp to make it more fair. Perhaps a tougher Dandelion with an elemental effect or something (I would pick Toxic variant). There could be an unlock cost attached to them before they can be used, but it should not cost much. The unlock cost could be about 10,000 Coins, but you receive a starter pack of 5, and maybe also a free Yeti Imp or special Dandelion variant, meaning you will get really good value upon the unlock, as well as being able to use them freely after (this unlock cost assumes they would be buffed by then, if not the unlock cost can be 5,000 Coins instead and you get the same stuff).

    Overall

    Because they are not currently very tough, but I would assume that in a future shooter that they would be buffed, these summonable variants should be easy to get as they are unlikely to create problems for the enemies. Providing a small unlock cost will make them harder to get at first, but after that you may use these summonables freely. I have buff suggestions due to their current underpowered nature, including some more health, damage, slight speed increase and a smaller explosion delay. Because the Yeti Imp is tougher, there should be a counterpart to it for the plants and it could have an elemental effect, but those variants should also be somewhat harder to get, for instance, as a free reward for buying multiple Dandelions or Exploding Imps.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago
    @TheSprinter85 Yeti imp was also in gw1 but he was pretty rare to aquire so he wasnt used as much as he is in bfn.

    I wouldnt mind a damage buff as you suggest as they are far to weak to be taken serious in a game where at least one character on a team in turf or ops has splash damage.

    They're best utilized in the ops no garden damage waves as their speed and numbers actually make them a threat to the objective.

    If yeti stays a spawnable then the plants need their own elemental kamikaze like you say.

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