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stukapooka's avatar
4 years ago

Spawnable discussion: Toxic gloom shroom and Mr. Toxic

Toxic gloom shroom and Mr. Toxic

Toxic Gloom shroom

Gw2 description: Voted

most toxic plant 3 years running. He ain't happy about it though.

Has 90 health and is a close ranged toxic plant.

He attacks with the toxic mist in a style just like ice shroom but with a more visible windup where he tightens up than lets the gas out. His blast can knock zombies back and deals 20 damage but immediatly applies a toxic effect that stacks it up to 30 in a cloud that stays in the air for a few seconds.

He is based on the Gloom-shroom, but like how Goop-shroom is different from Fume-shroom, Toxic Gloom-shroom is green instead of purple.  He also has tiny yellow spots. 

Mr. Toxic

Gw2 description:

Mr. Toxic emits noxious gasses when nervous. Unfortunately, he's always nervous.

Has 90 health and is a mid range toxic bot.

Possesses two attacks. His ranged attack is named Toxic Shot and his melee attack is named Toxic Blast.

While toxic gloom shroom fires a close range 20 damage attack, Mr. Toxic fires 2 toxic shots before reloading both doing 5 damage each but they can apply poison. His Toxic Blast activates when a plant is near him and deals 10 damage while applying poison at a moderate rate.

These two are good pots to utilize and play well in their differences as Mr toxic has the range but overall lacks damage and his selfdefense isn't so good but gloom shroom lacks any ranged attacks but can poison anything that comes near the garden and both have relatively high health to make them last in a firefight to poison their foes. Apprently bfn was going to give the toxic effects to zombies down the line so who knows what that wouldve meant for thess two.

5 Replies

  • Mister Toxic is one I use fairly often, another great bot in GW2. I don't use toxic gloom shroom as much, but very good at point blank, especially in Ops and in a good spot.

    I had heard that there was a toxic zombie character on the way in BfN, but we never got them. A shame as I was curious as to what it was going to be.

    Not much to say here. Both of these work pretty well and neither seem too weak or too strong. Nothing like the Toxic Peashooter issue that still plagues GW to this day. (Really wish they'd do even minor balance patches on the GW games as people still play them).

  • stukapooka's avatar
    stukapooka
    4 years ago

    @Iron_Guard8Mr. Toxic is a really solid character and like lighting reed he's the only defense spawnable with 2 attacks which makes him really good. Gloom shroom os best used near the garden but he's still a good character like ice shroom.

    Its wierd how bfn planned to give two elements to both sides so if you like plants and toxic or zombies and ice well too bad.

    Toxic pea feels more intrusive in gw1 then electro does in 2 beacuse 1 has less overall plants and peashooter gets spammed too much. In fact I think gw2 balanced the gw1 cast pretty well.

    Support on gw1 and 2 being gone and the decision to move to bfn feels really weird given that even when bfn was being supported at its arguable peak around March, more people were playing 1&2.

    Remember how many players we're in gw2 when walnut hills returned and the community sprung back to life to demolish the 500 vanquish each in one and a half day?

    Imo if popcap was smart they would've delayed bfn while slowly giving updates to gw2 in the form of gw1 maps and balance changes to hype up a new game.

    Sad to see that we'll probably never get a true sequel to gw2 now.

  • Time to spread poison around with these summonables!

    Introduction

    The Toxic Gloom Shroom and Mr. Toxic are summonable variants that deal toxic damage to enemies hit by them, which deals minor lingering damage over time to enemies. It does less damage compared to fire damage, however any enemy that is poisoned from this lingering damage can spread the damage if they go near allies, and they will take toxic damage as well, which means that these summonables can end up proving to be quite effective against enemy groups. These summonables work quite in similar ways to their counterparts, except that Toxic Gloom Shroom uses a toxic wave close range attack that deals decent damage and inflicts lingering toxic damage to any enemy hit, as well as leaving a temporary spore cloud that damages enemies that enter it. Mr. Toxic has 2 different attacks, a close range attack and a decent range attack, which both deal good damage and inflicts the minor lingering damage as well. They have limited range, however they also have significant health.

    My Thoughts

    These summonables can really weaken the enemy team, by encouraging them to stay away from each other to avoid spreading the toxic damage and by dealing constant damage, as well as negating their regeneration for easier vanquishes. However, as they have limited range, they would only prove to be useful if enemies actually get close enough to them, although their significant pool of health will enhance their survivability. I would suggest some changes to how they perform, including giving these summonables a toxic aura (even when they are on cooldown or they are not directly attacking you, any enemy that gets near them will begin to take toxic damage that lingers for a bit), reduce their attack cooldowns slightly and to improve their attack range slightly, including the toxic aura.

    I will give these summonables a Medium difficulty to defeat honestly. This can depend on the current situation, if you are attacked by one of these by surprise, you will likely take some damage and be left with lingering toxic damage. If this happens, you would want to move out of its attack range and try to stay away from your allies until the toxic effect wears out, to stop it from spreading to your allies and overall weakening your team. Using cover can be good for avoiding further attacks during this time. If you see one of these summonables, you should try to make sure you have moved away from its attack range and to shoot it down before it deals any significant damage to you or your team. 

    These summonables are not present in Battle for Neighborville, although if these summonables were ever implemented in the game, I would give them a 3 minute cooldown. They can prove to be quite handy at certain times, as the toxic effects can be useful for weakening your enemies, although their range is quite limited so they can be avoided by enemies. They are unlikely to be able to manage to vanquish an enemy on their own, however they have the potential to, so giving them a somewhat decent cooldown, but not too long, will limit how often they can be used but hopefully not by too much. Their usefulness is situational so hopefully that cooldown would be sufficient.

    In A Future Shooter

    Would want to see these in a future shooter, without hesitation even. These can really be useful against your enemies although how useful they are can be quite situational. The spreading of the toxic, the lingering damage and the negated regeneration will make it easier to defeat the enemies, although their range is quite limited in being able to do that. I would recommend that these summonables would have a purchase cost of around 2,500 Coins each, and having an unlock cost required of about 10,000 Coins per faction. Upon the unlock though, you would gain 5 of that summonable, which actually provides a better value than normal. They should be quite simple to get, and in large numbers if that is what players want to buy lots of.

    Overall

    These summonables have the capability of being a major threat to the enemies but they have their limitations as well, so I recommend giving them a fairly simple means of obtaining and in large numbers as well if players wish to do that. I also suggest an unlock cost, as these would be harder to obtain to start out, but once unlocked, you would get a good value and you would be able to purchase them freely after that if you wish. Changes that I would suggest giving these summonables include giving them a passive toxic aura which poisons enemies that gets close to them, to reduce their attack cooldowns slightly and to improve their attack range slightly, as these changes can make them even more useful.

  • stukapooka's avatar
    stukapooka
    4 years ago
    @TheSprinter85 I always thought that if any buff was given to these to it would be a toxic aura like the variants have and I'm glad to see I'm not alone.

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