Forum Discussion
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.
- 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.
- TheSprinter854 years agoHero@stukapooka Cool, I just thought it was a good idea as most toxic characters already have a toxic aura.
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