Let's get onto everyone's Battle for Neighborville's favourite summonables, the Wildflower and TV Head!
(This is sarcasm, I understand that many players do not like these summonables).
Introduction
The Wildflower and TV Head are summonable variants which are exclusive to Battle for Neighborville, they do not appear in GW or GW2. They are summonables that have multiple attacks, which include launching a 3-shot round burst (similar to Super Commando in GW2), throwing an explosive that knocks enemies up and deals decent damage to enemies hit by it, and a melee attack when enemies get too close to them. Both of these summonables have variants with increased health (which are Terracotta Wildflower and TV Buckethead), they have increased health and an increased placement cooldown. They generally use ranged attacks and rarely seem to get close to enemies.
My Thoughts
These summonables have an interesting nature compared to the other summonables, using mostly ranged attacks and staying away from using melee attacks unless enemies get too close. Normally, these summonables like to use their melee attacks on enemies, except they will occassionally use ranged attacks if they are away from enemies. I feel that 3 minutes is a decent cooldown for the regular variants and the 5 minutes is good for the increased health variants (which is the current cooldown, I do observe the summonable cooldown times). The increased health variants should have a longer cooldown as they are tougher to defeat (due to increased health).
I would give these variants a Medium difficulty to defeat, or closer to a Hard difficulty if referring to the increased health variants. Being able to deal good damage and knock you around can be somewhat tricky and annoying to deal with, however they do not have a particularly large amount of health and if you have allies with you, they can be easy to take out. That said, try to spread apart a bit when these summonables are around to prevent multiple allies taking damage from the explosives they have. Next time, Wildflower and TV Head, do not use grenades that bloom and how many times do you have to overheat your dinner?
Wild Head and TV Flower (I did that deliberately, but will not do it again) are not everyone's favourite Weed or Browncoat, and may not want them to see it return in a potential future shooter, and I would not particularly mind either way. Although, I would actually prefer to see them return in future. Here are changes I would suggest though, which involve giving both the regular and increased health variants slightly more physical health, giving them a lower fire rate with their ranged attacks since they can be annoying to deal with, and less damage on their explosives.
In A Future Shooter
In a potential future shooter, these guys may not make it there. I like the idea of these summonables though, so if they were implemented, this is what I would suggest. They would cost around 5,000 Coins each to summon. You would not be able to buy the increased health variants by default, rather you would get 1 of them for free every time you buy a bundle of 5 Wildflowers or TV Heads at once. They would not be unlocked from the start, rather they would cost about 20,000 Coins to unlock them for future use. It would come with a starter pack of 5, and 1 of the increased health variants for free as well. The free increased health variant you recieve when you get a bundle of 5 at once depends on the faction you bought (plant gives a Terracotta Wildflower and zombie gives you a TV Buckethead).
Overall
These summonables are exclusive to Battle for Neighborville, and likes to use their ranged attacks often, which can be an annoyance or threat to players. In a potential future shooter, if they were implemented, they should be decently hard to get since they would be annoying to deal with in large numbers, therefore requiring an unlock cost before being used freely thereafter, having a decent cost attached to each, and making it so the increased health variants can only be obtained via a bundle purchase. Changes I would suggest include giving them more health than they do now, but giving them a lower fire rate and less damage with their explosives.