Forum Discussion
Time to heal up and get back in the fight with the help of these summonables!
Introduction
The Heal Weed and Heal Zombie are summonable variants which heal their allies, as well as still dealing damage to enemies when no allies nearby need any healing. They are fairly fragile, having more health compared to the basic Weed and Browncoat, but not as much as some of the other tougher and more resistant variants. These summonable variants operate differently to their counterparts. They both aim to heal their damaged allies, but will attack enemies if they get too close or there is no allies nearby in need of healing. The Heal Weed constantly throws out healing sundrops every few seconds, which provide a bunch of healing and will heal the closest ally that needs it, including itself. The Heal Zombie heals any number of allies in a close radius to it, gradually but constantly while close to it, but it cannot heal itself this way. These summonable variants work differently compared to other summonables as they mostly focus on supporting their team instead of attacking enemies, but they can still attack their enemies in some situations.
My Thoughts
I really think that right now, these summonables are great as they are. They do their job well, healing the team and sometimes helping to attack enemies, but if not, that is the job for other summonables. The more allies that are with the Heal Weed or Heal Zombie, the more effective they actually become, as they will have more protection and they can heal more allies at once. I would suggest some buffs though, which include giving them a health boost (as they are quite weak), they can attack and heal at the same time (because this would not be a major buff) and give them the ability to heal naturally over time, unlike other summonables. With this, the Heal Weed would not be able to heal itself with the sundrops, but instead, like players, the Heal Weed and Heal Zombie would heal on their own over time after not taking damage for a while. They are the healers after all, and they do not have the most amount of health or anything.
With their toughness to defeat, it sort of depends on the situation, but overall I would give them an Easy difficulty to defeat. If they are on their own, they will not be able to heal their allies or anything but will probably attempt to attack instead. However, their attacks are as weak as a basic Weed or Browncoat so they are a low threat overall. If they are with their allies, they can be a problem as they will be constantly able to heal their allies and keep them alive, however they will be extremely unlikely to attack you so you can easily vanquish them without much trouble. Additionally, if you vanquish them quickly, you will limit the overall amount of healing that they will provide. Overall though, they are tougher with other enemies around due to their supportive nature.
Battle for Neighborville does indeed contain the Heal Weed and the Heal Zombie, which is great as they are really great summonable variants to use, and these summonables can be placed whenever a player is on low health, to heal them and then allies, as long as it is not on cooldown. Because of their great usefulness and the fact that they are not very offensive, I would only give them a 3 minute cooldown. They are not a great threat to the enemy team overall, but it is a good idea to have a decent cooldown because having to attack through lots of healing would provide more issues for the enemies. The other thing is that they are commonly used summonable variants so this quite low cooldown should encourage players to use these summonables often.
In A Future Shooter
As these are really useful and commonly used summonable variants, but are not too tough to defeat, these summonables should not be greatly expensive but should be a bit difficult to gain hold of in large amounts. I would recommend giving these summonables a cost of about 5,000 Coins each, as they can go a long way and should not be overpriced but it should deter players from amassing these summonables in large amounts. There could be an unlock cost of about 20,000 Coins before these can be used for the first time, to make them harder to gain hold of at first, but once obtained they can be freely used thereafter. Additionally, the unlock could come with a starter pack of 5 so you will actually get a better value upon the unlock, which is nice.
Overall
These are really useful summonables and are highly used, but they are quite easy to defeat. As a result, they should be quite easy to obtain, but not to the point where they can be amassed in large amounts easily due to how useful they can be, especially when needing to deal with many. Requiring an unlock before being available for use would make them a bit harder to start using earlier on, but once unlocked they can be freely used. Even though these summonables perform well, I would suggest a buff to health, being able to heal naturally and to attack nearby enemies even while healing allies.
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