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  • So I want to run some plants by you before making them final. This includes my (albeit late) possible contest entries. If you want to, of course.

    Gladormadsu

    Contest entry. Offensive plant, regularly shoots three bamboo shoots (each dealing 1 damage point) at a PSROF. Every 20 seconds, it fires three hypnotic shoots, which hypnotize the zombie they hit. It'll then resume its regular attack after 5 seconds. It'll cost 300 sun with a slow seedpacket recharge.

    It's meant to be an expensive, late-stage plant. While Caulipower is random and slightly quicker, Gladormadsu is slower and condensed to its lane, but it hypnotizes more zombies.

    PLANT FOOD: Fires a 25 nds projectile in each lane, and then hypnotizes the three strongest zombies on the board (highest health).

    I feel like this might be horribly OP, but I like the concept and design of it, so I'm wondering ways to improve it.

    Brierworks

    Instant-use, 125 sun and sluggish recharge. Covers a 5x5 area in Bombegranate-like spikes (same damage output, only hurt zombies once). Basic idea, and potential Contest Entry if Gladormadsu is irredeemable.

    Geony

    Final possible contest entry. 150 sun. Lobs its 3 damage projectile every 3 seconds. If one of these projectiles kills a zombie, it creates a semi-permanent fertile tile. Fertile tiles boost plants planted there. 10 ndb health increase, and 2 nds damage increase, if possible. Fertile tile can be removed if it's:

    • Replaced by another plant's tile (Gold Leaf, Tile Turnip, Zircornium, but not Lava Guava or Sap-fling)
    • Drenched in water (tide changes, Cascanna)
    • The same plant is planted there again after the previous plant dies (reference to intercropping, heehee)

    PLANT FOOD: Makes a random column completely filled with fertile tiles.

    Aurichalum

    Aquatic. 225 sun and fast recharge. Throws a trident at a PSROF. Trident is half as fast as a normal projectile. Trident deals 2 nds, as well as pierces through every zombie in the row. Once it reaches the end of the row, it'll turn around and head back down a different row. Aurichalum will then move either up or down to go to the same row as the trident. Rinse and repeat. Trident's direction favors rows with more zombies. Aurichalum can share a tile with a plant (unless the tile is scorched or otherwise infertile).

    Calengula

    Utility plant, undecided sun cost and recharge. Initially doubles defense of surrounding plants (3x3). After a new wave of zombies approaches, it'll halve the defense of surrounding plants, but also double their damage output. Like a Veil-shroom take 2.

    PLANT FOOD:

    First stage: Adds basic armor on every plant around it, increasing health by 30 ndb.

    Second stage: Activates plant food for 3 random plants around it (2 if there are only 3 plants around it, one if only two around, does not activate another Calengula's plant food).

    Beanpole

    Flower Pot-like utility plant. 100 sun, mediocre recharge. Allows for three plants to be on the same tile, excluding usual rooted plants and the such. Zombies eat the plant on top, the the middle, then bottom, and then the Beanpole itself.

    PLANT FOOD: Creates a Beanpole somewhere else on the board, more likely to create one on the same column, or the two adjacent columns.

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    • So, how much am I getting paid again?

      I'll start with the potential comptetion entries since they have a deadline.

      This bamboo-shooter of yours is a risky plant to submit, but if it's properly tuned, it will stand out as a strong competitor. With that said, </span>3dps and hypnotic powers on a single plant for 300 sun might be a problem, and multi-hypnosis is really strong. The main reason I think this'll need a rework is because its hypnosis is predictable, reliable, and comes in bursts. What I'd say is make it fire fewer weaker projectiles(say, 2 bamboo that do 0.75 damage each) and move the attack cooldown to before it hypnotizes, as it is best to attack after the hypnotism occurs. It'll still hypnotize more than Caulipower, but it won't be as ridiculous as it is right now. Offense like this has is kind of counter-intuitive with hypnotism as well, so I'd say only 25 more sun will balance it well. And to finish it up, the PF seems a bit... random. This seems like a row-focused plant that dominates its own lane without helping others, so having this kind of full-board damage is a bit odd. The hypnotism is fine, although if you follow all my ideas hypnotising 3 won't make sense anymore.

      Brierworks is a good back-up, but honestly it's not that spectacular and is probably very UP. If the spikes are exactly like Bombegranite seeds, then it's definitely UP. Seems like a 75-cost at best, even if these were to be able to exist with plants and/or stack. The best way to make this stand out is to give it a generously fast cooldown, say, Mediocre.

      Your last entry seems better as a second-choice IMO. The damage buff you want to give might be too much, amd I'd say to cut it by half or change it entirely, as it is next to useless for burst plants like other lobbed plants and Coco Cannons/Cirtons/BL, but my main complaint is that it seems to have a bit of unnecessary complexity. I like the real-life reference, but adding complexity without massively changing the interactions of the plant is kind of bad. I'd say have the fertile tile last for, say, 2 plants, which is easier to remember and play around. You can change the boost by zombie type too, which will have a noticable and significant effect on this plant's interactions and usage. You should get more than a couple of boosts if you get this to defeat, say, a Garg. Maybe my idea for Gargs(5 uses in 2 tiles) is a bit excessive, but making an Imp kill give one use or a "muscular" zombie give 3 isn't. Finaly, the PF seems a bit weak, with or without my changes. I'd say make it rain 10 large projectiles that make fertile tiles and damage zombies, with half targetted at zombies and half at plants.

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    • So you're saying that it should wait the 5 seconds before hypnosis, and not the 5 seconds afterwards?

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    • So, Aurichalum is an overbuffed Laser Bean that switches rows constantly? Might be unreliable without set-up, but it still is too strong if I'm understanding it correctly. Also, it throws many tridents before any of them switch rows... what? There's something not adding up here.

      Does Calengula half the defense from the buffed defense or from the original defense? Either way, it seems like an improvement from Veil-shroom.

      Beanpole needs a downside. Like, relaly bad. The reason Pea Pod is OK is because A) it's slightly overpriced, and B) the zombies don't eat each head individually. B) might be important to consider when making basically any plant you want a Pea Pod +++.

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    • Aurichalum will only ever have one trident active at a time. A decreased damage then?

      Original defense.

      What if zombies eat the entire Beanpole, and everything on it, at once?

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    • You specified that the tridents are extremely slow, so now it seems underwhelming.

      I'd say Calengula shouldn't be an expensive plant. Cooldown is up to you, although I can see arguments for Mediocre as well as Fast.

      That... actually could work really well.

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    • Hmmm. So is 2 damage points alright then?

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    • With the projectile speed and what you said about it waiting for its projectile to come back, it's effectively a weaker Laser Bean that switches rows and can stack infinitely. Honestly, I'm not sure how to balance this thing properly, especially with its ability to stack.

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    • Maybe change projectile speed, or change sun cost?

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    • A Rouge Zombie
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