Board Thread:Plants vs. Zombies 2/@comment-5760976-20160909231821/@comment-27769607-20160924202752

Ballistic Planet wrote:

TheGollddMAN wrote:

Ballistic Planet wrote:

TheGollddMAN wrote:

Ballistic Planet wrote:

Happy-shroom wrote: Wait so how does witch hazel, parsnip, and missiletoe attack?

Also did you guys see ginta's video about the new world key thing? Do you actually get all the world keys? These are my assumptions.

1) Witch Hazel attacks like Wizard Zombie, using his range to transform zombies into Puff-shrooms, akin to Wizards transforming plants into sheep.

2) Not much is known on Parsnip, except that he's melee, and can knock people back with his plant food. Everything else is up in there.

3) Missile Toe is a Banana Launcher that slows people. Currently, it doesn't do any damage, but I think it will by the time it gets released. Witch Hazel needs the Chinese Spore Shroom ability: Create random mushrooms upon zombie defeat. I still don't think Witch Hazel would be that good, even with this buff. The general quality of mushrooms in this game are all over the place. Yeah, it'd certainly be better then turning everything into Puff-shrooms, but there are only like half of the mushrooms would be an upgrade to Puff-shroom in this circumstance. (Fume-shroom, Magnet-shroom (in levels with Bucketheads, outside of that he's so situational), and Toadstool) The rest are either about as good as Puff-shroom in this circumstance (Spore-shroom, Puff-shroom itself) or are generally bad to have right next to the zombies (Sun-shroom).

I just don't see Witch Hazel working out. It's gonna be a fun plant for sure, like Electric Currant, but it's probably gonna be a bad plant in terms of usefulness. (And the first premium in quite a while to do so) If it turns zombies into random mushrooms then we'll basically get a lot of fodder plants for the price of one. Let's face it, Puff Shrooms already cost 0 sun. Giving us a plant that creates a 0 sun plant that will vanish after a while is going to crap. So what we need is that ability.

We get useful plants for the price of one but also let them be shields and if they survive for the next wave, then even more profit.

Eh fair point.

As it stands, I feel like the fact that it takes 10 seconds for Witch Hazel to recharge after transforming is gonna make this plant real bad. In horde situations, Witch Hazel is still gonna struggle. Not to mention that it probably won't work too well in Pirate Seas or Big Wave Beach.

Also, we don't know how Witch Hazel will transform zombies (for example, what happens if Witch Hazel tries to transform a zombie while it's eating a Wall-nut). I wonder how it'll work. Or on a spikeweed, or flung into the middle of your defense.