Board Thread:Plants vs. Zombies Heroes/@comment-5891510-20160322223424/@comment-24471175-20160913012410

Zombotanist wrote: Thinklogic wrote: Zombotanist wrote: Thinklogic wrote: New Plant/Zombie Trait: FedCertain troops have an icon above them during their heroes turn, which can be pressed to feed that troop some of their currency for some special function. This function does not consume any cards, but is a lot weaker than tricks for the same cost. I really like this idea! It's a very clever way to make fighters with interesting and practical abilities that are not possible right now. I specially like the Laser Operator and the Gold Bloom. I am a bit worried Gold Bloom could be dangerously OP if used properly

If a player plays it early on and buffs/shields it to prevent it being destroyed, then on say, turn 5 stores 5 Sun on it then it survives until turn 6, the plant hero will get 11 Sun on turn 6, enough to use a Corncopia very early

Or maybe just leave it the way it is, its a punishment for the Zombie hero for not destroying it. If the plant hero put all their sun in it that turn, they cant place any other plants/tricks, making the Gold Bloom vulnerable

The Feed trait is primarily a way of spending excess brains/sun before you end your turn.

Other Feed Teammate suggestions: Again, your ideas are very good and creative, great job.

Perhaps a way to balance Gold Bloom would be to make it so it destroys itself after one turn so it's only a one time use? Something like: At the start of turn: Destroy this plant. The Gold Bloom costs 3 Sun to plant, so you would need to make atleast 6 Sun that turn, so you can store 3 Sun in the newly planted Gold Bloom for next turn, or else Sunflower and Twin Sunflower are superior (they give 1 or 2 Sun every turn without storage).

If the Gold Bloom only lasts 1 turn, it's price should be reduced to 1 Sun, so the Plant Hero has remaining Sun they can store on it