Board Thread:Plants vs. Zombies 2: It's About Time/@comment-25502707-20150103181559/@comment-5460233-20150108103528

Zombotanist wrote: Hey!, I'm just dropping some ideas I have for when you guys begin working on Dark Ages or any other night-time world you might have planned.

First I think the mushrooms that weren't brought back for PvZ2 should be brought back but changed slightly to have more uses outside of night levels:

-Scaredy-shroom: Pretty much the same as in PvZ except that it has the same health as an infi-nut, so when it hides it acts as a defensive plant, that way it provides attack and defense, but only one at a time. Its plant food would be shooting 60 spores very rapidly and getting a healmet that gives it extra health.

-Ice-shroom: Again, pretty much the same as in PvZ, but this time you have to tap it to activate its effect, similar to what you could do during the day levels with Coffee bean, so you can have more than 1 planted and activate them when necessary. Also Zombies affected are slowed for 2 seconds after being frozen. Since this change would mean that it's not an instant use plant anymore it would also need a plant food effect, my idea is that it would do its normal effect but also doing heavy damage to the zombies and if it kills a zombie this way they could turn to ice and shatter into small pieces.

-Doom-shroom: I think Doom-shroom could serve a slightly different purpose other than being an insta-kill plant, my idea is that when you plant it and it explodes it does heavy damage to all the zombies in a 5x5 area and it also covers that square with toxic gas that poisons all zombies inside and lasts for 3 seconds. Poisoned zombies take damage over time (Something like being constantly hurt by Spikeweed) and are also slowed. If you don't think that Doom-shroom needs changing you could use this idea for a new plant, could be called Toxic-shroom or something and affect a smaller 3x3 area so it's not as similar as Doom-shroom.

And now my ideas for new plants:

-Nut-shroom: As the name suggests it's a shroom counterpart to Wallnut, like Sun-shroom to Sunflower and Puff-shroom to Peashooter. My idea is that it costs only 25 sun and has a faster recharge than Wallnut but it starts with only a little more health than a regular plant, but if you leave it planted for a while it grows, just like Sun-shroom, getting the same health as a Wall-nut. Plant food would be instant growth plus a helmet for extra health.

-Mush-pult: I based this idea from the scrapped Pult-shroom from Dark Ages, since we really do need a mushroom to counter all the graves in that world, but tried to make it unique and not the same as the original idea PopCap had. Basically the Mush-pult costs 125 sun and throws lobbed shots that do normal damage and have no splash, now that just sounds like a worse Cabbage-pult, but the special thing about the Mush-pult is that it does more damage with each consecutive shot it hits on a single Zombie eventually doing even more damage than a Melon-pult! This means that the Mush-pult is a good counter to single strong Zombies, like Gargantuars and Knights, but isn't very good at fighting large groups of Zombies. Plant food would be the usual spray of a abunch of projectiles all over the lawn like the other catapult plants.

So those were my ideas, feel free to message me if you would like to use them in any way, hope this project does well and gets very far.

P.S.: This is my first post on the wiki, hopefully I do well here and have a good time :) about scaredy-shroom: he would need a sun cost change to do that

ice-shroom: how about getting bitten instead of when tapped, i like the PF

doom-shroom: same as ice-shroom, which means a PF effect and leave a scorched tile instead, that's aready implemented so it will be easier to add him

nut-shroom: nice!

mush-shroom: how about sticking with the name pult-shroom, nice details, though