Board Thread:Plants vs. Zombies 2/@comment-25546049-20160323074555/@comment-26520884-20160329192714

TheHandsomePlant wrote: Got some data on it!

Apparently it kinda works like in PvZ2C. First of all, this thing is still in development and so far is applied to really few plants. Second, it creates six grades or levels of each plant (while PvZ2C has four levels/grades, PvZ2I has six levels/grades!). The further the plant gets with its grade, the more the bonuses its user gets for using it. Main strings include:

LevelXP - Amount of levels required in order to get to next grade of a plant. This obviously increases each time the plant gets levelled up. The standard level-up path is:

2 wins -> Level 1 -> 5 wins -> Level 2 -> 8 wins -> Level 3 -> 15 wins -> Level 4 -> 25 wins -> Level 5 -> 40 wins -> Level 6

Cost - As you would guess, the further the plant gets with its grade, the less it costs (except for some plants). For example, once Peashooter reaches Level 2, he starts costing 90 sun! And when he reaches his final grade (6), he starts with 80 then! Some plants still cost more the further the get for some reason (Sunflower is an example, she starts costing 125 sun once she reaches final level, but in exchange she can produce 75 sun by then)

Hitpoints - The amount of bites required to kill a plant. The further it gets with its grade, the more durable it becomes. Most plants start out with 2x health when on final grade.

PacketCooldown - The time in seconds required to use the plant again. Level 6 Sunflower recharges in 2 seconds instead of 5.

PlantfoodDuration - The duration of Plant Food effect. Level 6 Peashooter's Pea Gatling ability lasts 1 second longer!

I could put more but I don't want to spam the thread. If someone wants, I can make a blog that documents all the bonuses. Lol, level 1 Primal Sunflower it's still better. But it sounds more fair than the chinese system, although I'm still against it.