User blog:Milesprower2/My Jurassic Marsh Part 1 Reaction

Okay, so, time to talk about this stage.

Celekinesis
Hi Celekinesis! How ya doing? Been turned into a Peashooter by PopCap? Interesting! You knock zombies back so often you're OP? Cool! You'll be useful in this next, extremely tough, stage!

That sums it up.

Primal Wall-nut
The best plant in the update despite being so simplistic and frankly uncreative. Why do I think it's so good then?

Because it balances out the difficulty of this stage. Every stage since Far Future has had a pacing problem where the zombies come way too thick and fast, but some stages balanced out this problem. Frostbite Caves had Sliders, limiting the rows zombies can attack, and therefore leaving them more vulnerable to AoE plants. Lost City had Gold Tiles for extra sun production.

And Jurassic Marsh solves the problem by letting you set up defensive plants pretty much anywhere anytime for only 75 sun each. In the early levels, I used Chard Guards and had a lot of trouble. Later levels, I used Primal Walls and had very little trouble, despite the annoying dinos. On-demand stalling like this might (though I'm afraid to go back and test it out) even be able to balance out Big Wave Beach! Well, aside from Gargs in Low Tides...and Surfers...and I still need Infi-nuts to counter Fishers...so maybe not.

Perfume-shroom
As Tecku said, it should be cheaper and/or usable more often, but be less potent, AKA charmed Dinos shouldn't all have abilities that totally insta-kill zombies, especially abilities that annihilate freaking Gargantuars!

But it's still decent, at least. And a world-exclusive that makes some kind of SENSE!

Grapeshot
Direct upgrade to Cherry Bomb, but costs real money. This is the thing I feared might start to happen. Prems based on regular plants, prems that have upsides but no downsides to balance them out. After all, Toadstool might make Chomper useless (well, more useless), but at least Chomper is slightly cheaper (both in real money and in-game sun). I'd be fine with Grapeshot if it costed 175 sun. But not 150 like Cherry Bomb...

Zombies
The Zombies are basically regular, conehead, buckethead, knight/blockhead, flag, and special Garg/Imp.

Imp and Garg are opposites, Imp with halved health and higher speed. Garg with 270 health and reduced speed. The increased health is a feature I initially thought that Deep Sea Garg had...

However, the reduced speed of this Garg really stops it being a threat. Plus Primal Pea. Plus OP Charmed Dinos.

Raptors
These guys would be OP if it weren't for Primal Nut. Put that wherever they throw zombies at and you shouldn't have any trouble, especially with Primal Peas pushing the zombies back eventually, while Winter Melons can slow them down.

Stegos
Charm them. ASAP. They are far more annoying than Raptors. If you can't charm them, stall zombies before they travel to the tip of its tail and get flung. Thankfully, it does have a good charmed effect as it insta-kills zombies in groups, unlike other dinos.

Pteros
Charm them. Even more ASAP than Stegos. Granted, Primal Peas can push the turned around zombies so they skip over plants, but they'll still do a fair bit of damage and you don't want that. If multiple Pteros show up at once, either use PF to recharge Perfume-shroom so you can use it twice at once, or imitate Perfume-shroom if you can, or prioritize the Ptero in the row with tougher zombies. You don't want a Fossilhead attacking from behind, do you?

Summary
Decent world, Day 7 is pure evil and can go to the same hell as the worst of BWB, but other than that this stage is pretty good so far, the plants do a surprisingly good job of countering the insanely annoying Dinos, so this world isn't as bad as I thought it would be.