Board Thread:Plants vs. Zombies 2/@comment-5760976-20160212012512/@comment-25546049-20160214194444

Alright, time for my opinions on Modern Day Part 2, feel free to agree or disagree.

Plants:


 * Dusk Lobber: I can't be the only one who finds Dusk Lobber to be absolutely terrible without Moonflower right? She's basically a slightly better Pepper-pult in that regard. With Moonflower though, this thing becomes an absolute force, and can easily clear out hordes of strong zombies. Due to the combination of being both absolutely terrible yet incredibly amazing, she just falls into that middle average for me. If I see Dusk Lobber in endless zones, I won't be as inclined to pick it unless I already have Moonflower.
 * Grimrose: Surprisingly a lot better than I thought. As a few have pointed out, the almanac entry for this is rather misleading, as it doesn't really behave like a Tangle Kelp at all. He chooses the strongest zombie in his lane and kills it (3 zombies with Moonflower). While he's pretty cool, he is a little underwhelming in endless zones (when so many zombies come at you), but he is pretty good in normal levels. I find him to be decent, but not great.
 * Escape Root: I have already raved about this plant so many times before, so I'll spare you the details this time. I'll say he has a unique (and great) concept, and a good execution. While he's a good plant, he's certainly not a great plant, and I'm fine with that.
 * Gold Bloom: This thing is amazing. This thing makes Moonflower usable in endless zones. This thing provides a free 375 sun right off the bat, and that's extremely relevant. Even in more aggressive endless zones like Greatest Hits and the new Highway to the Danger Room, Gold Bloom helps you get right into the fray with a free 375 (usually more if you use the instant recharge upgrade you get) sun, and is the reason why I'm still sitting comfortably in those levels. Things aren't all good though as after the first 375 or so sun, his use does start to fall off. And while not OP like Cold Snapdragon, he is a great plant, and I'd gladly pick him up a majority of the time.

All in all, I think we got some good plant this time around.

Zombies:


 * All-Star Zombie: Well, they managed to make this thing a threat again. This time, he makes one unlucky plant his ***** before moving around like a normal zombie. And his helmet can't be magnetized! This thing does have a decent counter though, being Primal Wall-nut. Primal Wall-nut is incredible in Modern Day, btw.
 * Super Fan Imp: Thing is non-threatening without All-Star. He doesn't really do anything, he just acts like a normal Imp. With All-Star though, becomes a lot more threatening, and can often tear sizable holes in your defense. He's annoying, but not op.

The name of the game here is annoying, but not terribly OP (ignoring endless zones)

Levels: While I'm not going to go over each individual level, the only levels in this part I found troublesome where Days 25 and 30. And the only reason I used Powerups on Day 30 is because I was paranoid, I didn't really need them. The difficulty of this was hard, but it felt fair, and there wasn't really a situations where I couldn't do anything. Over all, this world has the same difficulty as NMT or JM. The difference though is that these levels are unique, and they don't really feel "samey".

Endless Zone: PopCap has a thing for aggresive endless zones, don't they? The last 3 endless zones we've gotten (Greatest Hits, La Brainsa Tarpits, and Highway to the Danger Room) are all fast paced, and require you to be on your toes with quick decisions and good micromanagement. HTTDR is probably the easiest of the three, because of the lack of BS that happens from the zombies, the real problems here are the portals. The portals ruin your day hard, often making some situations a cluster**** real fast. Going over each worlds portals,


 * Ancient Egypt: The only real problem here are the Pharoah Zombies, but Tomb Raisers can also be annoying.
 * Pirate Seas: Supposedly, Barrel Rollers can come from these portals, but I haven't seen them ONCE. So, I guess the thing that troubled me the most was the Parrots, but even then they weren't that bad.
 * Wild West: Chickens can be brutal if you don't have a proper defense, but if you do, they aren't that bad. Otherwise nothing much is a threat here.
 * Far Future: The only thing I've had come from these portals are Shield Zombies and Jetpack Zombies. Neither are that threatening, so not that bad.
 * Dark Ages: Oh man, here comes the first threats that I've encountered. Jesters are quite annoying, especially early if you only have Shadow-shrooms to deal with them. Wizards are also quite terrifying, for pretty obvious reasons.
 * Big Wave Beach: Awful to play against. The main problem here is the Surfer Zombies. They are brutal to face, as they will knock down the Primal Wall-nuts (and maybe even the Cold Snapdragons if you use them) without you being able to do anything. If you thought they were a threat before, they certainly are now.
 * Frostbite Caves: Weasels are annoying, but besides that nothing else is that dangerous.
 * Lost City: Excavator Zombies. They are so bad to deal with, as they come right next to your defenses, and will shovel your defensive plants back, leaving a nice dent in both your defenses, your sun balance, and your sanity.
 * Neon Mixtape Tour: PopCap did it, They made one of the least threatening Zombies in the game into one of the most horrid to deal with. A full screen stun is absolutely awful, and there isn't any counterplay to this if you don't have Cherry Bomb or Grapeshot. Breakdancers can also be annoying if they are summoned in the middle of a large group.
 * Jurassic Marsh: Considering only two things can be summoned from these, one of which can only take 5NDS, there's nothing really of note from these.

This endless zone is a fun experience though if you manage to get the right plants.

Everything said and done, I actually really liked the Modern Day Part 2 update, and I hope that the next updates will continue to provide interesting content like this.