User blog:Tecku/TT: The Great Balancing, Take 2

Hello again guys, so after the colossal failure of my "The Great Balancing" blog (Hey, they can't all be winners), I was able to step back and re-evaluate a few things. I was able to get a good look at where I went wrong, and how my ideas could have been better. Now I'm back, and I'm ready to try again!

What I Learned
Here's what I learned:

- People really, really, really want Puff Shroom to be potent at night, even at the risk of it being overpowered during the day. Same thing goes for Sun Shroom

- The idea of having Laser Bean be deflected by shiny objects was a bust.

- Even though Shovel upgrades are not worth buying, many people seem to like them.

- Plant upgrades... got mixed feedback, but mostly negative. Most notably was the negative feedback to my "take n' return" scenario- a case where plants would get nerfed, but upgrades would return them to normal. For instance, Snapdragon had its fire on the rows above and below it do less damage than the middle, but there was an upgrade that would boost the flames back to normal. People didn't like that, even though it meant no change in the long run. All in all, people want their plants at full power right when they get them, no extra work necessary.

However, while I did recieve many complaints, I also got some positive feedback about other ideas I had. People seemed to like my changes towards Chomper, Sweet Potato, and Hypno-Shroom. I also came up with another idea for mushroom after the post, one that the commenters seemed to like.

So, without further delay, let's give this thing another go! It's time for The Great Balancing.... Take 2!

Mushrooms
My new idea has mushroom work in two different ways. Mushrooms can be used both during the night and during the day without Coffee Bean- but not without penalty. At night, mushrooms are at their full potential, and doing just as well, if not better than, to their current forms. However, during the daytime, they become drowsy and less effiecent. To counteract the drowziness, players can employ Coffee Bean (0 Sun, fast recharge), to knock mushroom back up to normal levels.

Using this system, mushroom become potent powerhouses during the night, without worry of them becoming forming Laserang Conundrums with daytime plants. Furthermore, the useage of Coffee Bean creates a wide variety of strategies. Although Coffee Bean is free, its recharge time limits how often you can use it, so using too many mushrooms may not work out so well. For example, if you bring Sun Shroom, Puff Shroom, and Coffee Bean, you will have to sacrifice either Sun Shroom's growth rate or Puff Shroom staying power early on- which could be costly. These diverse strategies keep the game relatively simple, but very deep.

Mushrooms at night or under Coffee Bean:

Sun Shroom- 25 Sun, Same as current version

Puff Shroom- 0 Sun, Lasts long enough to have 10 on the field

Fume Shroom- 125 Sun, Same as current version

Hypno Shroom Option A- Costs 75 Sun, Can be eaten twice

Hypno Shroom Option B- Costs 100 Sun, Can be eaten three times

Magnet Shroom- 100 Sun, Gains 1 Column extra range

Scaredy Shroom Proposal- 50 Sun, Same as PvZ1

Ice Shroom Proposal- 100 Sun, Same as PvZ1

Doom Shroom Proposal- 175 Sun, Power Lily recharge time

Sea Shroom Proposal- 0 Sun, Mediocre recharge. Can only be placed to the right of the tide line. Disappears extra fast on land, lasts forever in the water.

Mushrooms during the day:

(Costs remain the same)

Sun Shroom- Can only grow once after producing 2-3 rounds of Sun.

Puff Shroom- Can only have 5 at a time without Plant Food.

Fume Shroom- Firing rate is 30% slower

Hypno Shroom (both versions)- Can only be eaten once

Magnet Shroom- Loses 2 columns of range (-1 of the current version)

Scaredy Shroom Proposal- Fires 50% slower

Ice Shroom Proposal- Takes 10 seconds to detonate

Doom Shroom Proposal- Takes 10 seconds to detonate

Sea Shroom Proposal- Fires 50% slower

Other Plant Changes
Coming Soon

Zombie Changes
Coming Soon