Board Thread:Plants vs. Zombies 2/@comment-5760976-20161219003644/@comment-25089892-20161219161813

TheGollddMAN wrote: So now that I have properly read all data, I have found some quirks in THP's blog. Other than these, all plants are okay even though PopCap could have made them much more interesting.

First of all, some plants don't have their Plant Food effects listed upon upgrading like Lily Pad, Laser Bean etc 

Thyme Warp and Gold Leaf: Still remains world exclusives

Sun-shroom: Doesn't say time from medium to large stage

Iceberg Lettuce: So after Level 11, it becomes an instant use meaning it loses its Plant Food ability. Not cool PopCap, it should have still been a delayed activation but in 3 x 3 upon upgrading.

Spikeweed and Spikerock: His blog doesn't show many Garg smashes/ Barrells they can withstand.

Tangle Kelp: Plant Food effects say it can drown from 5 to 7 zombies on L10. Does it mean it behaves on chance now? Sometimes 5 and sometimes 7?

Citron: Previously its PF projectiles would only stop after hitting a machine but now it says whatever zombie or machine having more health than 200 NDS (on L10) would stop it. Doesn't it mean that the projectile is now nerfed (as in lower levels, normal gargs would be able to stop it)?

A.K.E.E: Each bounce decreases damage by 15% meaning that more bounces on higher levels would actually decrease the damage dealt

Garlic: "Plant Food duplicate" Garlic doesn't duplicate at all upon using Plant Food...

Perfume-shroom: No upgraded dino count upon charming.

Shadow-shroom: Poison duration decreases

Nightshade: Doesn't say anything about its powered up state upgraded or it even gets anything upgraded

Snow Pea: "Plant Food effect electric line damage (per hit)" Uh THP?

Electric Blueberry: Targeting ratio is still awful

Jack o' Lantern: No reduced recharge time for flames?

Shrinking Violet: Does damage now or is it a mistake?

Blooming Heart: Doesn't say damage stats for projectile increased damage per zombie

Imitater: Why does it even have a level up mechanic? Why?

Aloe:  Still sucks

Missile Toe: No 3 x 3 range

Witch Hazel: Seed packet recharge/ projectile recharge should be even less upon upgrading and plant food still sucks Sun-shroom: It does say the grow time. Growth Time (small size) stands for time to grow from small to medium size and Growth Time (medium size) stands for time to grow from medium to large size.

Spikeweed/rock: They simply didn't feel fine with that.

Tangle Kelp: Correct.

Citron: You're right, I just noticed that. But it might also mean the threshold for when the plasma ball can pass through certain zombies and when not.

A.K.E.E.: This feature has been in the plant's coding since it was released. It basically what makes the first hit deal 3 NDS, then the second deal 2 NDS, and so on etc.

Garlic: Copy + paste fail (I used that technique to speed up the creating process)

Perfume-shroom: Wasn't it always able to charm all the dinos in its lane?

Snow Pea: And another copy + paste fail

Shrinking Violet: It doesn't do damage. The multiplier makes the zombies weaker. At Level 1, the multiplier is set to 2x, which is true, because it makes all zombies take twice as much damage. So at Level 10, the multiplier being set to 3x would make zombies take thrice as much damage.

Imitater: I guess upgrading it somewhat makes the plant it imitates be set to its level. So if you have a Level 1 Peashooter and Level 20 Imitater, then chances are that the imitated Peashooter will be at Level 20. Or having a Level 20 Peashooter and Level 1 Imitater would make the imitated Peashooter be only at Level 1.