Board Thread:Plants vs. Zombies 2/@comment-5760976-20161219003644/@comment-24275721-20161219164804

TheHandsomePlant wrote: 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: Fair enough, I misunderstood that.

Spikerock/Spikeweed: So both of them can still withstand 3/1 hits and also have high HP? How does that work?

Tangel Kelp: So what is the probability of the chance system?

Citron: But that still means the PF projectile is now nerfed if the threshold is that low for non-upgraded Citron.

Garlic: So what does it do in its upgraded state for PF effects then?

Perfume-shroom: What I meant was the amount of charmed dinos increasing before leaving the lawn. I thought we would get 10 charmed raptors at level 10 for example

Shrinking Violet: I was talking about that "Damage per hit" thing (which I thought was its own damage stat) or is it another copy paste fail?

Imitater: So the coding say that or are you assuming it?