Board Thread:Plants vs. Zombies Heroes/@comment-28629991-20180114163800/@comment-28629991-20180211025421

MicoLazaro23 wrote:

CWJ-D wrote:

MicoLazaro23 wrote:

CWJ-D wrote: Electric Snare, bzzt bzzt! Poison Grass, cough cough! Torn apart like a paper plane in a Hurri-Cane! The Zombies' un-lives are on the line!

Name: Poison Grass

Class: Guardian

Tribes: Leafy Flower Plant

Cost: 4

Stats: 2/5

Traits: None

Ability: When hurt: Do 3 damage to all Zombies and Gravestones in two random lanes.

Set: Event

Make fun of his name, and he'll make you drop like poisoned grass!

Name: Hurri-Cane

Class: Smarty

Tribe: Stem Plant

Cost: 3

Stats: 0/5

Traits: None

Ability: When a Zombie or a Gravestone is bounced, do 3 damage to it before it gets bounced.

Set: Event

She wishes the Zombies a pleasant trip back home, but you know she's lying. Poison Grass is too cheap. It overthrows Prickly Pear, but is apparently just as costly. Poison Grass actually has raw Str, which Prickly Pear lacks, the ability to actually deal damage do gravestones, which I believe is a first for the game, a slightly bigger health pool than, again, Prickly Pear. Perhaps setting its rarity to Event keeps things 'balanced', but whatever. Maybe it is meant to overthrow Prickly Pear completely. I won't judge if that's your objective. It also references itself in a manner in its description, which I find to be lame.

Hurri-Cane... everything aside, is it based on sugar canes? Anyway, like Poison Grass, it apparently has the capability to deal direct damage to gravestones. And just to clarify, if a card is bounced, its stats are reset, which makes the ability of Hurri-Cane worthless anyway. Being damaged by 3 Hp is different than getting -3 Hp AFTER being bounced. It also seems like you had a bit of reference from PvZ 2's Hurrikale, so it might have been better if you just used it instead. Another thing I find kinda lame.

Prickly Pear has Team-Up, which Poison Grass lacks. And since Poison Grass' ability targets two random lanes, it has the change to hit an empty lane and be useless, unlike Prickly Pear which guarantees 4 damage. (But then again, Splash Damage zombies from the Crazy class are a thing in my world.)

The last sentence in the first paragraph...lemme say that your Jack of Fruits also references itself in its description.

Hurrikale? Don't compare Hurri-Cane to that wannabe. That thing just blows zombies back. Hurri-Cane generates real hurricanes from her stem. Hurri-Cane is an added bonus to your typical bouncing: the ability to actually destroy low-health zombies before they are bounced, even though it can't destroy the higher-health ones. Hurri-Cane also shuts down Secret Agent plays on a lot of zombies, as it does damage before Secret Agent boosts them. Oh, and Hurri-Cane stacks.

Although, if you think a lower cost or stronger ability would benefit, I have no problem with that. In fact...I might add a "When played" ability.

Let's just say that it's always darkest under the lighthouse. And with Hurri-Cane, I was referring to the name. I also forgot that Prickly Pear has Team-up...but I don't really think it's that much of a big deal. Attack empty lanes will simply, I think, damage the Hero. If so, it'll be prolly OP. And I just realized the refer-to-your-own-plant thing. I think I might want to reevaluate my life decisions. Then again, I might say that my uhh... reference was a bit more stylized, while yours was, to me, straightforward. Okay, fine, maybe mine was straightforward too? Us aside, who cares? Also, you still haven't explained the direct damage to gravestones thing. Does an existing card have the capability to do so yet? If so, tell me so that I'll charge myself of perjury.

Oh, but I do believe Team-Up makes a difference. Prickly Pear goes with any plant. Poison Grass can't.

Just like Prickly Pear, "attacking" an empty lane won't damage the hero. And besides, damaging gravestones is only a minor bonus, as you can only affect them if a gravestone is made during combat (Tomb Raiser Zombie), or Poison Grass is hurt in the Zombies Play phase (Fireworks Zombie, Foot Soldier Zombie, Conga Zombie), because my set doesn't have plants that damage other plants.

About damage to gravestones, I think it's pretty straightforward: if a zombie takes damage and gets destroyed in a gravestone, the death animation will play as soon as it is revealed. However, I haven't decided whether the gravestone should be revealed as soon as the zombie gets destroyed, or until the Zombie Tricks phase; it could make a difference in terms of strategy.

There are no cards that can damage zombies while in gravestones.

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