Board Thread:Plants vs. Zombies 2/@comment-25089892-20160622064826/@comment-25546049-20160625193624

TheHandsomePlant wrote: Ballistic Planet wrote:

TheHandsomePlant wrote:

Ballistic Planet wrote:

TheGollddMAN wrote: SO in a nutshell, we can agree on the fact that Aloe sucks. A plant that was so hyped for because of it's unique ability to heal others turned out to be utter garbage because of the developers' poor decisions. PopCap making bad decisions? Since when? 1. It would take half a year to probably beat PvZ2 if it was kept in pre-1.7 design with all the current worlds, as opposed to about a week, which is fine for a mobile game.

3. You can only blame BWB for it's sixteenth day. Others are rather fair and have their true challenge.

6. Modern Day can be only blamed for not being well thought when being developed. What it only lacked, was the "actual" five-jalapeno difficulty, and climactic ending. EDIT2: Rephrased

1. Fair point, but I do like a branching path style more than the current linear progression of the game. They could have toned down some aspects about the old system to make it less grindy, but alas.

2. Big Wave Beach - Day 3 and Big Wave Beach - Day 25 say hello.

3. Also somewhat fair, but my point for including Modern Day was that it wasn't a good ending to PVZ2 at all. 2. Day 3 isn't painful at all, it only depends on Dynamic Difficulty. Day 25 has its own strategies too, as opposed to being given plants that are just not good enough against zombies. I always seem to have a miserable time with Day 3. The zombies always seem to overwhelm the plants that I end up losing a lawnmower. And that's why I hate Day 3.