Board Thread:Plants vs. Zombies: Garden Warfare 1 & 2/@comment-30790899-20170315161458/@comment-26488146-20170322222731

Wanna hear some advice from me about what I try to avoid? (don't take this as an insult, or personally, I just use this criteria when coming up with classes, I thought you guys might like it too)

Try to avoid abilities that summon spawnables. Too unorganized, so many things could go wrong, I dunno, I just don't like summoning spawnables. PopCap avoided abilities like these, so I try to as well.

Try to avoid elemental (fire, ice, toxic, electric) abilities. Doesn't go well with different variants, an ice ability or toxic ability will be much less useful with a ice or toxic variant, and it will be... weird if you have a fire, ice, toxic variant with a different elemental ability. I makes it hard to make new variants without changing the ability. Again, I cannot really explain why it is bad, but it is (again, in my opinion). PopCap also avoided elemental abilities until Torchwood, who was a lazy disaster with no variants (probably to much work to change Blazing Blast and Smoldering Madness, both fire related, to different elements).

And, try to avoid abilities to similar to other abilities, or too not-unique. This one should be obvious.

I also try to avoid abilities that heal others. I know that PopCap has made some exceptions (Arcane Lotus), but it kind of upsets the balance of the other classes.

If I were making a Wizard class, I would give it a teleport, a throwable damage and slowness potion, and either a damage over time ability (in a circle) or a support ability. But, I do like your Wizard class! Feel free not to listen to me.