User blog:Zombotanist/PvZH Balance Suggestions

Here are some of my suggestions for balance changes I'd like to see implemented in the game, and I'll try to give reasons for each one as well.

Guardian
Prickly Pear

Reasoning: This card is almost never used simply because its ability isn't good enough to justify its cost, specially considereng that it has such little health that strong zombies won't get hurt much by it to begin with. Buffing its health would make its ability much more usable.

Kabloom
Berry Blast


 * Ability change: "Do 3 damage" → "Do 3 damage to a zombie"

Reasoning: It being able to hit the zombie hero directly meant that Kabloom heroes pretty much only needed to lower their opponent's health down to 3 in order to win. This change also encourages the idea of using this card to deal with threatening zombies later in the game, instead of wasting it early for some damage on the hero, which is very common in newer players and generally isn't a good idea.

Sizzle

Reasoning: This card costs 2.5 times more than Berry Blast, deals less than twice the damage and doesn't synergyze with Sergeant Strongberry. Also, it costing the same as Squash makes no sense since there's literally no reason to ever use this as Solar Flare.

Grapes of Wrath


 * Ability change: "When destroyed: Do 6 damage to the Zombie Hero." → "When destroyed: Do 5 damage to the Zombie Hero."

Reasoning: The idea behind this plant is that it punishes the zombie hero if they don't deal with it due to its high strength and it punishes them if they do deal with it due to its ability, (which in my opinion isn't good design in any way but whatever, it exists), but the big problem is that it does way too much damage considering this damage is a lot of times unavoidable, so it'd be good to tone it down a little.

Mega-Grow
Re-Peat Moss


 * Ability change: "When you play a trick, this does a bonus attack." → "When you play your first trick each turn, this does a bonus attack."

Reasoning: This plant easily gets out of hand thanks to tricks like Fertilize or superpowers like Blazing Bark or Embiggen. This change would make it less overpowering while still mantaining it a very strong plant.

Smarty
Snowdrop

Reasoning: This plant has an amazing ability that increases both its damage and health by 2 very easily thanks to the multiple ways Smarty heroes have to freeze zombies. This change doesn't change that at all but it does make it easier to take out early on if the plant hero isn't careful when playing it.

Solar
Chomper

Reasoning: This plant has awful stats for its cost and its ability isn't worth it clogging up a lane. This way it at least deals some damage on said empty lane.

Beastly
Haunting Zombie/Haunting Ghost

Reasoning: This zombie has terrible stats for a 2 cost zombie, and its ability isn't at all useful because of this. This change would make it at least useful early game or as a good way to clog up a lane.

Brainy
Gentleman Zombie

Reasoning: This zombie had no reason to be nerfed in the last update, now it's almost imposible to use it effectively due to it being so frail that even 1 cost plants can deal with it.

Crazy
Bungee Plumber


 * Ability change: "Do 2 damage" → "Do 2 damage to a plant"

Reasoning: Same as with Berry Blast.

Cakesplosion


 * Ability change: "Do 4 damage to a plant." → "Do 5 damage a plant."

Reasoning: This card was a little too costly for the not so great effect of 4 damage to plants only. This way it becomes a great counter to powerful plants like Power Flower and Poison Oak.

Hearty
Team Mascot

Reasoning: This zombie is a vital part of any sports deck, but sadly it's a bit too weak on its own. This change wouldn't honestly change much, but it'll at least make it survive to a Repeater on turn 3.

Ra Zombie

Reasoning: By turn 6 most plant heroes have already played at least one very strong plant, and making them lose 2 sun isn't going to change that much that late into the game, plus this zombie has terrible stats for a 6 cost zombie. This change would cause this zombie to be a huge difference by making it so plants can't make a big play on turn 5, such as Power Flower, Winter Squash + Iceberg Lettuce, etc.

Sneaky
Toxic Waste Imp

Reasoning: This zombie's ability is way too strong for such a low cost and it's pretty much always a better card than Fishy Imp.

Imp Commander

Reasoning: This zombie has an amazing ability and really good stats for its cost, so this changes one of those things to make it easier to remove earlier on.