Board Thread:Weekly discussions/@comment-27053902-20170220171616/@comment-26488146-20170221023005

GamerNerd i wrote: In general I feel like the Plants are slightly worse-off than the Zombies. While Zombies are generally pretty malleable in terms of usage, Plants have a specific play style and are pretty much required to stick with it. That's not to say that you can't get creative (ever seen a Gatling on top of a drone? No? Didn't think so. I did it once with my friends and it failed so badly ), but there's a lot less room to do so. In addition, some of them have a somewhat high learning curve.

For example, Cactus is pretty hard to play as for a good number of players. She's a sniper, but has no close-ranged defense, and all but one of her abilities are defensive, and that one leaves you very vulnerable. As opposed to Deadbeard, who actually has 3 possibilities for close-ranged defense (scattershot, Barrel, Cannon for overkill) and still boasts both a sniper and a drone. Factor in the fact that map design makes it hard to snipe and the learning curve here is somewhat steep.

Rose is another one with a high curve. While meant to be the crowd-control, her abilities are a bit meh, and she can do little else. Time Snare doesn't snare for nearly as long as, say, Sonic Grenade or EMPeach. Goatify has utility as an ability shutdown, but all other stuns have that too AND slowing capability. If caught alone, Enigma can be a get-out-of-jail-free card, but only if you can get back to allies. Without that, her damage potential isn't enough to match any Zombies'. The message here is that you need to stay close to teammates or die, and sometimes being close to teammates is impossible for whatever reason. Basic thing here is that Rose seems a bit too situational. Two words of advice:

Play Chomper.