User blog comment:Itsleo20/PvZH balancing ideas/@comment-25089892-20160728161821

Stats max out at 15 - No point, basically a plant at 15/15 is as strong as one with 100/100, let's say.

Insta-charge - Lower the chance, 5% is still enough for at least one trigger per mach.

Changing the star algorythm - It's fine as it is, starting from Gold League it just doesn't really promote to grind for gems.

Power Flower - +1 sun cost for just the healing ability is not worth it, change the health to 4, to say the very least.

Briar Rose - Optional, it destroys zombies that hurt it, so it's still going to destroy zombies with Armored 1.

Venus Flytrap - Umm, it already does heal for damage dealt.

Smashing Pumpkin - Plants are supposed to be weaker than zombies because they only get tricks to get rid of monstrosities like this on their turn.

Chomper - No point, being cabable of destroying any early-game zombie at the cost of 4 sun is quite an advantage.

Three-Header Chomper - By the time when played, there will be only strong zombies with 5+ strength on board, so it defeats the purpose of it.

Bananosaurus Rex - 3/3 for 4 sun which you can't really change this turn... That'd be the worst plant legendary of all time.

Podfather - The limitation to pea plants is already a disadvantage of this plant

Re-Peat Moss - Allows you to get advantage of constant cross-trick fire one turn earlier, and it still can be restored by just any buff card.

Black-Eyed Pea - They should've redesigned it to be a bean instead of a pea, it gives an overpowered Podfather combo like the Snowdrop + Freezing combo.

Bonk Choy - Guaranteed 100% four damage to Zombie Hero on first turn, provided they play anything beforehand.

Mush-Boom - Considerate.

Snapdragon - Immensely good against zombie rushers, don't make it now immune to cheap take-downs.

Whirlwind - Defeats the purpose of Spring Bean which you could've played at the same turn if you'd have planned to use this on a designated zombie.

Smoosh-shroom - Same reason as with Smashing Pumpkin

Winter Squash - Change to 5 health instead.

Wall-nut Bowling - Redesign the enire concept, you can't really fix this trick other than just removing it or immensely nerfing it not to be a Legendary.

Mirror Nut - Increase the cost to 5 so zombies get more time to get rid of nuts waiting for the combo.

Beary - Decrease health to 6, increase the cost to 3.

Soul Patch - 4/8 is too weak for a 7-drop, this easily can be destroyed with any zombie of the same cost.

Doom-shroom - Increase cost to 7, effect destroys all zombies (costs two less than Zombot because it's only a trick and zombies get to catch-up with their trick phase)

Pineclone - It is a bug, so it has to be fixed.

Grapes of Wrath - It's your opponent's fault for a poorly exected defense to end up with <6 health on turn 6, and this plant is supposed to reward you for it.

Seedling - Change the summoned plant's cost to 3 so the zombie gets even chances to deal with it next turn.

Sizzle - 5 damage is huge and good for early-middle played zombies. If you want bigger targets, use Squash instead.

Sergeant Strongberry - Obviously.

Flamenco - 3 damage to plant hero if you team it up with 1/1, 3/1, and 3/2 for 5 brains? Worst deal ever.

Cakesplosion - I don't remember but is there even any plant with 4 health and Armored?

Garg's Feast - 12 brains is enough to wait for such trick.

Arm Wrestler - Either change the cost to 2, or change the stats to 2/1

Ra Zombie - Change the cost to 5, change the stats to 3/3

Trash Can - Hearty zombies are supposed to be Hearty, not Crazy, mind you!

Coffee Zombie - Removing +1/+1 defeats the purpose of being Super Rare.

Rock Wall - +5 is best for defending zombies giving value to other zombies.

Heroic Health - How is this change changing anything for the Zombie Hero?

Wannabe Hero - Considerate.

Knight Zombie - But bring the cost back to 6.

Plank Walker - Removing Strikethrough defeats the purpose of being a Legendary.

Walrus Rider - 7 damage from a 5-drop which my opponent won't likely dodge?

Dolphinado - Same as Whirlwind

Octo-pet - Playing a 3/2 1-drop is completely ordinary as there are lots of plant 1-drops with 2 strength.

Cat Lady - 4/4 on turn 2, provided I play any simplest pet? This zombie deservers down-ward nerfing.

Octo Zombie - I'd just remove the After-Life trait instead.

Nurse Garg - Same as Venus Flytrap

Zombot 1000 - This thing can be simply countered by any plant that stands in its way.

Shieldcrusher - Defeats the point of the whole gimmick and being a Legendary.

Gadget Scientist - Gee, instant 2 damage on turn 5 if this is my only zombie to use is sure overpowered.

Brain Vendor - Defeats the whole point of this zombie.

Pool Shark - It's Crazy zombie, it is supposed to have high attack in exchange for low health.

Trickster - Remove the "costs less for each trick played" gimmick.

Eureka - Most of the time you get lame cards from it, so the change is not needed.