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  • 7 GRAND UMP
    7 GRAND UMP closed this thread because:
    https://plantsvszombies.fandom.com/wiki/Thread:1188125
    13:08, November 21, 2018

    Not sure which is the correct title.

    Last thread

    EDIT: Updated title to reflect new update.

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    • There's a glitch to get infinite Battlez Practice Matches.

      When time hits 0:00, quickly pause and surrender. You won't use up a step of the quest.

      Btw, I didn't find this. Han0303 did. There's a thread(s) dedicated to discussing Battlez: Thread:1175997

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    • Intrepid potato mine wrote:
      There's a glitch to get infinite Battlez Practice Matches.

      When time hits 0:00, quickly pause and surrender. You won't use up a step of the quest.

      Btw, I didn't find this. Han0303 did. There's a thread(s) dedicated to discussing Battlez: Thread:1175997

      So it counts as a step done if you start and then quickly surrender?

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    • Iamarepeater wrote:
      Intrepid potato mine wrote:
      There's a glitch to get infinite Battlez Practice Matches.

      When time hits 0:00, quickly pause and surrender. You won't use up a step of the quest.

      Btw, I didn't find this. Han0303 did. There's a thread(s) dedicated to discussing Battlez: Thread:1175997

      So it counts as a step done if you start and then quickly surrender?

      Idk. I blundered twice and allowed the match to end before I could surrender, so I am on the last step now. I won't risk the last to test it.

      For all I know if you surrender at any point in the practice match, no step will be used.

      It's logical to surrender at 0:00 since you have your final score.

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    • I do 0:01. Still, lower expectations are better since you might get a higher score.

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    • Well, time for the usual stuff we do on threads like these!

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    • There's a free gift in the store that I got.

      Free. No gems, coins, mints, or real-life money. Just free.

      I am happy.

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    • Got it too.

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    • Haemophilus_EA explained that it was compensation for the Daily Quest bugs that happened (ironically, I heard that the gift itself was bugged, reappearing several times in the store).

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    • Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

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    • Intrepid potato mine wrote:
      Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

      INB4 They change his Almanac entry in some update.

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    • Intrepid potato mine wrote:
      Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

      Why?

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    • Swaggy Shooter
      Swaggy Shooter removed this reply because:
      nvm
      01:37, September 28, 2018
      This reply has been removed
    • Intrepid potato mine wrote:
      Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

      this is most likely a bug

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    • ADVENT-UR-TRON wrote:
      Intrepid potato mine wrote:
      Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

      this is most likely a bug

      How does wrong entry counts as a bug? More of inconsistency, in my opinion.

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    • IAmPlayer wrote:
      ADVENT-UR-TRON wrote:
      Intrepid potato mine wrote:
      Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

      this is most likely a bug
      How does wrong entry counts as a bug? More of inconsistency, in my opinion.

      i have checked and this is very well likely a bug as NOTHING looks wrong from primal peashooter

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    • ADVENT-UR-TRON wrote:
      IAmPlayer wrote:
      ADVENT-UR-TRON wrote:
      Intrepid potato mine wrote:
      Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

      this is most likely a bug
      How does wrong entry counts as a bug? More of inconsistency, in my opinion.
      i have checked and this is very well likely a bug as NOTHING looks wrong from primal peashooter

      There is something wrong with Primal Peashooter, the Almanac Entry. You can't have errors in strings for texts in game. It's inconsistency.

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    • IAmPlayer wrote:
      ADVENT-UR-TRON wrote:
      IAmPlayer wrote:
      ADVENT-UR-TRON wrote:
      Intrepid potato mine wrote:
      Primal Peashooter has been nerfed to not stun zombies anymore but knockback somewhat more frequently.

      But his almanac entry still says that he "shoots heavy stunning peas".

      this is most likely a bug
      How does wrong entry counts as a bug? More of inconsistency, in my opinion.
      i have checked and this is very well likely a bug as NOTHING looks wrong from primal peashooter
      There is something wrong with Primal Peashooter, the Almanac Entry. You can't have errors in strings for texts in game. It's inconsistency.

      i wasn't talking about the texts i mean primal peashooter's properties in general.

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    • Magnet-shroom is banned in Contain-mint's tournament.

      Probably because of abuse in the last tournament.(just like Blover, except they acted faster)

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    • Based on the fact that you're able to practice next week's Battlez tournament and it includes Shadow Peashooter, I'm assuming it will release tomorrow.

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    • Wonder if it'll cost mints but be a permanent premium plant.

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    • Han0303 wrote: Wonder if it'll cost mints but be a permanent premium plant.

      Who knows? It's not like PvZHD is trying to tell the truth about using 10 seed packets thing.

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    • This Tuesday, Shadow Peashooter officially debuts! To get it, we have to obtain 250 of its seed packets. It's also apparently available until the 26th, so that sucks.

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    • Plant Protecter wrote: This Tuesday, Shadow Peashooter officially debuts! To get it, we have to obtain 250 of its seed packets. It's also apparently available until the 26th, so that sucks.

      How, pray tell are we supposed to get them? Is there going to be a Premium seeds quest for 60 seed packets? It seems like a rather demanding number with the rarity of premium seed packets.

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    • Dalek2653 wrote:

      Plant Protecter wrote: This Tuesday, Shadow Peashooter officially debuts! To get it, we have to obtain 250 of its seed packets. It's also apparently available until the 26th, so that sucks.

      How, pray tell are we supposed to get them? Is there going to be a Premium seeds quest for 60 seed packets? It seems like a rather demanding number with the rarity of premium seed packets.

      Maybe after Contain-mint Tournament there will be Shadow Peashooter Tournament. I mean, we already have a Battlez Practice for it.

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    • IAmPlayer wrote:

      Dalek2653 wrote:

      Plant Protecter wrote: This Tuesday, Shadow Peashooter officially debuts! To get it, we have to obtain 250 of its seed packets. It's also apparently available until the 26th, so that sucks.

      How, pray tell are we supposed to get them? Is there going to be a Premium seeds quest for 60 seed packets? It seems like a rather demanding number with the rarity of premium seed packets.

      Maybe after Contain-mint Tournament there will be Shadow Peashooter Tournament. I mean, we already have a Battlez Practice for it.

      Base on the fact that the practice shows he's the chosen plant, that's what I assume. But even still, 250 seed packets is the equivalent of a little more than level 5 for premium plants. That's a lot!

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    • I found a method to get Shadow Peashooter seed packet while the event hasn't started. There are four methods, but two of them are from the events. So, if you haven't look at the News and Updates, here's how.

      • Shadow Peashooter Pinata (soon, probably will happen in the events)
      • Shadow Peashooter Epic Quest
      • Pinata Parties
      • Pinata Tracker on Modern Day
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    • IAmPlayer wrote: I found a method to get Shadow Peashooter seed packet while the event hasn't started. There are four methods, but two of them are from the events. So, if you haven't look at the News and Updates, here's how.

      • Shadow Peashooter Pinata (soon, probably will happen in the events)
      • Shadow Peashooter Epic Quest
      • Pinata Parties
      • Pinata Tracker on Modern Day

      Pinata tracker? That seems like a glitch since he's not technically part of the world.

      Edit: An oversight rather.

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    • Dalek2653 wrote:

      IAmPlayer wrote: I found a method to get Shadow Peashooter seed packet while the event hasn't started. There are four methods, but two of them are from the events. So, if you haven't look at the News and Updates, here's how.

      • Shadow Peashooter Pinata (soon, probably will happen in the events)
      • Shadow Peashooter Epic Quest
      • Pinata Parties
      • Pinata Tracker on Modern Day
      Pinata tracker? That seems like a glitch since he's not technically part of the world.

      Edit: An oversight rather.

      No, they added it in the News and Update's method. You can't buy Modern Day Pinatas, either, you have to get the Pinata from the Tracker.

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    • If it ends on 26th, it ends on my birthday. Sux.

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    • Screenshot 20180911-172539
      I have now acquired Shadow Peashooter, twice. Both on my main and levelling profiles. *feels accomplished*
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    • I uhh... approve that shadow Peashooter can be most overpowered thing in the game at lv.1

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    • Jimmy2004Backup wrote: I uhh... approve that shadow Peashooter can be most overpowered thing in the game at lv.1

      Until Goo Peashooter arrives.

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    • Not really, Goo Peashooter simply deals high damage to a single zombie.

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    • Even now, they have yet to patch that glitch where if too many zombies die at once (endless zone for example), the sound will be destroyed and you have to restart your device.

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    • Is it only me? The first day I got Shadow Peashooter seeds in the modern day piñatas in Battlez mode but that seems to be over (in the winning streak)? Is it the same for everyone else? 

      Although I shouldn't complain, it got me to level 8 for Shadow Peashooter but it would have been sweet to get to level 10, which is almost impossible if I have to do it 10 seeds at the time! 

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    • Iamarepeater wrote:
      Even now, they have yet to patch that glitch where if too many zombies die at once (endless zone for example), the sound will be destroyed and you have to restart your device.

      Can't wait for an update to fix that!

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    • Shameless and unrelated advertisement because goodpea2 and I worked so damn hard to remake PvZ 2 to be better - featuring new leveling system, 140+ new levels, quests & zen garden actually doing something, brand new costumes and more

      ECLISE BETA-1

      ECLISE BETA-1

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    • Anybody thinks that if there will be a new world, it would be even shittier than SA?

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    • Well, if they carefully plan out stuff, it would be better than SA. But making worlds shouldn't be rushed or it will be a mess.

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    • Seattle ran out of original ideas long ago unlike Shanghai, who were too lazy making SA (at least on the zombies as the level design was rushed in about 5 wks.)

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    • Things could improve. But I don't think they will. The new peashooters will just ruin the game, since they'll outclass most other plants. Also, notice how barely anyone uses Endurian, Guacodile or Rotobaga. These plants suck compared to most.

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    • Han0303 wrote:
      Things could improve. But I don't think they will. The new peashooters will just ruin the game, since they'll outclass most other plants. Also, notice how barely anyone uses Endurian, Guacodile or Rotobaga. These plants suck compared to most.

      I have to disagree about Rotobaga. It is a multi-directional plant, just like Starfruit. So if leveled up, it can be very useful.

      Guacodile is the worst plant they ever made though. Would be more useful If the zombies had a shot at eating it's health away before it rushes off.(instead of instantly on contact)

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    • Guacodile's upgrades are dumb. It only affects the seed damage, not rush damage.

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    • Intrepid potato mine wrote:
      Han0303 wrote:
      Things could improve. But I don't think they will. The new peashooters will just ruin the game, since they'll outclass most other plants. Also, notice how barely anyone uses Endurian, Guacodile or Rotobaga. These plants suck compared to most.
      I have to disagree about Rotobaga. It is a multi-directional plant, just like Starfruit. So if leveled up, it can be very useful.

      Guacodile is the worst plant they ever made though. Would be more useful If the zombies had a shot at eating it's health away before it rushes off.(instead of instantly on contact)

      Guacodile is only useful with Imitater, since you can arguably spam-rush zombies.

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    • Personally, I tend to throw most plants under the bus because Winter Melon is the best.

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    • lol

      Rotobaga is okay...   but I usually pay no attention to it since it has to be placed quite forward. And many other plants outshine it. For me, I think Starfruit's better. (*ThisUserLikesOreo beams like hell*) 

      And Guacodile doesn't even shoot in water. Which makes it kinda useless.

      Not to mention Coconut Cannon and Pea Pod. Way too expensive.

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    • The original premiums prior to NMT would have actually been good for vanilla gameplay. After that they became WAY too OP.

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    • Soo....how do u ppl feel about Rotten Red coming to China??

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    • Well, It's okay, I guess. It's a cool plant from Miles, but I really hoped it came here in any possible way. Maybe PvZ2 International, maybe PvZH or maybe GW2 or the upcoming GW3.

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    • Hamster Ball in PvZ2 lol.

      So they can make some sort of new equipment/zombie but not a world.

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    • Then that just came

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    • Burnade is op. Not only it can one hit kill a Gargantuan, it can do this to a whole group of them!

      I used them in Greatest Hits and they're helpful against the metal rushes.

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    • I've noticed these very annoying things about hamster balls.

      • It's fast, and can't be slowed down by freezing plants and cannot be shrunk by Shrinking Violet. Though Shrinking Violet can stall it while its petals fade.
      • Unlike with Barrel Rollers Chard Guard can't knock them back before getting killed
      • The Hamster Ball is so big, it can crush plants behind a slider tile
        • Oyes, and when it switches lanes after touching a slider tile, it immediately crushes not only the plant it lands on and the plant directly in front, but also the plant at the back. Okay, but Spikerocks cannot pop it when it switches lanes from a slider tile. Instead, they are instantly killed like any other plant.
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    • Can you even hit the hamster ball with Spikeweed? I never tried on using Spikeweed to get rid of those.

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    • IAmPlayer wrote:
      Can you even hit the hamster ball with Spikeweed? I never tried on using Spikeweed to get rid of those.

      I think so...I seem to remember trying it.

      A correction to what I said btw: when it switches lanes after touching a slider tile it can instantly kill Spikerocks, but it will be popped.

      The thing is so fast and so tough, it's virtually unstoppable without a Spikerock.

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    • Intrepid potato mine wrote:

      IAmPlayer wrote:
      Can you even hit the hamster ball with Spikeweed? I never tried on using Spikeweed to get rid of those.

      I think so...I seem to remember trying it.

      A correction to what I said btw: when it switches lanes after touching a slider tile it can instantly kill Spikerocks, but it will be popped.

      The thing is so fast and so tough, it's virtually unstoppable without a Spikerock.

      If it runs into any plant it seems to lose the fast speed it has. So planting something cheap right in front of it is a good idea. I personally use a Spikeweed just for whenever I see one. Works quite well.

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    • I see what's happening.

      If it's weak to Spikeweed and Spikerock, and piercing plants are this week's plant family...

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    • Intrepid potato mine wrote:
      IAmPlayer wrote:
      Can you even hit the hamster ball with Spikeweed? I never tried on using Spikeweed to get rid of those.
      I think so...I seem to remember trying it.

      A correction to what I said btw: when it switches lanes after touching a slider tile it can instantly kill Spikerocks, but it will be popped.

      The thing is so fast and so tough, it's virtually unstoppable without a Spikerock.

      And I thought it was my imagination...

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    • Their health is buffed in Battlez, so remember that normally they'd be a bit weaker.

      Or do they only appear in Battlez?

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    • I have suspicions about zombies receiving a speed boost after leaving their hamster-balls. The Camel Zombies were moving faster than Neon Bucketheads despite former being slower than the latter according to the coding.

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    • TheHandsomePlant wrote: I have suspicions about zombies receiving a speed boost after leaving their hamster-balls. The Camel Zombies were moving faster than Neon Bucketheads despite former being slower than the latter according to the coding.

      Given that Creeper speed is the lowest tier, I'd say so. But it makes no sense. I'd be interested to hear Popcap justify this speed boost.

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    • I seem to have noticed the Camel Zombies from the hamster ball are sometimes immune to slider tiles.

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    • Don’t try to even break the hamster ball in front of a slider tile.

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    • They are way too powerful. And if they only appear in Battlez...  well, they'll be insanely strong. The number of camel zombies spawned is also huge and very hard to tackle - unless you use Lazer Bean, Spikerock or anything else.

      Spear-mint is way too powerful for a mint, just like Bombard-mint, though I realise that Bombard-mint's accuracy with explosions has dropped. When upgraded these mints are op. Spear-mint spawns, like, 50000 spikerocks. And the fact that they remain is the best. Contain-mint sucks.

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    • The speed is what makes them really hard to beat because in fact, they have only... 55 HP. Ten less than a Buckethead has.

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    • That's wrong. A basic zombie has 200 health. Or do you mean normal damage shots? That old imperial measurement has been changed to the new metric damage per shot.

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    • All mints available in the store for the next 2 weeks. 

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    • Sick. Time to level up Mr Spear-mint.

      Wait, ALL, like, EVERY ONE of the Power Mints?

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    • Every. Single. One. (released so far).

      I'm just trying to unlock all mints at level 1 as a FTP player - no overleveling for me.



      Speaking of which, how would you rate mints in your opinion? I'd have to say:

      - Spearmint & Bombardmint are the most OP

      - Armamint and Reinforcemint are pretty good, but you need the specific family to get the boost from it.

      - Filamint and Containmint suck. No questions asked.

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    • Han0303 wrote:
      Sick. Time to level up Mr Spear-mint.

      Wait, ALL, like, EVERY ONE of the Power Mints?

      All released so far.

      Also, it says that their recharge will be reduced along with the mints being available again...for a limited time?

      Anyone knows if the faster recharge is also limited time?

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    • Probably. Otherwise the Mints would be OP, Spear-mint and Bombard-mint even more so. But it certainly does help in tournaments.

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    • Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      I'm willing to believe this.

      Apparently, PvZ HD (now Azure Crystal) released a new video about ANOTHER Peashooter and a new way to level up plants. Whether you believe this or not, you decide.

      The Peashooter is called Sling Pea, which fires bursts of five peas that act like Homing Thistle's thistles.

      And the new way to level up plants is called Mastery, where plants can be levelled up by gaining points through unknown methods.

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    • Plant Protecter wrote:
      Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      I'm willing to believe this.

      Apparently, PvZ HD (now Azure Crystal) released a new video about ANOTHER Peashooter and a new way to level up plants. Whether you believe this or not, you decide.

      The Peashooter is called Sling Pea, which fires bursts of five peas that act like Homing Thistle's thistles.

      And the new way to level up plants is called Mastery, where plants can be levelled up by gaining points through unknown methods.

      So Homing Thistle 2.0. That might be a little broken.

      But I do like the mastery concept. Level up Plants by using them, that's how it should've always been.

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    • Lily8763cp wrote:

      Plant Protecter wrote:
      Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      I'm willing to believe this.

      Apparently, PvZ HD (now Azure Crystal) released a new video about ANOTHER Peashooter and a new way to level up plants. Whether you believe this or not, you decide.

      The Peashooter is called Sling Pea, which fires bursts of five peas that act like Homing Thistle's thistles.

      And the new way to level up plants is called Mastery, where plants can be levelled up by gaining points through unknown methods.

      But I do like the mastery concept. Level up Plants by using them, that's how it should've always been.

      I know. I actually thought plants would be levelled up like this when I first heard about the concept, and I was a bit disappointed when I found out we needed to use seed packets.

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    • I am not so sure about that. In one of the screenshots, it says "Upgrade to Mastery" meaning it is a seperate tier of upgrades that are unlocked maybe once a plant reaches max or maybe a set level (might be different for different plants)

      Like how many of these F2P games have a level AND a rank. I think mastery is the rank. An example would be like in Angry Birds Epic where a bird can be upgraded both via mastery and level up which are both seperate things. But if I can make my plants even stronger, I won't complain.

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    • Lily8763cp wrote:
      Plant Protecter wrote:
      Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      Plants vs Zombies 2 - Sling Peashooter and Mastery - New content

      I'm willing to believe this.

      Apparently, PvZ HD (now Azure Crystal) released a new video about ANOTHER Peashooter and a new way to level up plants. Whether you believe this or not, you decide.

      The Peashooter is called Sling Pea, which fires bursts of five peas that act like Homing Thistle's thistles.

      And the new way to level up plants is called Mastery, where plants can be levelled up by gaining points through unknown methods.

      So Homing Thistle 2.0. That might be a little broken.

      But I do like the mastery concept. Level up Plants by using them, that's how it should've always been.

      Homing Thistle 2.0? Hmmm.... I mean, seriously, we should've be able to get Cattail, not this Sling Pea, ugh.

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    • PEASHOOTER REVOLUTION!

      Let's start a rebeliion against EA.

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    • Plants vs Zombies 2 - Sling Peashooter Gameplay

      Plants vs Zombies 2 - Sling Peashooter Gameplay

      So this was unexpected.

      So it turns out that Arma-Mint Peashooter (the lobbed shot one) and Sling Pea (the homing one) are the same plant. He's actually almost fully usable by now, but his homing needs some... tweaking.

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    • Plant Protecter wrote:
      Plants vs Zombies 2 - Sling Peashooter Gameplay

      Plants vs Zombies 2 - Sling Peashooter Gameplay

      So this was unexpected.

      So it turns out that Arma-Mint Peashooter (the lobbed shot one) and Sling Pea (the homing one) are the same plant. He's actually almost fully usable by now, but his homing needs some... tweaking.

      This plant is still heavily unfinished in 6.9, and it doesn't work as expected. We'll see how the plant actually works when we get the soft release of 7.0.

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    • I don't know what to say about the name.

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    • Pea Mortar sounds more fitting than Lobbing Peashooter.

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    • Plant Protecter wrote:
      Plants vs Zombies 2 - Sling Peashooter Gameplay

      Plants vs Zombies 2 - Sling Peashooter Gameplay

      So this was unexpected.

      So it turns out that Arma-Mint Peashooter (the lobbed shot one) and Sling Pea (the homing one) are the same plant. He's actually almost fully usable by now, but his homing needs some... tweaking.

      So it's a lobbing Peashooter that also homes in.

      Something about that seems like it isn't going to work.

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    • What,would pvz3 would be IMO:

      • lootbox for everything (it's EA)
      • everything new is a clone
      • membership
      • lazy level design
      • stuff stolen from pvzcc (I'd like that tbh)

      If it becomes a reality, it will kill the series and ppl will call the Chinese fangame PvZ Travels (or another one that's in English) "the real pvz3"

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    • Swaggy Shooter wrote:
      What,would pvz3 would be IMO:
      • lootbox for everything (it's EA)
      • everything new is a clone
      • membership
      • lazy level design
      • stuff stolen from pvzcc (I'd like that tbh)

      If it becomes a reality, it will kill the series and ppl will call the Chinese fangame PvZ Travels (or another one that's in English) "the real pvz3"

      No, it won't kill the series. Besides, we haven't seen gameplay of it nor has it been released yet!

      P.S: You do realize some states like Belgium and the Netherlands are making Loot Boxes illegal, right?

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    • This is what I think it could be (based off recent PvZ2 updates)

      Also, EA will just make lootboxes cost loads of gems.

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    • It appears that a new Zombie is being introduced in 7.0 version... Say hello to Cardio Zombie!

      "ZOMBIE_GENERAL_TREADMILL_PHASE1": "Cardio Zombie",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION": "Cardio Zombie is all about health, healthiness and healthy lifestyles. He refuses to consume carbs, downing nothing but high-protein brains for every meal. In his opinion, other zombies really need to up their game. NO EXCUSES!",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION_HEADER": "Advances to a set spot on the board, then tosses buffing brains at other zombies until he's chased away or retreats on his own.",

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    • I have a feeling that more plants will use the Seed Packets system. I actually wanted the old premium plants (not gemiums) would get the same methods, but instead of 250, like Shadow Peashooter, why not 2000? Sure, it could be a lot, like A LOT, but at least it doesn't disappears as it was a full-on Premium Plant. The event premium plants, maybe could keep the 250 seed packets system.

      You can grind on the seeds by completing the Plant of The Week quests, and get some from the Premium Pinatas.

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    • TheHandsomePlant wrote: It appears that a new Zombie is being introduced in 7.0 version... Say hello to Cardio Zombie!

      "ZOMBIE_GENERAL_TREADMILL_PHASE1": "Cardio Zombie",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION": "Cardio Zombie is all about health, healthiness and healthy lifestyles. He refuses to consume carbs, downing nothing but high-protein brains for every meal. In his opinion, other zombies really need to up their game. NO EXCUSES!",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION_HEADER": "Advances to a set spot on the board, then tosses buffing brains at other zombies until he's chased away or retreats on his own.",

      I'm picturing him as a zombie with a similar build to the muscular zombies (Octo Zombie, Troglobite etc) with a red tracksuit and an afro with a headband on it. If he doesn't look like this, I will be disappointed.

      Anyways, he seems like a pure support zombie. The fact that he most likely doesn't eat plants (his Almanac proves this) and that he runs away cements him as this. But I wonder how his brains help buff other zombies. Speed? Health? Both?

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    • TheHandsomePlant wrote:
      It appears that a new Zombie is being introduced in 7.0 version... Say hello to Cardio Zombie!

      "ZOMBIE_GENERAL_TREADMILL_PHASE1": "Cardio Zombie",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION": "Cardio Zombie is all about health, healthiness and healthy lifestyles. He refuses to consume carbs, downing nothing but high-protein brains for every meal. In his opinion, other zombies really need to up their game. NO EXCUSES!",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION_HEADER": "Advances to a set spot on the board, then tosses buffing brains at other zombies until he's chased away or retreats on his own.",

      My guess is that he's a Battlez zombie that buffs other zombies.

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    • Q: Whatever happened to the expansions?

      A: EA happened.

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    • Spend a lot of brains to collect one. Seems legit.

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    • Plant Protecter wrote:

      TheHandsomePlant wrote: It appears that a new Zombie is being introduced in 7.0 version... Say hello to Cardio Zombie!

      "ZOMBIE_GENERAL_TREADMILL_PHASE1": "Cardio Zombie",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION": "Cardio Zombie is all about health, healthiness and healthy lifestyles. He refuses to consume carbs, downing nothing but high-protein brains for every meal. In his opinion, other zombies really need to up their game. NO EXCUSES!",
      "ZOMBIE_GENERAL_TREADMILL_PHASE1_DESCRIPTION_HEADER": "Advances to a set spot on the board, then tosses buffing brains at other zombies until he's chased away or retreats on his own.",

      I'm picturing him as a zombie with a similar build to the muscular zombies (Octo Zombie, Troglobite etc) with a red tracksuit and an afro with a headband on it. If he doesn't look like this, I will be disappointed.

      That's funny because I instantly thought of: Pole Vaulting Zombie1

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    • Plants vs

      Plants vs. Zombies 2 Zombie Treadmill Unfinished Gameplay

      I'm both happy and disappointed.

      So this is presumably Cardio Zombie, who is obviously unfinished. He disappoints me due to his design (more of a 1980s gym instructor that what I imagined), but his death animation more than makes up for his design. Fans of treadmill fail videos will not be disappointed.

      EDIT: A person I know says their friend found a picture of a complete Snap Pea, which looks like a Peashooter/Chomper mixture. While we don't see the entire thing, it looks believable.

      Snap Pea?

      Forget Chomptus, Chompea is the new Chomper hybrid.

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    • Plant Protecter wrote:
      Plants vs

      Plants vs. Zombies 2 Zombie Treadmill Unfinished Gameplay

      I'm both happy and disappointed.

      So this is presumably Cardio Zombie, who is obviously unfinished. He disappoints me due to his design (more of a 1980s gym instructor that what I imagined), but his death animation more than makes up for his design. Fans of treadmill fail videos will not be disappointed.

      EDIT: A person I know says their friend found a picture of a complete Snap Pea, which looks like a Peashooter/Chomper mixture. While we don't see the entire thing, it looks believable.

      Snap Pea?

      Forget Chomptus, Chompea is the new Chomper hybrid.

      For some reason, that little smug looking Peashooter head inside that "Chomper" is just hilarious to me.

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    • Snap Pea is just a Chomper Peashooter hybrid?

      I am disappointed beyond words.

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    • Commuting vore by swallowing zombies and using thier heads to attack is hilarious.

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    • Plant Protecter wrote:
      Plants vs

      Plants vs. Zombies 2 Zombie Treadmill Unfinished Gameplay

      I'm both happy and disappointed.

      So this is presumably Cardio Zombie, who is obviously unfinished. He disappoints me due to his design (more of a 1980s gym instructor that what I imagined), but his death animation more than makes up for his design. Fans of treadmill fail videos will not be disappointed.

      Tbh I think it's too weak for a zombie that muscular. Though if it's going in Battlez, I'm not gonna complain. The dying animation should take a bit less longer, I think. It lags the game out and will cover a tile for quite some time. Also can it instantly crush defensive plants?

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    • Han0303 wrote:
      Plant Protecter wrote:
      Plants vs

      Plants vs. Zombies 2 Zombie Treadmill Unfinished Gameplay

      I'm both happy and disappointed.

      So this is presumably Cardio Zombie, who is obviously unfinished. He disappoints me due to his design (more of a 1980s gym instructor that what I imagined), but his death animation more than makes up for his design. Fans of treadmill fail videos will not be disappointed.
      Tbh I think it's too weak for a zombie that muscular. Though if it's going in Battlez, I'm not gonna complain. The dying animation should take a bit less longer, I think. It lags the game out and will cover a tile for quite some time. Also can it instantly crush defensive plants?

      You know it's just a Basic Zombie retextured to look like Cardio Zombie? The actual Zombie won't behave like that at all.

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    • Dat is sadd

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    • Plant Protecter wrote:
      Plants vs

      Plants vs. Zombies 2 Zombie Treadmill Unfinished Gameplay

      I'm both happy and disappointed.

      So this is presumably Cardio Zombie, who is obviously unfinished. He disappoints me due to his design (more of a 1980s gym instructor that what I imagined), but his death animation more than makes up for his design. Fans of treadmill fail videos will not be disappointed.

      EDIT: A person I know says their friend found a picture of a complete Snap Pea, which looks like a Peashooter/Chomper mixture. While we don't see the entire thing, it looks believable.

      Snap Pea?

      Forget Chomptus, Chompea is the new Chomper hybrid.

      I think Snap Pea looks terrible. I'm imagining a Peashooter with sharp teeth, not a Peashooter stuffed in a Chomper-like costume.

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    • Plants vs

      Plants vs. Zombies 2- SnapPea Unfinished Gameplay

      It really does look like a Peashooter in a Chomper costume...

      It turns out that Snap Pea's design is real! To celebrate, here is some unfinished gameplay of Snap Pea.

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    • So...rip off Dinonip from China +Torchwood Synergy I'm guessing. OK Great, powercreep of Chomper again, yes I like Chomper.

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    • Dinonip is different from snap pea.

      Dinonip has a useless 2 tile range goop, while snap pea shoots a zombie head the obvious range.

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    • Imagine an octopus flying out of the Snap Pea. Hello, Octo-pea-a...

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    • LostPilotZombie wrote:

      Plant Protecter wrote:
      Plants vs

      Plants vs. Zombies 2 Zombie Treadmill Unfinished Gameplay

      I'm both happy and disappointed.

      So this is presumably Cardio Zombie, who is obviously unfinished. He disappoints me due to his design (more of a 1980s gym instructor that what I imagined), but his death animation more than makes up for his design. Fans of treadmill fail videos will not be disappointed.

      EDIT: A person I know says their friend found a picture of a complete Snap Pea, which looks like a Peashooter/Chomper mixture. While we don't see the entire thing, it looks believable.

      Snap Pea?

      Forget Chomptus, Chompea is the new Chomper hybrid.

      I think Snap Pea looks terrible. I'm imagining a Peashooter with sharp teeth, not a Peashooter stuffed in a Chomper-like costume.

      Same.

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    • The pvzcc design is better. The real design is weird as hell. 

      A Super Chomper eating a peashooter!? Vore Pea!!

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    • Sling Pea's Epic Quest showcase goes live on November 13th. That also means that 7.0 will have been out before then. Possibly unlockable with seed packets.

      Goo Peashooter's Epic Quest goes live on December 4th. Possibly unlockable with seed packets.

      Winter-mint will be available starting from December 11th.

      Appease-mint will be available starting from January 8th, 2019.

      No information regarding release dates of Snap Pea, Mini Peashooter, or Burnade.

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    • Having just tried Pepper-Mint, does he seem like he was unfinished to anyone? His animation seems very lack luster and it doesn't list his duration in the almanac.

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    • Pepper-mint's intial burst of fire doesn't seem to do much. A conehead zombie wasn't even burnt, even though it was already damaged AND the fire plants were attacking it. Literally.

      But I don't get how it seems unfinished. The animations are okay, and the seed packet is cool...

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    • Han0303 wrote: Pepper-mint's intial burst of fire doesn't seem to do much. A conehead zombie wasn't even burnt, even though it was already damaged AND the fire plants were attacking it. Literally.

      But I don't get how it seems unfinished. The animations are okay, and the seed packet is cool...

      Might just have been me. I was underwhelmed at first. Though he does look cool. He's also smaller than I expected.

      You're also right about the lanes of fire he creates. They do surprisingly little damage.

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    • Dalek2653 wrote:
      Having just tried Pepper-Mint, does he seem like he was unfinished to anyone? His animation seems very lack luster and it doesn't list his duration in the almanac.

      If not unfinished then quite useless. Leveling up only effects the recharge time, but it doesn't last longer like most other mints. 

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    • Peppermint3





      Pepper-mint reaching level 3.

      Status changes:none.

      it's horribly unfinished.

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    • Intrepid potato mine wrote:

      Pepper-mint reaching level 3.

      Status changes:none.

      it's horribly unfinished.

      How could this have been allowed to pass?

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    • Intrepid potato mine wrote:
      Peppermint3





      Pepper-mint reaching level 3.

      Status changes:none.

      AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!Ghandi!

      Needs a LOT of maintenance.

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    • Dalek2653 wrote:

      Intrepid potato mine wrote:

      Pepper-mint reaching level 3.

      Status changes:none.

      it's horribly unfinished.

      How could this have been allowed to pass?

      Q: Okay guys, Halloween is coming, what do we do with PvZ 2?

      A: Release one of the mints unfinished as is.

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    • Intrepid potato mine wrote:
      Peppermint3





      Pepper-mint reaching level 3.

      Status changes:none.

      it's horribly unfinished.

      lol

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    • I can't belive that they published UNFINISHED PLANTS... Seem like they ran out of time to program Pepper-Mint

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    • Maybe they left Pepper-Mint unfinished due to time constraints?

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    • Plants like Wall-nut and Shrinking Violet have this same problem; certain levels are identical to each other, which makes me feel like I wasted my time. This also makes me wish all plants only had 10 levels rather than 15 or 20.

      What I love even more is when Fila-mint "upgrades" Level 10 E.M.Peach's range from 400 to 400 and Citron's firing rate from 2 seconds to 4 seconds.

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    • Brainulator9 wrote:

      What I love even more is when Fila-mint "upgrades" Level 10 E.M.Peach's range from 400 to 400 and Citron's firing rate from 2 seconds to 4 seconds.

      That means how many shots it does in one second.

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    • C3yellowcat wrote:
      I can't belive that they published UNFINISHED PLANTS... Seem like they ran out of time to program Pepper-Mint

      Strange that, if that's true, they're working on programming tons of mints and peas, but they can't seem to focus on the one closest to release.

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    • TheGollddMAN wrote:

      Dalek2653 wrote:

      Intrepid potato mine wrote:

      Pepper-mint reaching level 3.

      Status changes:none.

      it's horribly unfinished.

      How could this have been allowed to pass?

      Q: Okay guys, Halloween is coming, what do we do with PvZ 2?

      A: Release one of the mints unfinished as is.

      Normally I'm not one to rag on EA, but this is probably their biggest mistake in this game's history. Actually publishing something completely unfinished.

      EDIT: Although points for this piece of artwork. The backlighting on Shadow Peashooter looks awesome.

      Screenshot 20181017-175256
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    • Random thing: I'm replaying PvZ2 with nothing(Except the premium plants Torchwood, Jalapaneo, Power Lily, Pea Nut, Hypno-shroom, Sap-fling, and...Chomper...don't ask why I bought most of these earlier). I'm also refraining from using Level Ups to recreate the initial blessing of each plant and the absolute torture of BWB when I get there. Won't be doing Battlez till I'm done with everything so wish me luck.

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    • Dalek2653 wrote:

      TheGollddMAN wrote:

      Dalek2653 wrote:

      Intrepid potato mine wrote:

      Pepper-mint reaching level 3.

      Status changes:none.

      it's horribly unfinished.

      How could this have been allowed to pass?
      Q: Okay guys, Halloween is coming, what do we do with PvZ 2?

      A: Release one of the mints unfinished as is.

      Normally I'm not one to rag on EA, but this is probably their biggest mistake in this game's history. Actually publishing something completely unfinished.

      EDIT: Although points for this piece of artwork. The backlighting on Shadow Peashooter looks awesome.

      Screenshot 20181017-175256

      With the things EA has done / is doing / will obviously do because they never learn, I say they deserve all the hate and rags. I don't play FIFA but a "less than 1% chance" for card packs that cost 45$ to get special players in a 60$ console game (120$+ if you count season pass and Ultimate edition) is just asinine.

      Also, I am still salty that I will never get another Dead Space game now that Visceral shut down.

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    • Btw, I learned that Rotten Red got removed from the Chinese version. Why?    #s3gt_translate_tooltip_mini { display: none !important; }

        Loading editor
    • The developers were sued by the creators of the plant.

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    • Swaggy Shooter wrote:
      The developers were sued by the creators of the plant.

      Who is that?

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    • Most likely the artist. I don't think Miles would say no if his plant were included in any PvZ game.

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    • IAmPlayer wrote:
      Most likely the artist. I don't think Miles would say no if his plant were included in any PvZ game.

      I don't think Miles even understands the ins and outs of when and/ or how his plant is gonna be used. As far I remember him, that kid would be happy to see his plant in any game.

      Plus, I doubt he even knows a Chinese version of PvZ 2 exists. It's most likely PopCap Seattle did this as they designed the plant for Miles for a specific occassion and not for being introduced in the game (although I would like to have Rotten Red in PvZ 2)

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    • Oh, Miles is the kid from "Popcap grants a wish" video? Man, I forgot it even existed. Good for him tho that his plant is being used somewhere, heh.

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    • Shadow Pea's unlock method is ripped off from puzzle pieces.

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    • Mr. Boss-inator wrote:
      Oh, Miles is the kid from "Popcap grants a wish" video? Man, I forgot it even existed. Good for him tho that his plant is being used somewhere, heh.

      It "was", now it is not anymore.

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    • I just experienced the weirdest visual glitch in a Battlez round. The timer had just expired. At the same time, an Ankylosaurus threw a group of zombies into 2 Sun-shrooms. This happened right as the results screen popped up. Now instead of moving back one tile like normal, the Sun-shrooms kept getting pushed back slowly through my other plants and then eventually sliding off screen where the house is. I wish I could have gotten a recording of it. It looked incredibly strange.

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    • Dalek2653 wrote:
      I just experienced the weirdest visual glitch in a Battlez round. The timer had just expired. At the same time, an Ankylosaurus threw a group of zombies into 2 Sun-shrooms. This happened right as the results screen popped up. Now instead of moving back one tile like normal, the Sun-shrooms kept getting pushed back slowly through my other plants and then eventually sliding off screen where the house is. I wish I could have gotten a recording of it. It looked incredibly strange.

      I've seen that as well a couple of times. Not confined to Sun-shroom. 

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    • Bruh.

      With Halloween, comes more premium plants and bundles. At least Ghost Pepper is gemium. The ads look cool, too. But honestly, Pepper-mint is a huge disappointment. Not only the mint's unfinished, it doesn't even fit in with the theme. Release ail-mint, or Conceal-mint, to match the dark, Halloweeny theme.

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    • Dalek2653 wrote:
      I just experienced the weirdest visual glitch in a Battlez round. The timer had just expired. At the same time, an Ankylosaurus threw a group of zombies into 2 Sun-shrooms. This happened right as the results screen popped up. Now instead of moving back one tile like normal, the Sun-shrooms kept getting pushed back slowly through my other plants and then eventually sliding off screen where the house is. I wish I could have gotten a recording of it. It looked incredibly strange.

      This also occurs when a Mecha-football Zombie pushes the plants at 0:00.

      A similar effect occurs when plants are bounced from their tiles at 0:00.(such as by tombstone appearing on its tile or potato mine's plant food) you will see the bounced plants "jumping off the side of the screen" as/after you receive your crowns.

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    • Han0303 wrote:
      Bruh.

      With Halloween, comes more premium plants and bundles. At least Ghost Pepper is gemium. The ads look cool, too. But honestly, Pepper-mint is a huge disappointment. Not only the mint's unfinished, it doesn't even fit in with the theme. Release ail-mint, or Conceal-mint, to match the dark, Halloweeny theme.

      INB4 They respond to our outrage against Pepper-Mint being unfinished in the next patch notes by saying: "We've been hearing feedback about the newest Power Mint, Pepper-Mint. Because of this, we decided to give all of you lots of gems to make up for it. We hope you continue to enjoy the game!"

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    • I didn't get the gems...

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    • Han0303 wrote:
      I didn't get the gems...

      Us getting lots of gems is just what I think would happen if PopCap/EA responds to the outrage against Pepper-Mint being unfinished... (Kinda like how they gave us a free pack in Plants Vs. Zombies Heroes with a certain Daily Challenge)

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    • Oh. I saw it somewhere else too, though. So I thought it was official. 

      Pepper-mint looks a bit strange for some reason. Is it the lack of a mouth, or that the bottom of his face is kinda...           empty?

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    • Han0303 wrote:
      Oh. I saw it somewhere else too, though. So I thought it was official. 

      Pepper-mint looks a bit strange for some reason. Is it the lack of a mouth, or that the bottom of his face is kinda...           empty?

      Lack of mouth is a design choice.

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    • Meh. Checked out the almanac. Flames can't even do extra damage! Duration isn't stated, and neithe ris the flame damage. This mint is unfinished to an extraordinary extent.

      Hopefully (though, seeing as we're talking about EA here, it not likely) the next mint won't be unfinished and we'll have some time until the next event, Christmas, so that it can be special and everything is actually decent. Halloween this year was released a bit early. All because of Battlez. And that meant that a lot of stuff is unfinished.

      P.S. Note how Jack O' Lantern can only be bought in an expensive bundle. THE UTTER HORROR!

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    • Han0303 wrote:

      P.S. Note how Jack O' Lantern can only be bought in an expensive bundle. THE UTTER HORROR!

      EA wishes you a Happy Halloween! Celebrate this Trick or Treat season by letting us trick you and you treating us to your credit card!

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    • We have a new Lawn of Doom themed Community Challenge!

      We have to complete as Lawn of Doom Piñata Parties as possible. If we complete 3.5 million parties, we get 50 seed packets. However, if we complete 7 million parties, we get an additional 150 seed packets.

      I'm pretty sure we have a week to do this, but it doesn't say.

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    • Ok so unrelated but I need to mention this:

      Maybe I'm behind on the times, but I just heard the unused versions of Demonstration minigame and Ultimate battle from the Kung fu world and Steam ages from the Chinese version. Oh my god, they are SO GOOD.

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    • Blame TalkWeb'slaziness forthem being unused.

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    • TheGollddMAN wrote:
      Han0303 wrote:

      P.S. Note how Jack O' Lantern can only be bought in an expensive bundle. THE UTTER HORROR!

      EA wishes you a Happy Halloween! Celebrate this Trick or Treat season by letting us trick you and you treating us to your credit card!

      Lol

      Now Jack O' Lantern's PotW, you can get it. But for some reason the already-planted Jack O' Lanterns in Battlez shoot fire for 6 columns, but when you plant your own, they only shoot for 3. Huh?

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    • Also the giant Plant Food graves exclusive to the tournament have zombot levels of health.

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    • Han0303 wrote:
      TheGollddMAN wrote:
      Han0303 wrote:

      P.S. Note how Jack O' Lantern can only be bought in an expensive bundle. THE UTTER HORROR!

      EA wishes you a Happy Halloween! Celebrate this Trick or Treat season by letting us trick you and you treating us to your credit card!
      Lol

      Now Jack O' Lantern's PotW, you can get it. But for some reason the already-planted Jack O' Lanterns in Battlez shoot fire for 6 columns, but when you plant your own, they only shoot for 3. Huh?

      That's maybe because those plants are maxed out while yours are vanilla / not enough high level.

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    • Meh fair enough

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    • Swaggy Shooter wrote:
      Blame TalkWeb'slaziness forthem being unused.

      I think they're probably unused because people datamined them before they came out. (As noted in the concepts page for the Chinese version)

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    • That's an assumption weebishlydone made. They were never datamined. Actually, we know their existence because the composer put these in 163 MUSIC

      SA's OST was revealed after the world's release.

      It's probably cuz talkweb doesn't know how to code.

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    • prediction date for 7.0.1 soft release: November 1st.

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    • Version 7.0.1 has soft released. Be on the look-out.

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    • Nice! If you get it, can you share ut, please?

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    • Swaggy Shooter wrote:
      That's an assumption weebishlydone made. They were never datamined. Actually, we know their existence because the composer put these in 163 MUSIC

      SA's OST was revealed after the world's release.

      It's probably cuz talkweb doesn't know how to code.

      I believe TalkWeb publishes just like EA.

      Now I am curious, you have a vendetta against the Chinese version or something? Every post you make seems to ooze out your hate for PvZ2C.

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    • hellooo whats new in pvz 2 lately?

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    • Recent updates of PvZ2C, as TalkWeb spams legendaries all the fucking time and put zero effort in MD and SA

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    • Swaggy Shooter wrote:
      Recent updates of PvZ2C, as TalkWeb spams legendaries all the fucking time and put zero effort in MD and SA

      So kinda like how PopCap Seattle and EA puts zero efforts into their plants and premiums?

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    • TheGollddMAN wrote:
      Swaggy Shooter wrote:
      Recent updates of PvZ2C, as TalkWeb spams legendaries all the fucking time and put zero effort in MD and SA
      So kinda like how PopCap Seattle and EA puts zero efforts into their plants and premiums?

      https://www.reddit.com/r/PlantsVSZombies/comments/9q6ps8/stop_blaming_ea_for_everything/e888ffp/

      EDIT: Also I don't think it's PopCap Seattle, but EA and JUST EA.

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    • Swaggy Shooter wrote:
      Recent updates of PvZ2C, as TalkWeb spams legendaries all the fucking time and put zero effort in MD and SA

      who is TalkWeb?

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    • Rororoxor wrote: who is TalkWeb?

      Talkweb is the publisher of PvZ 2 Chinese.

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    • Paolabona345 wrote:
      TheGollddMAN wrote:
      Swaggy Shooter wrote:
      Recent updates of PvZ2C, as TalkWeb spams legendaries all the fucking time and put zero effort in MD and SA
      So kinda like how PopCap Seattle and EA puts zero efforts into their plants and premiums?
      https://www.reddit.com/r/PlantsVSZombies/comments/9q6ps8/stop_blaming_ea_for_everything/e888ffp/

      Pfft, I don't know who the hell the OP of that reddit post is but he has brain damage, I am certain of it.

      Thanks for the link, I had a solid laugh for about 5 minutes.

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    • Lmfao

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    • So the new version is now live for most countries and it has mastery. Turns out mastery is exactly what I thought (as in something that requires further seed packets and is unlocked only after you reach max and gives additional abilities on top of upgrades). Time to get stronger plants for me and decimate others in Battlez. Hoo hoo!

      That Chinese upgrade of having a chance to get boosted plants on the lawn is one of the mastery upgrades. Would be fun to mess around.

      EDIT: Also that Chinese upgrade of X% toughness of initial.

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    • Hey look, more shit that hackers can spam like lvl 5 plants like the Chinese version

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    • Swaggy Shooter wrote:
      Hey look, more shit that hackers can spam like lvl 5 plants like the Chinese version

      At these times, it's fun to make them realise: "Hah! Sucks to be you! <and then an emoji of a middle finger>"

      They can just watch and get wrecked and do nothing. XD

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    • Update: Mastery maxes out at level 200 for non premium plants. Wonder how many years it will take players to reach that level via Battlez. XD

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    • So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.

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    • Lily8763cp wrote: So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.

      Sling Pea's next up. His ads have been found in 7.0.1's soft release.

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    • Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.

      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.

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    • Hey, I don't have the update yet, cool. How exciting.

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    • Dalek2653 wrote:
      Hey, I don't have the update yet, cool. How exciting.

      Honestly, even if you had the update, you wouldn't even like it. It's mostly for "going even further beyond".

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    • Looks like PvZ is really messed up right now.

        Loading editor
    • Han0303 wrote:
      Looks like PvZ is really messed up right now.

      Pfft, it started messing up since Dark Ages, literally speaking.

        Loading editor
    • Give me all the new stuff for this update in a list on my profile.

        Loading editor
    • TheGollddMAN wrote:

      Han0303 wrote:
      Looks like PvZ is really messed up right now.

      Pfft, it started messing up since Dark Ages, literally speaking.

      As much as I hate the sentiment of this, I have to agree lol

        Loading editor
    • TheGollddMAN wrote:

      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.

      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.

      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.

        Loading editor
    • Mini Peashooter takes 40 hits to kill a normal zombie.

        Loading editor
    • Ballistic Planet wrote:

      TheGollddMAN wrote:

      Han0303 wrote:
      Looks like PvZ is really messed up right now.
      Pfft, it started messing up since Dark Ages, literally speaking.
      As much as I hate the sentiment of this, I have to agree lol

      Oh hey Zach, pleasant surprise to see you here again.

        Loading editor
    • Swaggy Shooter wrote:
      Mini Peashooter takes 40 hits to kill a normal zombie.

      What's the point of this plant then? There has to be some catch; like DPS gets stronger the more zombies it kills. No way in hell this plant can function properly on the lawn if it takes ages to kill a zombie.

        Loading editor
    • Ballistic Planet wrote:

      TheGollddMAN wrote:

      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.
      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.
      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.

      As far as I see people talking about this plant, yeah seems like an useless plant (but maybe I will be proved otherwise). But the unholy title of "trash plant" still belongs to Banana Launcher.

        Loading editor
    • Haven't found anything in the new game update.

        Loading editor
    • Han0303 wrote: Haven't found anything in the new game update.

      Well strangely, when booting up the game, I was greeted by a prompt to sync my game data with an email for a reward of 20 gems.

      Other than that, hey Sling Pea. Purchase 250 seed packets to unlock him early for only $20.99

        Loading editor
    • Dalek2653 wrote:

      Han0303 wrote: Haven't found anything in the new game update.

      Well strangely, when booting up the game, I was greeted by a prompt to sync my game data with an email for a reward of 20 gems.

      Other than that, hey Sling Pea. Purchase 250 seed packets to unlock him early for only $20.99

      That is for EA servers. I suggest doing against that.

        Loading editor
    • TheGollddMAN wrote:

      Ballistic Planet wrote:

      TheGollddMAN wrote:

      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.
      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.
      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.

      As far as I see people talking about this plant, yeah seems like an useless plant (but maybe I will be proved otherwise). But the unholy title of "trash plant" still belongs to Banana Launcher.

      Disagreed. Banana Launcher is still usable (not good, but like C- tier) in Endless Zones if you get it early on. Mini Peashooter is outclassed by Peashooter.

      By the way it's also nice to see you again as well ^^

        Loading editor
    • New email feature allows players to connect their data from one device to another. I recently gave it a test, it works. Finally got my Android data onto my iPad.

        Loading editor
    • Cough, UPDATE INFO? TO MY WALL?

        Loading editor
    • Ballistic Planet wrote:

      TheGollddMAN wrote:

      Ballistic Planet wrote:

      TheGollddMAN wrote:


      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.
      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.
      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.
      As far as I see people talking about this plant, yeah seems like an useless plant (but maybe I will be proved otherwise). But the unholy title of "trash plant" still belongs to Banana Launcher.
      Disagreed. Banana Launcher is still usable (not good, but like C- tier) in Endless Zones if you get it early on. Mini Peashooter is outclassed by Peashooter.

      By the way it's also nice to see you again as well ^^

      Well BL will be my forever trash plant. No plant can out-trash this one.

        Loading editor
    • 7 GRAND UMP wrote:
      New email feature allows players to connect their data from one device to another. I recently gave it a test, it works. Finally got my Android data onto my iPad.

      You could have just coped the pp.dat. That is also an option.

        Loading editor
    • TheGollddMAN wrote:
      Ballistic Planet wrote:

      TheGollddMAN wrote:


      Ballistic Planet wrote:

      TheGollddMAN wrote:


      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.
      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.
      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.
      As far as I see people talking about this plant, yeah seems like an useless plant (but maybe I will be proved otherwise). But the unholy title of "trash plant" still belongs to Banana Launcher.
      Disagreed. Banana Launcher is still usable (not good, but like C- tier) in Endless Zones if you get it early on. Mini Peashooter is outclassed by Peashooter.

      By the way it's also nice to see you again as well ^^

      Well BL will be my forever trash plant. No plant can out-trash this one.

      Bowling Bulb, Coconut Cannon, Thyme Warp

        Loading editor
    • Han0303 wrote:
      TheGollddMAN wrote:
      Ballistic Planet wrote:

      TheGollddMAN wrote:


      Ballistic Planet wrote:

      TheGollddMAN wrote:



      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.
      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.
      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.
      As far as I see people talking about this plant, yeah seems like an useless plant (but maybe I will be proved otherwise). But the unholy title of "trash plant" still belongs to Banana Launcher.
      Disagreed. Banana Launcher is still usable (not good, but like C- tier) in Endless Zones if you get it early on. Mini Peashooter is outclassed by Peashooter.

      By the way it's also nice to see you again as well ^^

      Well BL will be my forever trash plant. No plant can out-trash this one.
      Bowling Bulb, Coconut Cannon, Thyme Warp

      They are bad but this plant sucks. Even the design is balls.

        Loading editor
    • Han0303 wrote:

      TheGollddMAN wrote:
      Ballistic Planet wrote:

      TheGollddMAN wrote:


      Ballistic Planet wrote:

      TheGollddMAN wrote:


      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.
      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.
      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.
      As far as I see people talking about this plant, yeah seems like an useless plant (but maybe I will be proved otherwise). But the unholy title of "trash plant" still belongs to Banana Launcher.
      Disagreed. Banana Launcher is still usable (not good, but like C- tier) in Endless Zones if you get it early on. Mini Peashooter is outclassed by Peashooter.

      By the way it's also nice to see you again as well ^^

      Well BL will be my forever trash plant. No plant can out-trash this one.

      Bowling Bulb, Coconut Cannon, Thyme Warp

      Don't try to change his mind. It will just slip into a futile debate.

      GarlicSP

      Did someone ask for garlic flavoured bananas?

        Loading editor
    • advertising time lel

      new update for the mod coming soon including new levels, reworked tier/leveling system, revert tiering/leveling, minigame music and more stuff

      also banana is not actually trash in this mod lel

      so uh please check out. or not, your call
      ECLISE 1

      ECLISE 1.2 Release Trailer-0

        Loading editor
    • Dalek2653 wrote:

      Han0303 wrote:

      TheGollddMAN wrote:
      Ballistic Planet wrote:

      TheGollddMAN wrote:


      Ballistic Planet wrote:

      TheGollddMAN wrote:



      Lily8763cp wrote:
      So is Goo Peashooter or that Lob Pea going to be released first? I assume Goo Peashooter since it seems more finished but maybe Lob Pea will somehow work. I guess Snap Pea is close to finished too.
      Sling Pea is fully coded in. It works perfectly. Snap Pea is still unfiished as far I tested that plant. I am more interested in seeing what they do with Mini Peashooter.
      Another useless throwaway plant. Likely to be unlocked for like 10 Packets or something like that. Either way, the plant is trash in this game.
      As far as I see people talking about this plant, yeah seems like an useless plant (but maybe I will be proved otherwise). But the unholy title of "trash plant" still belongs to Banana Launcher.
      Disagreed. Banana Launcher is still usable (not good, but like C- tier) in Endless Zones if you get it early on. Mini Peashooter is outclassed by Peashooter.

      By the way it's also nice to see you again as well ^^

      Well BL will be my forever trash plant. No plant can out-trash this one.
      Bowling Bulb, Coconut Cannon, Thyme Warp
      Don't try to change his mind. It will just slip into a futile debate.
      GarlicSP

      Did someone ask for garlic flavoured bananas?

      That goes for anyone on the internet. lol

        Loading editor
    • TheGollddMAN wrote: You could have just coped the pp.dat. That is also an option.

      Well, I don't have jailbreak. And I'm not gonna jailbreak my iPad because I don't wanna risk ruining it.

        Loading editor
    • The Determined Mine wrote:
      advertising time lel

      new update for the mod coming soon including new levels, reworked tier/leveling system, revert tiering/leveling, minigame music and more stuff

      also banana is not actually trash in this mod lel

      so uh please check out. or not, your call
      ECLISE 1

      ECLISE 1.2 Release Trailer-0

      Revert levelling? Seems good if one's fucked up by levelling something here. rip anyone who got  witch hazel lvl 2

        Loading editor
    • The Determined Mine wrote: advertising time lel

      new update for the mod coming soon including new levels, reworked tier/leveling system, revert tiering/leveling, minigame music and more stuff

      also banana is not actually trash in this mod lel

      so uh please check out. or not, your call
      ECLISE 1

      ECLISE 1.2 Release Trailer-0

      I love this mod. The concept is just so interesting (to me, at least). I wish I could try it out.

      EDIT: What the heck is happening to this comment? I can't fix it.
        Loading editor
    • 7 GRAND UMP wrote:

      TheGollddMAN wrote: You could have just coped the pp.dat. That is also an option.

      Well, I don't have jailbreak. And I'm not gonna jailbreak my iPad because I don't wanna risk ruining it.

      Only if you don't know what you're doing. Why is it that most iOS users I see don't have proper knowledge on how to use their device other than the features Apple has locked them with?

      It's not hard to jailbreak or revert the process withut leaving any trace. Much better than putting up your save data on EA servers as when the game dies, so will your cross platform feature as EA servers don't host dead games on their servers for more than 2 months. Just a heads up.

        Loading editor
    • Swaggy Shooter wrote:
      The Determined Mine wrote:
      advertising time lel

      new update for the mod coming soon including new levels, reworked tier/leveling system, revert tiering/leveling, minigame music and more stuff


      also banana is not actually trash in this mod lel


      so uh please check out. or not, your call
      ECLISE 1

      ECLISE 1.2 Release Trailer-0

      Revert levelling? Seems good if one's fucked up by levelling something here. rip anyone who got  witch hazel lvl 2

      Why? What's wrong with Witch Hazel level 2?

        Loading editor
    • In ECLISE mod, levelling plants become more expensive for more power and reverse for some plants.

      Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it.

        Loading editor
    • Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

        Loading editor
    • Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"

        Loading editor
    • The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"

      Okay then "how much faster"

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"

      Okay then "how much faster"

      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?

        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?

      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?

      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.

      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)
        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.

      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.

      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?

      remake every single level to be slower. (yes, even BWB)

        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.


      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)

      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.


      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)

      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)

        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.


      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)

      Finite attempts? Huh?

        Loading editor
    • TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.




      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?

      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.




      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana

      Huh, I'll skip.

        Loading editor
    • TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.





      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.

      your call.

        Loading editor
    • The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.





      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.

      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.





      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.

      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.

      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.
        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.






      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

        Loading editor
    • You can ignore the levelling. For the most part, ECLISE's levels don't force you to upgrade.

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.






      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.

        Loading editor
    • So this is the first time this has happened in a while. I'm having trouble figuring out exactly how Sling Pea works. I was under the impression that he fired at the closest zombies. But he was firing on all lanes, as well as skipping closer zombies for ones further back. It also looked as if he was doing splash damage? He seemed to be hitting gravestones at the same time.

      TLDR; Sling Pea doesn't work at all how I expected. I'm trying to work out his mechanics.

        Loading editor
    • It just seems illogical to increase a plant's cost by 500 just for higher firing rate and damge. I would increas eit by 50 or 75. Clash of Clans demonstrates this well - the troops don't get MASSIVELY more expensive.

        Loading editor
    • Han0303 wrote: It just seems illogical to increase a plant's cost by 500 just for higher firing rate and damge. I would increas eit by 50 or 75. Clash of Clans demonstrates this well - the troops don't get MASSIVELY more expensive.

      "seems" dealing with slower levels can change a lot of things. like how much sun you can get for late game (it's not too hard to get 4 of those 1000 sun Bananas... and merging them into 2 2000 sun Bananas is not a bad trade, because having a Cob Cannon for one tile is REALLY good when you're not swarmed with zombies right away and having 6-7 waves to build up your defense)

      also, you are not gonna use Bananas alone anyhow. bring some cheap attackers to help with stalling (I mean, that's how PvZ 1 is played, so...)
        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.






      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.

      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.






      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.

      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.

      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.

      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.
        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.







      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.

      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.

      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

        Loading editor
    • Holy crap

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.







      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.

      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.

      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

      you've just said that kernel II/III, one of the BEST plant tiers in the mod, is trashy.

      welp, in the end, your choice.
        Loading editor
    • The Determined Mine wrote:

      TheGollddMAN wrote:

      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:


      The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:

      TheGollddMAN wrote:







      The Determined Mine wrote:

      TheGollddMAN wrote:








      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.







      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.


      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.


      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

      you've just said that kernel II/III, one of the BEST plant tiers in the mod, is trashy.

      welp, in the end, your choice.

      I know it's my choice but you're saying as if it's globally renowned as being "supreme". Here's the thing: the risk after upgrading is outweighing the rewards. I am not the kind of person to just say it's bad. I can provide constructive criticism because to my eyes the balancing is off but it depends on how well you or the modder take it. I never outright said it's trash, I am seeing good in this system but the negatives are more apparent; that's my point. You can increase sun cost or seed packet cooldown but not to the point where a player has to think whether he has to revert back or deal with it. That's not how balancing or the upgrade mechanic in general works. The mechanic must not initimidate the players into not upgrading by making them turn away; the system has to be attractive to the player while keeping the plant not overpowered.

      Again, there is constructive criticism to be had but if you're just gonna infer it just as "he called it trashy", then that's your call.

        Loading editor
    • TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:



      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:








      The Determined Mine wrote:

      TheGollddMAN wrote:








      The Determined Mine wrote:

      TheGollddMAN wrote:









      The Determined Mine wrote:

      TheGollddMAN wrote:









      The Determined Mine wrote:

      TheGollddMAN wrote:










      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.









      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.




      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.




      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

      you've just said that kernel II/III, one of the BEST plant tiers in the mod, is trashy.

      welp, in the end, your choice.

      I know it's my choice but you're saying as if it's globally renowned as being "supreme". Here's the thing: the risk after upgrading is outweighing the rewards. I am not the kind of person to just say it's bad. I can provide constructive criticism because to my eyes the balancing is off but it depends on how well you or the modder take it. I never outright said it's trash, I am seeing good in this system but the negatives are more apparent; that's my point. You can increase sun cost or seed packet cooldown but not to the point where a player has to think whether he has to revert back or deal with it. That's not how balancing or the upgrade mechanic in general works. The mechanic must not initimidate the players into not upgrading by making them turn away; the system has to be attractive to the player while keeping the plant not overpowered.

      Again, there is constructive criticism to be had but if you're just gonna infer it just as "he called it trashy", then that's your call.

      there's constructive critism from someone who does play the mod, and from someone who doesn't and just bases their conclusion on "linear" thinking, saying that 1.5s to 1.1s shot cooldown is the same as 7.0s to 6.6s shot cooldown, or that 1000 sun for infinite smaller cherry bombs is too much for the 50 sun sunflower is producing, or the fact that the entire game changes, from the levels to the zombies. but it's alright.

        Loading editor
    • Either way, ECLISE is still better than normal PvZ2 :P

      Even the levels are more fun!

        Loading editor
    • The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:




      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:

      TheGollddMAN wrote:





      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:








      The Determined Mine wrote:

      TheGollddMAN wrote:









      The Determined Mine wrote:

      TheGollddMAN wrote:









      The Determined Mine wrote:

      TheGollddMAN wrote:










      The Determined Mine wrote:

      TheGollddMAN wrote:










      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.










      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.




      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.




      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

      you've just said that kernel II/III, one of the BEST plant tiers in the mod, is trashy.

      welp, in the end, your choice.

      I know it's my choice but you're saying as if it's globally renowned as being "supreme". Here's the thing: the risk after upgrading is outweighing the rewards. I am not the kind of person to just say it's bad. I can provide constructive criticism because to my eyes the balancing is off but it depends on how well you or the modder take it. I never outright said it's trash, I am seeing good in this system but the negatives are more apparent; that's my point. You can increase sun cost or seed packet cooldown but not to the point where a player has to think whether he has to revert back or deal with it. That's not how balancing or the upgrade mechanic in general works. The mechanic must not initimidate the players into not upgrading by making them turn away; the system has to be attractive to the player while keeping the plant not overpowered.

      Again, there is constructive criticism to be had but if you're just gonna infer it just as "he called it trashy", then that's your call.

      there's constructive critism from someone who does play the mod, and from someone who doesn't and just bases their conclusion on "linear" thinking, saying that 1.5s to 1.1s shot cooldown is the same as 7.0s to 6.6s shot cooldown, or that 1000 sun for infinite smaller cherry bombs is too much for the 50 sun sunflower is producing, or the fact that the entire game changes, from the levels to the zombies.

      but it's alright.

      Well whatever floats your boat. I can see from your reply that you don't take criticism into account unless someone plays the mod when the same thing can be inferred from the pictures (observation is the key to decision making) and will justify it no matter what since you're part of it. Funny how you're accusing me of basing my conclusion on "linear" thinking when you're also doing the same.

      But NVM, I am done with this particular discussion.

        Loading editor
    • Going back to proper PvZ2 this time, does anyone know what the mastery "Damage Pierce" does? I understand what it means from the name but haven't seen any actual effect / benefit whatsoever.

      Anyone clarify?

        Loading editor
    • TheGollddMAN wrote:
      The Determined Mine wrote:
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      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

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      The Determined Mine wrote:

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      The Determined Mine wrote:

      TheGollddMAN wrote:












      The Determined Mine wrote:

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      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.












      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.






      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.






      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

      you've just said that kernel II/III, one of the BEST plant tiers in the mod, is trashy.

      welp, in the end, your choice.

      I know it's my choice but you're saying as if it's globally renowned as being "supreme". Here's the thing: the risk after upgrading is outweighing the rewards. I am not the kind of person to just say it's bad. I can provide constructive criticism because to my eyes the balancing is off but it depends on how well you or the modder take it. I never outright said it's trash, I am seeing good in this system but the negatives are more apparent; that's my point. You can increase sun cost or seed packet cooldown but not to the point where a player has to think whether he has to revert back or deal with it. That's not how balancing or the upgrade mechanic in general works. The mechanic must not initimidate the players into not upgrading by making them turn away; the system has to be attractive to the player while keeping the plant not overpowered.

      Again, there is constructive criticism to be had but if you're just gonna infer it just as "he called it trashy", then that's your call.

      there's constructive critism from someone who does play the mod, and from someone who doesn't and just bases their conclusion on "linear" thinking, saying that 1.5s to 1.1s shot cooldown is the same as 7.0s to 6.6s shot cooldown, or that 1000 sun for infinite smaller cherry bombs is too much for the 50 sun sunflower is producing, or the fact that the entire game changes, from the levels to the zombies.

      but it's alright.

      Well whatever floats your boat. I can see from your reply that you don't take criticism into account unless someone plays the mod when the same thing can be inferred from the pictures (observation is the key to decision making) and will justify it no matter what since you're part of it. Funny how you're accusing me of basing my conclusion on "linear" thinking when you're also doing the same.

      But NVM, I am done with this particular discussion.

      "the same thing can be inferred from the picture" "observation is the key to decision making" alright then.
      Testground

      yes nmt is night now and yes this is the final level for first part of adventure

       because simply observing that 2000 sun is simply too much (especially for a night world/ zombie spam) without actually giving it a test drive is a valid way of making an argument. does your observation predict this, then?

      and contrary to your belief, I do argue with the guy from time to time about plants being out of balance (mostly because they are way better than expected, like KERNEL III.)

      and linear thinking? sure, maybe, but at the end of the day I'm still the one who has tested it on an actual level, while your observation are still calculation and guesswork.

      but yeah. I'm done for now. I guess people like the linear leveling more than good experimentation, then.

      by the way? Damage Pierce is just "extra damage".

        Loading editor
    • The Determined Mine wrote:
      TheGollddMAN wrote:
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      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.












      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.






      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.






      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

      you've just said that kernel II/III, one of the BEST plant tiers in the mod, is trashy.

      welp, in the end, your choice.

      I know it's my choice but you're saying as if it's globally renowned as being "supreme". Here's the thing: the risk after upgrading is outweighing the rewards. I am not the kind of person to just say it's bad. I can provide constructive criticism because to my eyes the balancing is off but it depends on how well you or the modder take it. I never outright said it's trash, I am seeing good in this system but the negatives are more apparent; that's my point. You can increase sun cost or seed packet cooldown but not to the point where a player has to think whether he has to revert back or deal with it. That's not how balancing or the upgrade mechanic in general works. The mechanic must not initimidate the players into not upgrading by making them turn away; the system has to be attractive to the player while keeping the plant not overpowered.

      Again, there is constructive criticism to be had but if you're just gonna infer it just as "he called it trashy", then that's your call.

      there's constructive critism from someone who does play the mod, and from someone who doesn't and just bases their conclusion on "linear" thinking, saying that 1.5s to 1.1s shot cooldown is the same as 7.0s to 6.6s shot cooldown, or that 1000 sun for infinite smaller cherry bombs is too much for the 50 sun sunflower is producing, or the fact that the entire game changes, from the levels to the zombies.

      but it's alright.

      Well whatever floats your boat. I can see from your reply that you don't take criticism into account unless someone plays the mod when the same thing can be inferred from the pictures (observation is the key to decision making) and will justify it no matter what since you're part of it. Funny how you're accusing me of basing my conclusion on "linear" thinking when you're also doing the same.

      But NVM, I am done with this particular discussion.

      "the same thing can be inferred from the picture" "observation is the key to decision making" alright then. because simply observing that 2000 sun is simply too much (especially for a night world/ zombie spam) without actually giving it a test drive is a valid way of making an argument.

      and contrary to your belief, I do argue with the guy from time to time about plants being out of balance (mostly because they are way better than expected, like KERNEL III.)

      and linear thinking? sure, maybe, but at the end of the day I'm still the one who has tested it on an actual level, while your observation are still calculation and guesswork.

      but yeah. I'm done for now. I guess people like the linear leveling more than good experimentation, then.

      by the way? Damage Pierce is just "extra damage".

      Fine then, I will install the mod. But here's a million dollar question: What if I still say the same things after playing it. Will your "good experimentation" (now that's a laugh) still stand then? Or will you just come up with another excuse to justify this thing?

      Let's see if my guesswork is actually valid or not because in most cases, what I guess does become a fact (the recent guess being on point with mastery and many other past updates regarding this game and other games on other forums).

        Loading editor
    • TheGollddMAN wrote:

      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:
      TheGollddMAN wrote:
      The Determined Mine wrote:

      TheGollddMAN wrote:






      The Determined Mine wrote:

      TheGollddMAN wrote:






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      TheGollddMAN wrote:












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      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.












      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next tier (NOT upgrading), or revert it if you don't like it.

      and to be fair, mathematically it's a GOOD trade value-wise. and in-game? it's better to judge it once you learn how to use it.

      If the mechanic is there then why won't I upgrade it? But this mechanic will punish me if I do it (whther or not it's for one plant) by giving me a plant that gets a handicap after supposedly "evolving" it.

      And no, it's not a good value trade wise as the negatives are outweighing the positives. On top of that yuo said something about finite attempts which I am guessing is how many times you can upgrade and revert back.

      well, still, your call. personally (and no I did not design this, I help with the coding for the guy) the balance is on point most of the times, and it's far more interesting to have a risk-reward system compared to the linear i'm-gonna-kill-everything-stupidly-quick system.
      You took the meaning of "risk and reward" the wrong way as the risk is more than the reward. If you guys really like balancing, then the scales should be in the middle, and not tipped in favor of one or the other.

      Also you just admitted that your balance is on-point "most of the times" meaning it has to be reworked for the ones it isn't (seriously, 2000 sun cost?).

      how can you seriously know the risk will outweigh the reward just by looking, then? like, check this for example. will you say the change is bad, or good?
      Kerneltier

      and the ones that isn't, well, constant balance changes are a thing.






      as mentioned before, 2000 sun doesn't seem to be a lot if, in 6 normal waves, you generate enough sun to get 6-7 winter melons (lv 1) in vanilla. and not to mention, slower levels mean even more time to prepare.






      and I did say that you can choose not to, or revert. a lot of different strategies for each person; no one will play in the same way.

      Lol, how can I not see the obvious? Of course the change is bad, a .4 sec shot cooldown in favor of a 125 sun cost increase from level 2 to level 3 for Kernel-pult. How is that remotely a good balancing? In vanilla I can get 6-7 Winter melons for 2000 sun while here I can use only one Banana Launcher with a 70 second seed packet cooldown. Anyone looking at these pcitures can easily figure where this balancing has gone wrong. Doesn't matter the damage increase as then there's a 30 second shot cooldown as well.

      Just because there is a revert mechanic (which again is finite which sucks) doesn't mean the obvious; either you upgrade and deal with the "risk" system or don't upgrade and get stuck with vanilla plants. Yes, totally better than what PopCap's system offers. As a fan project, this was supposed to be better than the official leveling system but the more I see these, the more it convinces me that this leveling system needs an overhaul with PROPER balancing in mind.

      Yes, this system has balancing but not in a proper way. It's balancing in name only.

      you've just said that kernel II/III, one of the BEST plant tiers in the mod, is trashy.

      welp, in the end, your choice.

      I know it's my choice but you're saying as if it's globally renowned as being "supreme". Here's the thing: the risk after upgrading is outweighing the rewards. I am not the kind of person to just say it's bad. I can provide constructive criticism because to my eyes the balancing is off but it depends on how well you or the modder take it. I never outright said it's trash, I am seeing good in this system but the negatives are more apparent; that's my point. You can increase sun cost or seed packet cooldown but not to the point where a player has to think whether he has to revert back or deal with it. That's not how balancing or the upgrade mechanic in general works. The mechanic must not initimidate the players into not upgrading by making them turn away; the system has to be attractive to the player while keeping the plant not overpowered.

      Again, there is constructive criticism to be had but if you're just gonna infer it just as "he called it trashy", then that's your call.

      there's constructive critism from someone who does play the mod, and from someone who doesn't and just bases their conclusion on "linear" thinking, saying that 1.5s to 1.1s shot cooldown is the same as 7.0s to 6.6s shot cooldown, or that 1000 sun for infinite smaller cherry bombs is too much for the 50 sun sunflower is producing, or the fact that the entire game changes, from the levels to the zombies.

      but it's alright.

      Well whatever floats your boat. I can see from your reply that you don't take criticism into account unless someone plays the mod when the same thing can be inferred from the pictures (observation is the key to decision making) and will justify it no matter what since you're part of it. Funny how you're accusing me of basing my conclusion on "linear" thinking when you're also doing the same.

      But NVM, I am done with this particular discussion.

      "the same thing can be inferred from the picture" "observation is the key to decision making" alright then. because simply observing that 2000 sun is simply too much (especially for a night world/ zombie spam) without actually giving it a test drive is a valid way of making an argument.

      and contrary to your belief, I do argue with the guy from time to time about plants being out of balance (mostly because they are way better than expected, like KERNEL III.)

      and linear thinking? sure, maybe, but at the end of the day I'm still the one who has tested it on an actual level, while your observation are still calculation and guesswork.

      but yeah. I'm done for now. I guess people like the linear leveling more than good experimentation, then.

      by the way? Damage Pierce is just "extra damage".

      Fine then, I will install the mod. But here's a million dollar question: What if I still say the same things after playing it. Will your "good experimentation" (now that's a laugh) still stand then? Or will you just come up with another excuse to justify this thing?

      Let's see if my guesswork is actually valid or not because in most cases, what I guess does become a fact (the recent guess being on point with mastery and many other past updates regarding this game and other games on other forums).

      we'll see then... if you still think like that you can then legitimately give a complaint. you do realize that you're not the only one who has addressed the system right? and that he actually does balance changes corresponding to those complaints, if they are valid?

      but "good experimentation"? laughable? I don't beat so many custom levels down without experimenting. for god's sake the guy doesn't go in without testing everything. that's where experimentation comes in. it's our method of working, and it hasn't failed us yet.

      the 1.2 update isn't released yet, anyhow. you are gonna have to wait. in the meantime - https://www.youtube.com/playlist?list=PL3cYbZtx8sFppXznKCe8lf0KGjCRMfZPB

      so you can get a better view.
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    • The Determined Mine wrote:

      TheGollddMAN wrote:


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      The Determined Mine wrote:
      Han0303 wrote:
      Swaggy Shooter wrote:

      "Witch Hazel in that mod costs 400 at lvl one ( cuz she actually transforms zombies into solar tomatoes). When upgraded to lvl two she has faster firing rate, but she costs 525 sun to balance it."

      That seems...          kind of...    overkill.

      125 sun for faster firing rate? Kinda hard to plant it then, don't you think?

      I still dont see anything called mastery taking effect.

      you're forgetting to ask the question of "how much faster"
      Okay then "how much faster"
      30 secs -> 26 secs? and its PF can pretty much one shot any zombie (5000 -> 7000) AND make another witchhazel?
      So a 4 second reduction in favor of a 125 sun cost bump. The way you made it sound in your previous reply, I was expecting something more honestly.

      Are YOU Eclise? Also do you have any video that showcases the leveling system for all plants from vanilla to max in this mod. I want to see that before I try this mod.

      there's a lot more to account for - slower levels means some plants become better.

      and no I don't. sorry. I do have preview videos here so you can see the power level of some plants.













      https://www.youtube.com/playlist?list=PLdHGpHjKMIYScOi1BmGkFkhT4BOiZYfRG (Note - some plants have been changed slightly since then)

      What do you mean by "slower levels"?
      remake every single level to be slower. (yes, even BWB)
      Okay then.

      Anyway, how do you upgrade plants in this mod? Also what is the max?

      No EXP - just coins. 3 levels for each plant, can be reverted (finite attempts... but probably people won't reach that point)
      Finite attempts? Huh?
      playing the mod explains that more properly... essentially, you can revert tier for the plants, but you have a limited number of reverts (although probably no one will revert that much)

      here's Banana leveling chart for example. you can see a few more plants, if you want.

      ChartBanana
      Huh, I'll skip.
      your call.
      Well the core concept of upgrading is that, well, you're UPgrading (hence the term). These level ups (again UP) feel more like downgrades if it takes a plant 2000 sun cost just for the argument of "balancing" (which it isn't). Hence I am passing this.
      to be fair it's one plant. not all plants will be like this. and you can choose to not move to next