User blog:SolarKnight2/Random Rebalance stuff for myself

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Order is based by first and last on each of these:

  1. Class (And second class)
  2. Rarity
  3. Plant/Trick/Environment
  4. Cost
  5. Strength
  6. Health

Also my own plants are here. This is the first part (Should've thought about that before doing this since I knew it would be long). This one will cover mostly Guardian, some Kabloom, and all of the Basic set, including anything I place into the basic set. I was just making these for the templates to make images of my ideas but feel free to look around and wonder about what I changed. For context, these changes have the idea that Zombies should have the highest stats by base because they are the most dangerous to play, Plants and their tricks should be the most average because they're played after Zombies and can thus counter them, then Zombie tricks should be the weakest cards since they are played after Plants do their tricks and are thus traps, which means they are inherently the most valuable out of all other cards even when weaker.

Overall, the idea is for the basic set to have 7 plants/zombies for every class and have every plant be unique in some sense to that there are obvious cases for every single plant in the rest of those classes. For instance, putting Grizzly Pear in the basic set as a beeg aquatic unit that has a cost reduction ability shows "Ah, this is what guardian is for." (Guardian makes sense to have cost reduction to me.) And all the 1-cost 1/1s will be made into the basic idea of the class, like Small Nut being able to buff a Wall-Nut by himself for very cheep and then taking a full hit, Peashooter becomes a 3-sun 3/4 if you have enough, and Weenie Beanie becomes a 1-sun 3/3 when you bounce it, thus determining yes we bounce ourselves in order to get multiple When played effects.

To tell you also about what the keywords are.

  • Shielding: This has a protective shield, giving it either armor or the inability to be hurt with a value. Each time it is attacked, the Shielding value is reduced by 1. Once Shielding is gone, the Armor or immunity it gains will disappear as well. PvZH Truestrike Icon.pngBullseye and PvZH Strikethrough Icon.pngStrikethrough will still heavily counter even with the new keyword. Bullseye will instantly destroy all stacks of Shielding if it deals actual damage and Strikethrough will still completely ignore the Armor and immunity to damage while still ticking down Shielding.
    • In normal pvz it's pretty obvious that Coneheads just turn into normal zombies after losing all their armor. Jugger Nut is based off of a Wall Nut with plant food on it which eventually breaks back into a normal Wall Nut. While I could make it that coneheads turn into Browncoats, that's boring and frankly dumb. Now shielding is not applied to ALL allies with armored but some are balanced around it in order to have quite the power now but lose value over time. For instance, Uncrackable will not be affected because it's very obvious the point of using that power, including the theme.
    • Limited to Hearty and Guardian
  • Exhaustive: Triggers when you are reduced to 0 sun in a turn, meaning it can trigger multiple times. It still only triggers once per round, so if you somehow got sun and then spent it again, your Button Shroom aint gon be buffing your plants multiple times over.
    • These are used on plants that both boost themselves and harm themselves, the theme is then either to get bonus benefit out of all the sun you use, best for midrange OR have units that burn bright now and either stay strong with a 1-2 sun cost every turn or sacrifice their stats over time to make them weaker. But this also means they work really well with sun generation or cost reduction.
    • Limited to Kabloom
  • Overgrown XSunPvZH.png: When played, you are able to choose between spending additional sun equal to the overgrown value in order to trigger it this once or do nothing. So for Peashooter after spending the 1 sun playing it as a 1/1, you can choose to either give it +2/+3 and make it a 3/4 for 3 sun, or keep the normal pathetic baby body.
    • This is especially good when you topdeck a card that's normally not very good on turn 5 but then you can buff it up so it's at least somewhat useful.
    • Limited to Mega-Grow
  • Sproing: Triggers when bounced. Any buffs this is given remains on it in the even when played again.
    • This squeezes out value from early game units, although I will design a legendary around it.
    • Limited to Smarty and Beastly
  • Precision: When played in the center lane, trigger this effect.
    • These are used mostly on doing extra damage straight up (making Green Shadow actually fit in her classes) and multi-lane targeting (attacks in other lanes and Splash Damage). For zombies this relates to PvZH Truestrike Icon.pngBullseye and bonus attacks. This also works on tricks. The idea is simple but lets you squeeze out extra value from a lane normally pretty non-sensical to use.
    • Limited to Smarty and Brainy
  • Shine Bright xSunPvZH.png: When played, trigger this effect if you have made this much sun this round.
    • Same with Sage Sage and Morning Glory but as a keyword. This makes it more clear as a concept and is obviously to be used on more cards. Also affects tricks, obviously.
    • Limited to Solar