User blog:SolarKnight2/Random Rebalance stuff for myself Zom1

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

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

Also my own zombies are here. This is the first part for ZOMBIES, specifically. Unlike what you might've believed, this will be about Sneaky, Hearty, and all of the Basic set, including anything I place into the basic set. Reversing the order because it's cooler that way. 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. If you're wondering about teleport, it's pretty obvious that I believe teleport to be one of the most broken cards in the entire game for that reason alone.

Overall, the idea is for the basic set to have 7 plants/zombies for every class and have every zombie be unique in some sense to that there are obvious cases for every single plant in the rest of those classes. For instance,

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, nullifies , 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
  • Precision: When played in the center lane, trigger this effect. For zombies this relates to PvZH Truestrike Icon.pngBullseye and bonus attacks.
    • 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). 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 Brainy and Smarty
  • 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 Beastly and Smarty