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The addition of Plant Food, too, is a smart idea that adds an extra layer of strategy. In some stages you'll only be able to spend a certain amount of sun on new plants, while others require you to win without losing more than a single unit. Now, credit where it's due - these additional objectives subtly transform the strategies you need to employ, and alleviate a little of that repetition. More so when you factor in the difficulty in obtaining the third stars of each stage in particular.
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With 12 keys to unlock all the extra paths on the first world alone, that's a lot of repetition.
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And how to obtain these keys? Why, by playing levels over again until they drop. I could, of course, venture off the beaten track and tackle some of the bonus stages for extra stars, but then I'd need to find keys to unlock the gates to reach them. Yet it's only possible to collect a single star on each attempt, meaning I'd have to complete several levels multiple times to move forward. With the last wave of Stage 11 finally vanquished, I was looking forward to tackling the pirate-themed world, only to be informed that I'd need 11 more stars to unlock it - or I could pay £2.99 / $4.99 if I didn't fancy going back.Īt this stage, several of the levels I'd already beaten suddenly had new objectives to complete, with three stars to collect on each. I finished the majority on my first attempt, but needed a couple of shots at the final two or three stages. There's a path straight to the next area, with 11 levels to complete. Take, for example, your progress through the first world: Ancient Egypt. PopCap's solution is a little different, but at times - and particularly in light of this sequel's significantly sharper difficulty curve - that all-important charm, the reason we fell in love with an otherwise fairly straightforward tower defence game in the first place, is lost. Many games deliberately, cynically hold players back in order to encourage them to spend. The trouble with F2P is that so many games have their design structured around micro-transactions. It has, however, made it much more of a grind. I also thought that perhaps puffshroom should deserve a spot as it has served as a powerful plant and good defense for a plant with zero-cost and fast recharge.Free-to-play hasn't ruined Plants vs Zombies. Sure it's very effective against Jester and chicken zombies and has good range but once you get up to the very high levels it becomes quite unreliable as it has very low attack power. Throughout the high levels and worlds more and more plants have proven to be far superior than Lightning reed ever could be. Sure you put it in the lowest rank in this list but I honestly don't think Lightning reed is overall that good as people say it is. But i would disagree with you about lightning reed.
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Of course, we all have our favorites, and I appreciate your insight! Hurrikale's also a nice quickly-recharged supplement that pushes zombies back, giving Reeds more time to take down bigger threats. It might help to combine Reed with stronger plants like Pea Pod or Winter Melon Reed handles crowd control while they focus on taking down bigger threats. I use both him and Reed frequently in "Battlez" mode, especially when you need cheap units in levels where Sun is limited. Suggestion! Puff-shroom's definitely a worthy and easily-obtained plant.