The gaining health from gravestones thing makes me think they should upgrade its default health and make it not need a grave, but give it a boost on a grave, like more tiles with the fog
“It’s tomb tanglin’ time,” Tomb Tangler said. Upon saying those magnificent words, he proceeded to start his business of tomb tanglin’ and tangled the zombies into the shadow realm. Truly an amazing sight to behold, and will surely go down as one of the most insane moments in gaming history.
My favorite part of tomb tangler was when you got the unlocking cutscenes they looked directly at zomboss and said "I'm gonna tangle your tomb" and let you use it to absolutely tangle zomboss's tomb
Once upon a time, i created a concept for the PvZ1 Grave Buster to return in PvZ2. I called him Ancient Grave Buster, and his gimmick was that when he removed graves, he would then sit there and act as a wall. Now i have learned that not only is Tomb Tangler just a better Ancient Grave Buster, but also that he is a bad plant, and i now know that i am bad at creating balanced plants
How about making Tomb Tangler also an Armor Plant? Keep it at 50 sun or even increasing it, but you can plant it on another plant. Tomb Tangler gets eaten first, but while being on a plant, the plant is slowed by 40%. If used with walls, this doesn't matter and it could give Tomb Tangler a great primary usage, instead of being a weird wallnut-grave buster hybrid.
@@pumpkin6192 most of them either damage zombies in some way or multiply damage by some degree. Tomb tangler would be similar to pumpkin, but more stall-based instead of just for blocking damage.
I imagine tomb tangler instead being capable of chance its location for eats graves, like a auto binded tomb Buster, and maybe instead of a one shot attack the plant maybe should bring armor to itself or other plants based in tombs hp, maybe that could be the nutrient just blow up all tombs and make armor for itself or other plants
actually its a bit more than that. Theres also FF graves, but later on they added LC and FC graves to the files too. In addition to minecarts for Egypt, Pirate Seas and the Future. pretty interesting stuff
I think the main reason for the backlash about it costing 40 sun was that all plants in PvZ and PvZ2 have costs that are multiples of 25 which means a 40 sun cost just feels weird
I think modders could add an interesting way to make it more interesting. Where it can be planted on graves as well as on wall type plants. Gaining their remaining hp as bonus for his own. This way tomb tangler becomes both a grave remover as well as a sizeable boost to your walls durability and stalling. Giving him some buffs as well would justify the need for 2 seed slots for him
Tbh, the only times I used this plant was in Arena, where I just placed Tomb Tangler on a grave blocking a spot on the map and placing it down and shoveling it back up, and placing my desired plant. And besides that, I've never touched this thing in my entire life besides being forced to use it in the other game modes.
@@snappythesnapster1856 If it was given this purpose it'd likely be buffed, and the slowdown thing whilst taking up 0 tiles (as it's put on other plants) could fit nicely
I feel like an interesting option would be to make it act sort of like a parasite to whatever you plant it on. Like planting it on walls makes it tanky, planting it on damage plants makes it deadlier, etc.
I've seen in one of these mythbusting videos that tomb tangler is actually immune to being displaced by mecha football zombies and excavators, idk if it extends to other zombies like punks or fishermen but it's an interesting trait to have nonetheless, too bad you'll never see it happen thanks to graves not existing in any of the worlds these zombies are from... I'm just hoping mods will make something out of the oddity that is this plant, it'd be nice to see more of him...
I like the idea of Tomb Tangler being placeable on dead plants, along with a buff to Intensive Carrot (like buffing revived plants rather than cutting hp) I think it could add an interesting dynamic to letting plants die for a change. Playing around plant death is an opportunity not usually explored, so giving it more ground to stand on might make for some unique levels!
I think the only good use for this plant is in arena tournaments that contain a lot of sun and plant food gravestones (especially the big ones that have so much health it's almost unbreakable) for the fact that Tomb Tangler instantly breaks them unlike Gravebuster wich takes a bit of time to destroy the gravestones, making it vulnerable to zombies (if it gets destroyed,the grave resets and you'll have to use another grave buster)
Honestly I think an interesting way they could add the affect that the strangler fig does to plants in real life and allow you to plant it on top of other plants. Like they can keep the grave health gaining thing to it, but when placed on top of a plant it could inheritably weaken the plant. As in reduction to damage and to fire rate, mean while Tomb Tangler would be the one who takes all the damage before the plant its planted on does (ie: zombies kill the tomb tangler first then the plant its planted on) giving a similar effect to pumpkin, but nerfing the plant its planted on and still having it's slow down and chance to insta kill. That I believe and reducing its recharge rate could make it more viable
@@besquareorbethere8093Honestly not the worst plant, being able to stall for your wall keeps instakilling zombies from getting close, plus it synergizes well with the weed plants to keep the zombies still.
Tomb tangler seems to me to be played as an early game staller. The problem is a stallers needs to synergize with plants that do damage and with the limited areas it does grow on makes it almost impossible to work with other than spikes. I have a few ideas to buff it -Take more inspiration from their plant and have them be plantable on any plant and convert a percentage of their health to its own, this does 2 things as it makes him an emergency wall and hard counters displacement zombies. (The percentage health gain might be much an encourage misusing it to plant it on top of wall tall and primal nuts) -Make it more offensive and make all zombies that enter its fog take more damage as it would push your frontlines especially melee plants to the frontlines. -And for it's plant food it would simply be similar to potato mine's PF it prioritizes the right side of the garden where there's a zombie In its lane. -And have a degredation state to keep tabs on them for QoL Also some ideas I have for grave buster is that you can plant them on any obstacles nullifying their abilities and not be pushable but can be harmed.
Idea to balance Tomb-Tangler: Make him place-able on damaged "wall" units, with him adding only 25% of their health instead of the 60% for graves. This would make him able to be used in combination with other walls as a cheaper way to replace them.
It's always very sad when something is reasonably balanced already and then there is an extra condition placed ontop of it that makes it completely unusable.
I have an idea for what they could do, but it would probably make it a bit too powerful. They could turn it into a sort of trap plant that transforms into a wall. Basically you set it, then when a zombie walks over it it binds that zombie and becomes a wall with a combination of it's and that zombie's health.
So something like Creepvine (or whatever the water insta from PvZ1 was called) but it sticks around after use? That actually sounds pretty unique and interesting
It would be interesting if Tomb Tangler occasionally made graves around it in mods. This would both allow it to be cheap and strong but cause obstructions once in a while to balance it out, while allowing you to plant more of it. It would also differentiate it from Gravebuster
Perhaps if they went off of the IRL counterpart more and made it attach to smaller walls as a sort of power-up, by making it stall stuff in front of it? No idea if that would work, but it’s an idea.
i think the reason there was a backlash about the price was because it was the final straw for many that showed how popcap doesn't care about what was the game built off of or how they dissregarded everything that made the game speciall, even your sun bean argumant has flaws since it could easilly be an oversight if we even consider sun bean worked previously on zombies, maximum sun production and even the previous zombies hp to sun scaling had the multiple of 25's and it giving out odd sum values may as well be the devs not thinking how zombies CV ould've allready been dammaged before eating the sun bean thus it's odd sun drops, or my theory is that so many previous game devs left the studio and so many freshones joined in that there was no one to tell them how or what games consistancies must be kept( and how arena and events was probably their only focus) that they just picked some random number, this to me tells me that if they don't even bother maintaining something simple as sun cost what makes you think they will care about the big things like fan feedback or balance?
I think tomb tangler needs more ways to use. For example if it can be used on any object. Or. If it can be used on plants(and gain they current health). Or If it can be planted on empty tile, but if you do, it isn't a wall, it is like spike field plant, but it slows zombies above him.
I feel like Tomb Tangler should've been a mix between the Wall-Nut & Chomper, mostly because of the bottom half of the plant itself. It could have the same HP as the former, and have a functionality similar to the latter. When it finishes eating the zombie and it "burps", it can release the stunning gas (at a 100% chance) that travels across the screen, stunning zombies for about the same time as Stunion. It could also have a 10% of tangling a zombie when it enters the lane, and eat that zombie instead. It also doesn't need to be placed on a grave, giving it more utility. *But of course, this is EA territory here. So we can't always have nice things.*
for me i think tomb tangler is a plant you use to turn tombs to your side or your very own tombs. he is used on the tombstones on the far right of the zombie side of the lawn as you wouldn’t necessarily use the tombs on the right side and you wouldn’t plant much on the very right side either. also i would use tomb tangler to the tombs on the right side instead of grave buster because grave would remove the tomb and give me a tile that i wouldn need much and will also risk grave buster to be eaten while destroying the tomb while tomb tangler will simply turn the tomb to your side with the high durability stalling and the rng instakill. isn’t necessarily useful but hey, turning tombs to your side with a very high hp and an extra rng instakill for 50 sun.
i think tomb tangler could be potentially useful in penny's pursuit, not in arena, due to the fact that arena always has the last stand set up period, as well as the fact that the best strat in arena is to kill zombies in quick succession for the highest point multiplyer, and aggro is the best strat in arena. in penny's pursuit, tomb tanglers usage will be limited to tomb spam levels, which can prove useful to block threats like the zcorp consultant zombie (pushes any zombie in front of her forward by a large amount, as well as into adjacent lanes, with HIGH speed and randomly running backwards/switching lanes herself), or just general zombie spam. tomb tangler's 80% tomb stone health added could help out a TON due to how tanky tombstones are on higher difficulties. when i play with any plant, i usually consider them at the 5th level, due to how decently achievable that is without endlessly grinding (ofc that's with buying packets from shops and such), and it's speed reduction of 50%, and STACKABLE with other slow downs, could potentially help out a lot
I think it should have been an incredibly powerful offensive plant because it has a niche placement requirement. They also could have made it similar to a doom shroom but cheaper and requires a grave.
I could kinda see it being interesting if Tomb Tangler could also be used on other walls, allowing it to still fit its weird niche, keep its weird quirks like stealing a percentage of a tombs/plants health, and let it be used in more maps. Make it overall weaker than if it were to be used on a tomb, but I'd definitely use it. Zany plants are my jam.
I think there could be 2 ways to partially fix Tomb Tangler. Both of which involve allowing it to be placed without tombs. 1: It costs like 50-75 sun when placed on it's own, but 0-25 sun when placed on a tomb. 2: It gains it's insta-kill specifically when placed on a tomb, and is more consistent doing it, like every 10 seconds or so. Still vulnerable to swarming.
Could you make one of these videos on Witch Hazel? Witch Hazel is one of my favorite plants both in gameplay and in design but I want to know what others really think about it.
@Andrew Greeb I mean, modded Witch Hazel is better, but that doesn’t change that it’s visual design is still really good and that it is interesting with its concept.
I GOT AN IDEA FOR TOMB TANGLER! HP: 2500 + 80% consumed health -> 0 + 100% consumed health Requirement: zombie grid items -> Zombie grid item + plants(excluding low plants, floating plants, uninteractable plants, and mobile plants) Instakill: by chance -> upon death Plant food: drags random zombies -> kills all zombies Infront + activates plant food of the consumed plant. Tomb tangler is now considered a vine and can be placed on top of plants(and zombie grid items as its specialty), tomb tangler will disable that plant's function in replacement of its own functions. Tomb tangler will now act as a tactical plant that synergizes with walls. deactivate the plant(but inherits their HP) in exchange for slow and death instakill for free sun cost, while the plantfood still gives purpose for the deactivated plant and tangler itself allowing for further strategy.
Yeah, I never understood Tomb Tangler. I knew what it did but it felt like I was missing something because it didn’t mesh with itself well. Also, while I agree the 40 sun cost was closer to what would make it balanced, I cannot describe how wrong it feels for a plant’s cost to not be an interval of 25. I really can’t.
Suuggestion for balancing: No instakill ability that is overly complicated Plant anywhere, but it is buffed when planted on ANY grid object. Cost 25-15 sun, faster recharge Plant Food: Apply his slow permanently to all zombies currently on the screen
From what I can tell the idea behind Tomb Tangler was to have a plant that can convert graves into something that benefits you instead of just destroying them
If I had to change the plant I would change the "grave" part of it and give it the ability to be placed on other walls but gain a ability based on the plant Basic wall nut makes a basic version Tall nut gives increased fog range Infini nut gives a slight hp recovery but only up to 50% Durian makes the insta kill happen more often Primal nut gives the avoid insta death but only once Peanut let's it fire peas Explodo nut makes it explode when eaten For me it would have weaker sub effect that the plant it leeches off of but of course have its own effects
I feel like there are a few potential things that could change its design to make it interesting. A few scattershot ideas I thought of while watching this: Make it be able to be planted on fellow plants, acting as a brief barrier that slows zombies in front, then upon being eaten, kills the nearest zombie, freeing the plant it was placed on and restoring said plant's health to full. A Jack-O-Lantern style plant from PvZ1, where it is just a shield that slows with a special type of slow that can stack with other slowing effects, no OHKO chance. Keep it as is but let it be planted anywhere, with the effect to give it more HP when planted on a grave. Also as a potential change to all of them, make it's ability to kill zombies consistent, by instantly killing a zombie within a tile in front of it once that zombie drops below a certain HP threshold, with a small cooldown, letting it serve as a finisher plant of sorts while being a wall and a slow.
I've thought of Tomb Tangler being a temporary sun-producer. Placing it would drain the graves health, giving you sun depending on the health the grave had. (you'd have to remove the slow however, as a wall-sun-stall plant is a little too much)
I think it would be interesting seeing a video covering forgotten plants that you don't have much to talk about, and fit them all into one vidoe explaining why they're forgotten
I'd like if tomb tangle would fill more niches. Maybe plantable on all sorts of bjects, like surf boards and arcades. Then polish - remove health mechanic, give it a damage indicator, make its offensive ability more reliable. Would turn this into a pretty fun niche plant that should see some use and increase variety of strats used. If you wanna make it more powerful and widely usable as a main wall, it could be planted on zombies, serving as a one zombie kill and wall. Only plantable on small, not heavily p Rotected zombies for a semblance of balance.
I think the best use for this plant is in arena, where they have ridiculously tough gravestones. Plus, the gravestones in arena are usually in the front lines, making taking up space for other plants not a problem.
What if it could consume any fixture? That means anything that takes up a tile can be consumed, and if we want to take it farther, tangler could gain different properties depending on what it consumes. Heck, even just allowing it to consume anything of the wall class, friend or foe would make it more consistent. If it can eat anything basic ideas: blocker/wall: increased hp single target: increased damage staller: increased stall range or effectiveness trap (activation on consumption): increased instant kill chance sun producer: generates sun on kills and own consumption Terrain: ignore terrain effects like tide (immunity to terrain zombies like blocking fliers and diggers?) AOE damage: zombies that die in fog spread a temporary fog cloud to an adjacent tile Multi-lane: fog covers the 3 frontal adjacent tiles Graves/enemy hazards: removal of obstacle and spawn a spouted (ally, think hypnoshroom) zombie (who's strength scales to the wave difficulty. not strong enough to be a full powered lawn mower, but strong enough to push the line back in the spawned row) nighttime unit: wake up adjacent sleeping ally units and spawn a single random purple mushroom in the front 4 columns (getting pushed back to the farthest right empty space if the front 4 columns are full)
A good rework could be having it plantable on any tile but it recieves an increased tile radius if planted on a gravestone, allowing it to become a much better stalling plant. Also buffing its plant food effect to slow down all units with the edition of killing 2 zombies would in my mind make it one of the best stall plants. Since all other stalling plants like it dont outright kill zombies.
If I made it here’s what it would do : It will find gravestones and use its roots to grow on it,then as the roots grow it has three roles Poison shooter Poison bomb Poison punch roots And it’s power up grows ALL TOMBS in the whole map
After watching this video, I was thinking about some changes that could be made to it: 1. It can be placed anywhere, but it multiplies health of items it's placed on by 2 and adds it to its own, such as graves, surfboards, backpacks, and arcade machines. 2. His stats are now: 125 Sun, 20 Seconds recharge, 1500 HP, 40% Slowness to enemies in 2 Tiles in front. It now devours Zombies once every 40 seconds. 3. Its Plant Food is now: Insta-kills three random Zombies, except certain foes.
I had an idea, what if they changed the Tomb Tangler to be a vine plant that can also be placed on graves / zombie props instead? For instance, on a plant it will be beneficial similar to the pyre vine, but with a slowing effect rather than damage. This would be a great synergy with melee plants, especially with a spikerock in front of it. On zombie props it destroys the prop as an additional bonus, but the main function would be the slowing effect and the small chance of killing a zombie. Compared to other vines it would not be as powerful damage-wise, but when synergized with a melee plant & spikerocks, and maybe even a snow pea behind it it can make the absolute most out of the slowing effect it provides, with the small chance of killing a zombie as a bonus that is appreciated when it occasionally happens.
My fix for tomb tangler would be to have it be placed on top of another plant rather than graves. It could gain hp based on the sun/hp of the plant. It'd be interesting, because if you want a tanky tomb tangler, you'd have to decide if placing a high cost plant forwards hoping it will live is too much risk to get a big one. It would also be more thematic, as Tomb Tangler litterally steals nutrients from the plant it's put on top of.
Before every update, popcap flips a coin to decide wether the new plant will be the worst thing ever seen and literally useless or be so op that you can just plant one of them and it wins a 4 flag level alone
I'm more happy if Tomb Tangler work like this Can be plant on normal Ground or Tombstone When on Ground, Tomb Tangler will burrow under ground, become Untargetable. Each 30-60 second, Tomb Tangler will drag a zombie 1 tile in front of him. When tangle zombie into the ground, he will resurface and emit gas to slow zombies in 1 tile in front of him. Tomb Tangler will burrow again when tangle ability ready and no zombie in front of him. Under cooldown of tangle, Tomb Tangler will recover HP by absorb nutrients from buried zombie When on Tombstone, Tomb Tangler gain extra max HP, tangle and absorb faster but never able to burrow under ground Plant Food Ground Tomb Tangler will tangle 3 zombies, leaving a gas at the tile they got tangled for some time. Tomb Tangler also drag chunk of stone on his own tile and latch on it Tombstone Tomb Tangler will tangle 2 zombies, leaving a gas at the tile they got tangled for some time. Tomb Tangler drag a chunk of stone prioritizing column tile and move to next tile further from house Chunk of Stone work like Tombstone but doesn't block plant attack
The only thing it's good at is that it instant destroy a tomb. In a level where there are a bunch of zombies, grave buster is basically useless at the front, so tomb tangler instant kill them while might be able to kill a zombie is decent but 50 sun is too much.
Several different ways to improve tomb tangler - and just adding deteriorating stages helps: 1 - Tomb tangler can be placed anywhere but can also be placed on a grave; not gaining HP if placed normally (most simple but loses charm of a grave-placed wall) 2 - When killed, spawns a non-obstructing grave that doesn't spawn zombies is placed - can also be dug up (interesting but annoying because of levels lacking graves in the first place and you can't really custom place graves) 3 - Tomb tangler can be placed on any plant or grave, destroying and inheriting their HP (can't be placed on a Tomb tangler and could be OP) 4 - Can just be placed on more zombie structures; removing them and gaining HP (probably least helpful)
I get a little idea for tomb tangler, that it has two stages, when you plant it alone, has the regular abilities, except for the instakill %, and when you plant in a gravestone, it's stall effect covert the entire line, change the % for a counter of seconds, and finally has a normal HP, it's like a support plant besides a tanky plant, am sorry for my english, I'm not practice a lot
Tomb tangler could have been good if it did either of two things Be a vine plant for walnuts and such but it slowly healed the wall Could be like a really big chomper able to eat a lot of zombies once they approached, but once it DIED it would leave behind a gravestone, requiring you to either destroy it or leave behind a valued seed spot for gravebuster
You know what tomb tangler was really used for? IN ARENA DESTROYING LARGE GRAVESTONES< GETTING 500 SUN, AND HAVING NO LESS THAN 41720 HEALTH. Let me explain: At level 8 (jade league), the zombies have 6.62 times more health, and eat 6.62 times faster. But yea, even so it would still have 6300 technical hp, and take 63 seconds to be eaten by level 8 zombies. Doesn't change the whole unreliable/situational aspect.
Please make a video on spore shroom, I think that he is simultaneously a good and bad plant that can work in multiple situations. Doing a full analysis would be amazing insight
That's how I sorta feel about Spore Shroom. I remember seeing a new mushroom plant that "sounded" cool in theory, but in reality, it's just there. It's just about the only good plant in NMT because it's the only one with range, but you get it so late within the levels, and it's spore effect doesn't really work if a zombie is on a tile with a plant. Kinda wish it spawned a new Shroom a tile ahead.
Its currently the featured plant in arena and is only useable for the mid to last part when the tombstones come out. Unrelated butI I am loving bowling bulb for some reason. Mine is at level 3 and is somewhat fun with its randomness.
Here’s a few random ideas to recreate Tomb tangler -Tomb Tangler could be a wall that can only be planted on other plants. When on a plant, he will gain hp based of 1.5x the remaining plant hp +2000 hp. -essentially a temporary endurian with slightly higher damage and range with the same hp -plant it on any obstacle and slowly destroy it while keeping the rest of the stats
If I were to handle Tomb Tangler's abilities and planting requirements, I'd have it: A: be plantable on other plants instead of tombs, given the plant its based on parasatizes the nutrients from other plants. Tomb Tangler could take the base HP of the plant its planted on as well, meaning you could plant it on a dying wall-nut and get the wall-nut's full HP back at the cost of giving it to Tomb Tangler. B: have it's insta-kill ability be more consistent, maybe like how electric blueberry and caulipower's abilities work where it takes a while to charge up. Any zombie that's in its fog range could be snapped up and then the recharge could be displayed in a similar way to chomper or toadstool.
And it should probably have degrades, even if it has dynamic hp and they keep it not having wall but first aid. It would technically be unhelpful outside of plant food then, but it still would look nice compared to other walls
Idea: once Tomb Tangler dies, it would leave a Crater. However, you would be able to plant Tomb Tangler in Craters, making it replaceable. However, it wouldn’t get any bonus hp from the crater.
i think they should make it be able to be added to other obsticles, ie. tents, surf bords, and also dead tomb tangler death rocks, also give his haze more range. of course visual damage taken too.
"Do you, dear viewer, actually know what Tomb Tangler does?" I don't even play PVZ2, I don't know what any plant does. Except the sunflower, I know what that one does.
Problem with new plants is that either broken or very bad and it keeps getting worse more they add. If people have a issue with sun cost and usage. Then the plant need to be look back and make where it stands out and be useful while not making other plants more weaker in comparison. In nutshell of what im saying is that more plants = harder balancing and people using it. Also design is another thing when it comes to it.
i feel like this plant wouldve worked much better in concept if you could plant it on top of other plants and not graves, or just wall items overall. also the instakill thing is really weird?? it wouldve made more sense to make it a slower spikeweed rather than whatever the hell that instakill attack they were going for also god bless boingsetta :trol:
I agree that this plant is close to being useless in Adventure. But, I can see its potential in both Arena and Penny Pursuit. These two game modes may feature giant tombstones that can tank thousands of damage before tumbling off. Boingsetta usually fails to dent these "giant tombstones" and the increased density and eating speed of zombies hinder the use of Grave Buster. This is when Tomb Tangler comes in handy. Aside from Arena and Penny Pursuit, Boingsetta outclasses it, and Grave Buster is easier to use than Tomb Tangler. I don't know why, but I find Tomb Tangler's visual design to be quite unique and appealing. Excellent content by the way, thanks.
It would be cool if mods made it so that it was plantable on torchwood as a “all peas that pass through slow zombies” stacking with torchwood making snow peas no longer cold. This would make it a better staller on graves, but better at increasing damage off of them. It would also keep with it being a tree strangler literally taking the life out of the torchwood. Just a thought though.
The gaining health from gravestones thing makes me think they should upgrade its default health and make it not need a grave, but give it a boost on a grave, like more tiles with the fog
Hard agree
agreed
Yeah the plants not a bad idea it just looks trash and unusable
Or maybe even also make it be buffed if placed on a tree plant
Due to what its based on
@@churchofeg What plants do we have that are based on trees...?
“It’s tomb tanglin’ time,” Tomb Tangler said. Upon saying those magnificent words, he proceeded to start his business of tomb tanglin’ and tangled the zombies into the shadow realm. Truly an amazing sight to behold, and will surely go down as one of the most insane moments in gaming history.
its moments like these i'm proud to be a gamer
@@Creeps20 pin this one
tomb tangler is basically morbius
@@Creeps20 yes pin it please
This should be the almanac entry
My favorite part of tomb tangler was when you got the unlocking cutscenes they looked directly at zomboss and said "I'm gonna tangle your tomb" and let you use it to absolutely tangle zomboss's tomb
Praise the fish god
shiver me timbers
nice
Once upon a time, i created a concept for the PvZ1 Grave Buster to return in PvZ2. I called him Ancient Grave Buster, and his gimmick was that when he removed graves, he would then sit there and act as a wall. Now i have learned that not only is Tomb Tangler just a better Ancient Grave Buster, but also that he is a bad plant, and i now know that i am bad at creating balanced plants
Its okay
How about making Tomb Tangler also an Armor Plant? Keep it at 50 sun or even increasing it, but you can plant it on another plant. Tomb Tangler gets eaten first, but while being on a plant, the plant is slowed by 40%. If used with walls, this doesn't matter and it could give Tomb Tangler a great primary usage, instead of being a weird wallnut-grave buster hybrid.
Does the pumpkin not exist in pvz2?
@@pumpkin6192 it does, but there are another like 8 plants like it, but almost all of them except pumpkin are non-defensive, mostly.
@@patrickbrinkworth9125 what do they do? increase the plant's power or something?
@@pumpkin6192 most of them either damage zombies in some way or multiply damage by some degree. Tomb tangler would be similar to pumpkin, but more stall-based instead of just for blocking damage.
I imagine tomb tangler instead being capable of chance its location for eats graves, like a auto binded tomb Buster, and maybe instead of a one shot attack the plant maybe should bring armor to itself or other plants based in tombs hp, maybe that could be the nutrient just blow up all tombs and make armor for itself or other plants
tomb tangler is certainly one of the plants of all time. that's about it
Yep
No.
Please stop.
Yep
Yeah, the only interesting thing about Tomb Tangler is that it's completely uninteresting.
THESE COMMENTS MAKE NO SENSE!
love when tomb tangler said "it's tomb tangling time" and tangled all those tombs
Little does he know, it’s pirate seas
love when tomb tangler said "it's tomb tangling time" and tangled all those tombs
@@cardboardtoaster2169 Fun fact: pirate seas and Wild West have unused sprites for world-specific graves! They were never used, but still…
actually its a bit more than that. Theres also FF graves, but later on they added LC and FC graves to the files too. In addition to minecarts for Egypt, Pirate Seas and the Future. pretty interesting stuff
God if I see the same joke again I'm going to shoot myself
I think the main reason for the backlash about it costing 40 sun was that all plants in PvZ and PvZ2 have costs that are multiples of 25 which means a 40 sun cost just feels weird
Gold leaf:
@@DragonTheOneDZAthat's a more recent one. Everyone hasn't taken in yet that gold leaf us avaliable in all worlds
OCD vs zombies
Plant costs that aren't multiples of 25 are crimes against humanity
I think modders could add an interesting way to make it more interesting. Where it can be planted on graves as well as on wall type plants. Gaining their remaining hp as bonus for his own. This way tomb tangler becomes both a grave remover as well as a sizeable boost to your walls durability and stalling. Giving him some buffs as well would justify the need for 2 seed slots for him
Would the fog being 2 tiles in front of him be too OP?
would he eat walls with pumpkins stacked on it?
@@Ssjvaca Probably Pumpkin would persist on Tomb Tangler regardless.
@@Therevengeforget probably
plus, the eating up a wall plant would be a good reference to its irl inspiration
Tbh, the only times I used this plant was in Arena, where I just placed Tomb Tangler on a grave blocking a spot on the map and placing it down and shoveling it back up, and placing my desired plant.
And besides that, I've never touched this thing in my entire life besides being forced to use it in the other game modes.
The tomb tangler used as instant use plant:
Grave buster: Am i paid?
I thought this did damage... spent 3 hours grinding before I found game of it. Was so disappointed
I could definitely see Tomb Tangler being able to plant on other plants, for an immediate wall if zombies get too far into the defence
Maybe just a weaker version od pumpkin that can slow
@@snappythesnapster1856 If it was given this purpose it'd likely be buffed, and the slowdown thing whilst taking up 0 tiles (as it's put on other plants) could fit nicely
Escape root: *sad plants noise*
I feel like an interesting option would be to make it act sort of like a parasite to whatever you plant it on. Like planting it on walls makes it tanky, planting it on damage plants makes it deadlier, etc.
@@garrettbates9124 Symbiotic not parasitic, because the host-plant would benefit from Tomb tangler
I've seen in one of these mythbusting videos that tomb tangler is actually immune to being displaced by mecha football zombies and excavators, idk if it extends to other zombies like punks or fishermen but it's an interesting trait to have nonetheless, too bad you'll never see it happen thanks to graves not existing in any of the worlds these zombies are from... I'm just hoping mods will make something out of the oddity that is this plant, it'd be nice to see more of him...
I like the idea of Tomb Tangler being placeable on dead plants, along with a buff to Intensive Carrot (like buffing revived plants rather than cutting hp) I think it could add an interesting dynamic to letting plants die for a change. Playing around plant death is an opportunity not usually explored, so giving it more ground to stand on might make for some unique levels!
I think the only good use for this plant is in arena tournaments that contain a lot of sun and plant food gravestones (especially the big ones that have so much health it's almost unbreakable) for the fact that Tomb Tangler instantly breaks them unlike Gravebuster wich takes a bit of time to destroy the gravestones, making it vulnerable to zombies (if it gets destroyed,the grave resets and you'll have to use another grave buster)
Plus it gets to take the gravestones health, which in arena is usually a lot.
Honestly I think an interesting way they could add the affect that the strangler fig does to plants in real life and allow you to plant it on top of other plants. Like they can keep the grave health gaining thing to it, but when placed on top of a plant it could inheritably weaken the plant. As in reduction to damage and to fire rate, mean while Tomb Tangler would be the one who takes all the damage before the plant its planted on does (ie: zombies kill the tomb tangler first then the plant its planted on) giving a similar effect to pumpkin, but nerfing the plant its planted on and still having it's slow down and chance to insta kill. That I believe and reducing its recharge rate could make it more viable
So if planted on a wall nut it's basically a pumpkin?
@@andrewgreeb916 with slow and instakill
Pumpkin 2, stalling boogaloo
@@besquareorbethere8093Honestly not the worst plant, being able to stall for your wall keeps instakilling zombies from getting close, plus it synergizes well with the weed plants to keep the zombies still.
Tomb tangler seems to me to be played as an early game staller. The problem is a stallers needs to synergize with plants that do damage and with the limited areas it does grow on makes it almost impossible to work with other than spikes.
I have a few ideas to buff it
-Take more inspiration from their plant and have them be plantable on any plant and convert a percentage of their health to its own, this does 2 things as it makes him an emergency wall and hard counters displacement zombies. (The percentage health gain might be much an encourage misusing it to plant it on top of wall tall and primal nuts)
-Make it more offensive and make all zombies that enter its fog take more damage as it would push your frontlines especially melee plants to the frontlines.
-And for it's plant food it would simply be similar to potato mine's PF it prioritizes the right side of the garden where there's a zombie In its lane.
-And have a degredation state to keep tabs on them for QoL
Also some ideas I have for grave buster is that you can plant them on any obstacles nullifying their abilities and not be pushable but can be harmed.
Idea to balance Tomb-Tangler: Make him place-able on damaged "wall" units, with him adding only 25% of their health instead of the 60% for graves. This would make him able to be used in combination with other walls as a cheaper way to replace them.
It's always very sad when something is reasonably balanced already and then there is an extra condition placed ontop of it that makes it completely unusable.
I have an idea for what they could do, but it would probably make it a bit too powerful.
They could turn it into a sort of trap plant that transforms into a wall.
Basically you set it, then when a zombie walks over it it binds that zombie and becomes a wall with a combination of it's and that zombie's health.
So something like Creepvine (or whatever the water insta from PvZ1 was called) but it sticks around after use? That actually sounds pretty unique and interesting
@@lordhellstrande2763 tanglekelp?
i don’t play pvz2 but isn’t that what gum-nut or whatever does?
@@TrulySomeone gumnut doesn't kill the zombie
I DON’T EVEN PLAY THIS GAME AND I FIND MYSELF CONSTANTLY WATCHING THESE VIDEOS WHY
ive noticed that your accent gets stronger towards the end of every video and now i cant stop thinking about it
It would be interesting if Tomb Tangler occasionally made graves around it in mods. This would both allow it to be cheap and strong but cause obstructions once in a while to balance it out, while allowing you to plant more of it. It would also differentiate it from Gravebuster
What if the graves cannot affect plants but does to zombies
me: oh cool i can plant more tomb tanglers now
popcap: Necromancy!
me: what
I'm just recently getting back in to pvz and your videos are really helpful with catching me up thank you :d
Perhaps if they went off of the IRL counterpart more and made it attach to smaller walls as a sort of power-up, by making it stall stuff in front of it? No idea if that would work, but it’s an idea.
2:21 No way that Chomper on the bottom right missed its first bite
😨📷
Bro was lacking 💀
i think the reason there was a backlash about the price was because it was the final straw for many that showed how popcap doesn't care about what was the game built off of or how they dissregarded everything that made the game speciall,
even your sun bean argumant has flaws since it could easilly be an oversight if we even consider sun bean worked previously on zombies, maximum sun production and even the previous zombies hp to sun scaling had the multiple of 25's and it giving out odd sum values may as well be the devs not thinking how zombies CV ould've allready been dammaged before eating the sun bean thus it's odd sun drops,
or my theory is that so many previous game devs left the studio and so many freshones joined in that there was no one to tell them how or what games consistancies must be kept( and how arena and events was probably their only focus) that they just picked some random number,
this to me tells me that if they don't even bother maintaining something simple as sun cost what makes you think they will care about the big things like fan feedback or balance?
I think tomb tangler needs more ways to use. For example if it can be used on any object. Or. If it can be used on plants(and gain they current health). Or If it can be planted on empty tile, but if you do, it isn't a wall, it is like spike field plant, but it slows zombies above him.
I feel like Tomb Tangler should've been a mix between the Wall-Nut & Chomper, mostly because of the bottom half of the plant itself. It could have the same HP as the former, and have a functionality similar to the latter. When it finishes eating the zombie and it "burps", it can release the stunning gas (at a 100% chance) that travels across the screen, stunning zombies for about the same time as Stunion. It could also have a 10% of tangling a zombie when it enters the lane, and eat that zombie instead. It also doesn't need to be placed on a grave, giving it more utility.
*But of course, this is EA territory here. So we can't always have nice things.*
for me i think tomb tangler is a plant you use to turn tombs to your side or your very own tombs. he is used on the tombstones on the far right of the zombie side of the lawn as you wouldn’t necessarily use the tombs on the right side and you wouldn’t plant much on the very right side either. also i would use tomb tangler to the tombs on the right side instead of grave buster because grave would remove the tomb and give me a tile that i wouldn need much and will also risk grave buster to be eaten while destroying the tomb while tomb tangler will simply turn the tomb to your side with the high durability stalling and the rng instakill. isn’t necessarily useful but hey, turning tombs to your side with a very high hp and an extra rng instakill for 50 sun.
i think tomb tangler could be potentially useful in penny's pursuit, not in arena, due to the fact that arena always has the last stand set up period, as well as the fact that the best strat in arena is to kill zombies in quick succession for the highest point multiplyer, and aggro is the best strat in arena.
in penny's pursuit, tomb tanglers usage will be limited to tomb spam levels, which can prove useful to block threats like the zcorp consultant zombie (pushes any zombie in front of her forward by a large amount, as well as into adjacent lanes, with HIGH speed and randomly running backwards/switching lanes herself), or just general zombie spam. tomb tangler's 80% tomb stone health added could help out a TON due to how tanky tombstones are on higher difficulties. when i play with any plant, i usually consider them at the 5th level, due to how decently achievable that is without endlessly grinding (ofc that's with buying packets from shops and such), and it's speed reduction of 50%, and STACKABLE with other slow downs, could potentially help out a lot
I'd love to see the video on your views of each world and how well they showcase their plants and level design
I think it should have been an incredibly powerful offensive plant because it has a niche placement requirement. They also could have made it similar to a doom shroom but cheaper and requires a grave.
I could kinda see it being interesting if Tomb Tangler could also be used on other walls, allowing it to still fit its weird niche, keep its weird quirks like stealing a percentage of a tombs/plants health, and let it be used in more maps. Make it overall weaker than if it were to be used on a tomb, but I'd definitely use it. Zany plants are my jam.
I wasn't expecting the Omori OST, very nice choice of bgm
I think there could be 2 ways to partially fix Tomb Tangler. Both of which involve allowing it to be placed without tombs.
1: It costs like 50-75 sun when placed on it's own, but 0-25 sun when placed on a tomb.
2: It gains it's insta-kill specifically when placed on a tomb, and is more consistent doing it, like every 10 seconds or so. Still vulnerable to swarming.
Could you make one of these videos on Witch Hazel? Witch Hazel is one of my favorite plants both in gameplay and in design but I want to know what others really think about it.
same
I'm more of a fan of modded witch hazel, puffshrooms are not a great thing to turn zombies into, but solar tomatoes are solid.
@Andrew Greeb I mean, modded Witch Hazel is better, but that doesn’t change that it’s visual design is still really good and that it is interesting with its concept.
@@the_godbodor7026 true
My favorite part is when tomb tangler said "its tomb tanglin time" and started tomb tanglin everywhere
great video as usual! heres hoping for a video on why toadstool is the best plant in the game 🤞
Tbh magnifying grass is the best plant in the game no doubt about that.
I GOT AN IDEA FOR TOMB TANGLER!
HP: 2500 + 80% consumed health -> 0 + 100% consumed health
Requirement: zombie grid items -> Zombie grid item + plants(excluding low plants, floating plants, uninteractable plants, and mobile plants)
Instakill: by chance -> upon death
Plant food: drags random zombies -> kills all zombies Infront + activates plant food of the consumed plant.
Tomb tangler is now considered a vine and can be placed on top of plants(and zombie grid items as its specialty), tomb tangler will disable that plant's function in replacement of its own functions. Tomb tangler will now act as a tactical plant that synergizes with walls. deactivate the plant(but inherits their HP) in exchange for slow and death instakill for free sun cost, while the plantfood still gives purpose for the deactivated plant and tangler itself allowing for further strategy.
Oh wow this is a really good idea
Tomb tangler is the BEST plant of ALL time, right after spring bean
finally someone gets it
Yeah, I never understood Tomb Tangler. I knew what it did but it felt like I was missing something because it didn’t mesh with itself well. Also, while I agree the 40 sun cost was closer to what would make it balanced, I cannot describe how wrong it feels for a plant’s cost to not be an interval of 25. I really can’t.
Suuggestion for balancing:
No instakill ability that is overly complicated
Plant anywhere, but it is buffed when planted on ANY grid object.
Cost 25-15 sun, faster recharge
Plant Food: Apply his slow permanently to all zombies currently on the screen
From what I can tell the idea behind Tomb Tangler was to have a plant that can convert graves into something that benefits you instead of just destroying them
If I had to change the plant I would change the "grave" part of it and give it the ability to be placed on other walls but gain a ability based on the plant
Basic wall nut makes a basic version
Tall nut gives increased fog range
Infini nut gives a slight hp recovery but only up to 50%
Durian makes the insta kill happen more often
Primal nut gives the avoid insta death but only once
Peanut let's it fire peas
Explodo nut makes it explode when eaten
For me it would have weaker sub effect that the plant it leeches off of but of course have its own effects
I feel like there are a few potential things that could change its design to make it interesting. A few scattershot ideas I thought of while watching this:
Make it be able to be planted on fellow plants, acting as a brief barrier that slows zombies in front, then upon being eaten, kills the nearest zombie, freeing the plant it was placed on and restoring said plant's health to full.
A Jack-O-Lantern style plant from PvZ1, where it is just a shield that slows with a special type of slow that can stack with other slowing effects, no OHKO chance.
Keep it as is but let it be planted anywhere, with the effect to give it more HP when planted on a grave.
Also as a potential change to all of them, make it's ability to kill zombies consistent, by instantly killing a zombie within a tile in front of it once that zombie drops below a certain HP threshold, with a small cooldown, letting it serve as a finisher plant of sorts while being a wall and a slow.
I think if they changed tomb tangler to be placeable on zombies instead of tombs, that would be more useful and accurate to the plant it’s based on.
That would be insane
I love that idea
I've thought of Tomb Tangler being a temporary sun-producer. Placing it would drain the graves health, giving you sun depending on the health the grave had. (you'd have to remove the slow however, as a wall-sun-stall plant is a little too much)
damn, i didn’t realize these types of videos were getting so many views. good job, you deserve it.
I think it would be interesting seeing a video covering forgotten plants that you don't have much to talk about, and fit them all into one vidoe explaining why they're forgotten
I'd like if tomb tangle would fill more niches. Maybe plantable on all sorts of bjects, like surf boards and arcades. Then polish - remove health mechanic, give it a damage indicator, make its offensive ability more reliable. Would turn this into a pretty fun niche plant that should see some use and increase variety of strats used. If you wanna make it more powerful and widely usable as a main wall, it could be planted on zombies, serving as a one zombie kill and wall. Only plantable on small, not heavily p
Rotected zombies for a semblance of balance.
I think the best use for this plant is in arena, where they have ridiculously tough gravestones. Plus, the gravestones in arena are usually in the front lines, making taking up space for other plants not a problem.
It does get a slight benefit when upgraded, as it can then be planted onto surfboards and imp porter tents, but only that
Waking up to 1-2 of these videos every Friday makes me happy 🤗
What if it could consume any fixture? That means anything that takes up a tile can be consumed, and if we want to take it farther, tangler could gain different properties depending on what it consumes. Heck, even just allowing it to consume anything of the wall class, friend or foe would make it more consistent.
If it can eat anything basic ideas:
blocker/wall: increased hp
single target: increased damage
staller: increased stall range or effectiveness
trap (activation on consumption): increased instant kill chance
sun producer: generates sun on kills and own consumption
Terrain: ignore terrain effects like tide (immunity to terrain zombies like blocking fliers and diggers?)
AOE damage: zombies that die in fog spread a temporary fog cloud to an adjacent tile
Multi-lane: fog covers the 3 frontal adjacent tiles
Graves/enemy hazards: removal of obstacle and spawn a spouted (ally, think hypnoshroom) zombie (who's strength scales to the wave difficulty. not strong enough to be a full powered lawn mower, but strong enough to push the line back in the spawned row)
nighttime unit: wake up adjacent sleeping ally units and spawn a single random purple mushroom in the front 4 columns (getting pushed back to the farthest right empty space if the front 4 columns are full)
Thank you I have ZERO idea of this plants purpose or what it even does
A good rework could be having it plantable on any tile but it recieves an increased tile radius if planted on a gravestone, allowing it to become a much better stalling plant.
Also buffing its plant food effect to slow down all units with the edition of killing 2 zombies would in my mind make it one of the best stall plants. Since all other stalling plants like it dont outright kill zombies.
If I made it here’s what it would do :
It will find gravestones and use its roots to grow on it,then as the roots grow it has three roles
Poison shooter
Poison bomb
Poison punch roots
And it’s power up grows ALL TOMBS in the whole map
After watching this video, I was thinking about some changes that could be made to it:
1. It can be placed anywhere, but it multiplies health of items it's placed on by 2 and adds it to its own, such as graves, surfboards, backpacks, and arcade machines.
2. His stats are now: 125 Sun, 20 Seconds recharge, 1500 HP, 40% Slowness to enemies in 2 Tiles in front. It now devours Zombies once every 40 seconds.
3. Its Plant Food is now: Insta-kills three random Zombies, except certain foes.
I had an idea, what if they changed the Tomb Tangler to be a vine plant that can also be placed on graves / zombie props instead?
For instance, on a plant it will be beneficial similar to the pyre vine, but with a slowing effect rather than damage. This would be a great synergy with melee plants, especially with a spikerock in front of it.
On zombie props it destroys the prop as an additional bonus, but the main function would be the slowing effect and the small chance of killing a zombie.
Compared to other vines it would not be as powerful damage-wise, but when synergized with a melee plant & spikerocks, and maybe even a snow pea behind it it can make the absolute most out of the slowing effect it provides, with the small chance of killing a zombie as a bonus that is appreciated when it occasionally happens.
My fix for tomb tangler would be to have it be placed on top of another plant rather than graves. It could gain hp based on the sun/hp of the plant. It'd be interesting, because if you want a tanky tomb tangler, you'd have to decide if placing a high cost plant forwards hoping it will live is too much risk to get a big one. It would also be more thematic, as Tomb Tangler litterally steals nutrients from the plant it's put on top of.
Before every update, popcap flips a coin to decide wether the new plant will be the worst thing ever seen and literally useless or be so op that you can just plant one of them and it wins a 4 flag level alone
Great video man
I have a request for ya, make essay video about murkadamia nut
I'm more happy if Tomb Tangler work like this
Can be plant on normal Ground or Tombstone
When on Ground, Tomb Tangler will burrow under ground, become Untargetable. Each 30-60 second, Tomb Tangler will drag a zombie 1 tile in front of him. When tangle zombie into the ground, he will resurface and emit gas to slow zombies in 1 tile in front of him. Tomb Tangler will burrow again when tangle ability ready and no zombie in front of him. Under cooldown of tangle, Tomb Tangler will recover HP by absorb nutrients from buried zombie
When on Tombstone, Tomb Tangler gain extra max HP, tangle and absorb faster but never able to burrow under ground
Plant Food
Ground Tomb Tangler will tangle 3 zombies, leaving a gas at the tile they got tangled for some time. Tomb Tangler also drag chunk of stone on his own tile and latch on it
Tombstone Tomb Tangler will tangle 2 zombies, leaving a gas at the tile they got tangled for some time. Tomb Tangler drag a chunk of stone prioritizing column tile and move to next tile further from house
Chunk of Stone work like Tombstone but doesn't block plant attack
The only thing it's good at is that it instant destroy a tomb. In a level where there are a bunch of zombies, grave buster is basically useless at the front, so tomb tangler instant kill them while might be able to kill a zombie is decent but 50 sun is too much.
Several different ways to improve tomb tangler - and just adding deteriorating stages helps:
1 - Tomb tangler can be placed anywhere but can also be placed on a grave; not gaining HP if placed normally (most simple but loses charm of a grave-placed wall)
2 - When killed, spawns a non-obstructing grave that doesn't spawn zombies is placed - can also be dug up (interesting but annoying because of levels lacking graves in the first place and you can't really custom place graves)
3 - Tomb tangler can be placed on any plant or grave, destroying and inheriting their HP (can't be placed on a Tomb tangler and could be OP)
4 - Can just be placed on more zombie structures; removing them and gaining HP (probably least helpful)
the debuff rlly plays into that stalling direction its going for
I get a little idea for tomb tangler, that it has two stages, when you plant it alone, has the regular abilities, except for the instakill %, and when you plant in a gravestone, it's stall effect covert the entire line, change the % for a counter of seconds, and finally has a normal HP, it's like a support plant besides a tanky plant, am sorry for my english, I'm not practice a lot
I am once again asking for garlic/sweet potato/Hot date review if posible
Lovely video btw
The captions on this video are amazing!
Idea (for modders i guess) : tomb tangler can be placed on structures, like the surfboard on beach, or the camping tent in ancient city.
Tomb tangler could have been good if it did either of two things
Be a vine plant for walnuts and such but it slowly healed the wall
Could be like a really big chomper able to eat a lot of zombies once they approached, but once it DIED it would leave behind a gravestone, requiring you to either destroy it or leave behind a valued seed spot for gravebuster
You know what tomb tangler was really used for? IN ARENA DESTROYING LARGE GRAVESTONES< GETTING 500 SUN, AND HAVING NO LESS THAN 41720 HEALTH.
Let me explain: At level 8 (jade league), the zombies have 6.62 times more health, and eat 6.62 times faster. But yea, even so it would still have 6300 technical hp, and take 63 seconds to be eaten by level 8 zombies.
Doesn't change the whole unreliable/situational aspect.
Please make a video on spore shroom, I think that he is simultaneously a good and bad plant that can work in multiple situations. Doing a full analysis would be amazing insight
That's how I sorta feel about Spore Shroom. I remember seeing a new mushroom plant that "sounded" cool in theory, but in reality, it's just there. It's just about the only good plant in NMT because it's the only one with range, but you get it so late within the levels, and it's spore effect doesn't really work if a zombie is on a tile with a plant. Kinda wish it spawned a new Shroom a tile ahead.
Spore shroom mechanics wise is overpowered, Stat wise not really.
Unfortunately due to how overpowered the mechanic is the plant suffers.
Spore shroom is amazing on paper, meh in reality.
Its currently the featured plant in arena and is only useable for the mid to last part when the tombstones come out.
Unrelated butI I am loving bowling bulb for some reason. Mine is at level 3 and is somewhat fun with its randomness.
Max Bowling Bulb + Max Pea Vine
Here’s a few random ideas to recreate Tomb tangler
-Tomb Tangler could be a wall that can only be planted on other plants. When on a plant, he will gain hp based of 1.5x the remaining plant hp +2000 hp.
-essentially a temporary endurian with slightly higher damage and range with the same hp
-plant it on any obstacle and slowly destroy it while keeping the rest of the stats
The Omori Ost caught me so off guard. I was waiting for the save to load on STALKER and this bamboozled me a bit.
If I were to handle Tomb Tangler's abilities and planting requirements, I'd have it:
A: be plantable on other plants instead of tombs, given the plant its based on parasatizes the nutrients from other plants. Tomb Tangler could take the base HP of the plant its planted on as well, meaning you could plant it on a dying wall-nut and get the wall-nut's full HP back at the cost of giving it to Tomb Tangler.
B: have it's insta-kill ability be more consistent, maybe like how electric blueberry and caulipower's abilities work where it takes a while to charge up. Any zombie that's in its fog range could be snapped up and then the recharge could be displayed in a similar way to chomper or toadstool.
And it should probably have degrades, even if it has dynamic hp and they keep it not having wall but first aid. It would technically be unhelpful outside of plant food then, but it still would look nice compared to other walls
ngl everything you just said makes tomb tangler sound like an OP plant thats only useable in niche senarios
Can't wait for you to make a video trashing every single plant on PvZ2, I dunno, it's very entertaining hearing you belittling some plants lol
tbh your content made me just leave my game and watch you, your that good at videos and content.
If it was like 75 sun and was only able to be placed on walls and had no one shot it would be way better
Without the one shot
Idea: once Tomb Tangler dies, it would leave a Crater. However, you would be able to plant Tomb Tangler in Craters, making it replaceable. However, it wouldn’t get any bonus hp from the crater.
i think they should make it be able to be added to other obsticles, ie. tents, surf bords, and also dead tomb tangler death rocks, also give his haze more range. of course visual damage taken too.
I haven't played pvz like, ever. Idk how this channel was recommended to me, but I'm totally here for it.
join the rabbit hole
"Do you, dear viewer, actually know what Tomb Tangler does?"
I don't even play PVZ2, I don't know what any plant does.
Except the sunflower, I know what that one does.
I’m sure you can figure out what Peashooter does without much trouble.
Problem with new plants is that either broken or very bad and it keeps getting worse more they add. If people have a issue with sun cost and usage. Then the plant need to be look back and make where it stands out and be useful while not making other plants more weaker in comparison. In nutshell of what im saying is that more plants = harder balancing and people using it. Also design is another thing when it comes to it.
Meteor Flower is balanced (In my opinion)
interesting video, I like your commentary style
also btw creeps**20** has **20**k subscribers right now
17:40
Oh, but I caught that too. I noticed how you said "tangled" and took that as a sign you were planning on covering
tangle kelp
I think the price change is so funny cause that’s like cod fans complaining about a gun having a 31 round mag instead of the standard 30
i feel like this plant wouldve worked much better in concept if you could plant it on top of other plants and not graves, or just wall items overall.
also the instakill thing is really weird?? it wouldve made more sense to make it a slower spikeweed rather than whatever the hell that instakill attack they were going for
also god bless boingsetta :trol:
OUT OF ALL THE BG MUSIC YOU CHOOSE THE ONE THAT FORCES ME TO REMEMBER
Next make : what levitater do?
I recently just got back into the game, played a bunch of arena, ended up getting the plant… only to never touch it again after
LETS GO, NEW CREEPS VIDEO1!!111!!
it would be neat if you could plant tomb tangler on torchwood due to it being based off a plant that feeds off of trees
Oh my lord this is blowing up congrats bro
tomb tangled is one of the plants its so powered
I agree that this plant is close to being useless in Adventure.
But, I can see its potential in both Arena and Penny Pursuit. These two game modes may feature giant tombstones that can tank thousands of damage before tumbling off. Boingsetta usually fails to dent these "giant tombstones" and the increased density and eating speed of zombies hinder the use of Grave Buster. This is when Tomb Tangler comes in handy.
Aside from Arena and Penny Pursuit, Boingsetta outclasses it, and Grave Buster is easier to use than Tomb Tangler.
I don't know why, but I find Tomb Tangler's visual design to be quite unique and appealing. Excellent content by the way, thanks.
It would be cool if mods made it so that it was plantable on torchwood as a “all peas that pass through slow zombies” stacking with torchwood making snow peas no longer cold. This would make it a better staller on graves, but better at increasing damage off of them. It would also keep with it being a tree strangler literally taking the life out of the torchwood. Just a thought though.
Overused joke time: I love the part where tomb tangler said “ it’s tomb tangling time” and tangled all over the place