A big thing about Gargantuars in PvZ2 is how many tools you have in PvZ2, but the Gargantuars don't really adapt to these tools or have any way to work around them and so they just become another normal zombie.
@@cupcakkeisaslayqueen Or hellish. Guard Gargantuar can easily be your greatest nightmare. Edit: For the people who don´t know, Guard Gargantuar is an special kind of gargantuar that wields a shield and have armor over its body. It doesn´t trow its imp, but man that won´t matter. He basically has more durability compared to a normal gargantuar( *14400* hp for his armor, but can be negated if you freeze/stun him), making him the most equivalent to a giga gargantuar. When he is defeated , he can trow out his shield and delete a plant surfer surfboard style, difference being that the shield has much more health than a surfboard or even a grave. Much , much more. It has 10.000 hp. And if that not enough, he trow his imp when he persishes, and if you don´t defeat that imp, she will invoque three cavalry zombies! (A mix between rodeo imp zombie and knight zombie) Btw, he is faster than normal gargantuars. How fun eh?
@@cupcakkeisaslayqueen You can try to electrocute hum preventing to trow its shield and you can freeze/stun him to make your attacks pierce his armor. Hope that helps you.
Gargs became far less threatening in PvZ2 and their death animations are a testament to that. Remember their dying animation in PvZ1? They didn't lose their heads like any other zombie, but they rather let out a dying roar alongside a thunderous thud when they hit the ground. Those noises made the feeling of defeating the big brute actually existent and very satisfying. In PvZ2 they just lose their head like any other zombie.
I’ve always thought that gargantuars in PVZ2 should serve as mechanic triggers, like if you kill one in ancient Egypt a sandstorm occurs, or if you kill one in big wave beach it triggers a tide, and if there’s a tide already going on it fades away but your ground space gets reduced by one column on the next tide, or if a pianist on Wild West plays his piano while there’s a gargantuar on the field he is easier to deal with since he’s distracted, but if you kill the pianist it gets enraged. Changes like this can make gargantuars more meaningful and killing them would actually take some thought, in my opinion this is better than just inflating their stats.
@@pustota7254 could be balanced by making Wild West Gargantuar the weakest gargantuar in terms of health, still, he’d be a MAJOR priority target to kill, and it will also make pianist zombies more powerful since they’re able to stay on the field for longer since you wouldn’t want to enrage the gargantuar
I remember that feeling when I played pvz blind. The first time I encountered a Gargantuar I was shocked. I was like “YO WHAT IS THAT?!” Even without fighting it I knew just by the looks that this is gonna be different. I went with my old strat: Squash any new zombies I encounter, and then read them up in the Almanac. Needless to say it shook me to the core when I realised one squash wasn’t enough, plus it threw an imp into my defences. That was scary, panic-inducing, and one of the best gaming experiences I have had.
Ngl I was shocked when I first saw one. Cuz like. The only thing I really knew about the roof was No straight shooty plants, they do not work here. So I was just stuck with, cabbage pult and kernel pult. And because they looked scary, I brought like 4 instas, a tall nut, and wall nut, plus twin sunflowers just so I can be prepared. I was abit shocked that it survived 1 insta, but unfortunately, he couldn't survive 2 ):
@@Lemonpie.I’ve interpreted your comment two ways. One, he wasn’t literally “blind” while playing, just going into the game with little to no prior knowledge, hence “going in blind”. Two, each level, for both PvZ 1 and 2, slides to the right before pulling up the plants menu. If a Gargantuar is going to come that level, it shows up in the crowd.
The main thing that downgraded Gargantuar in PvZ2 was the existence of cheap stalls. For very little cost, you could easily counter the big brute which really stopped Gargantuar from being anything more than an inconvenience at best. It nerfed the power level of these big boys so badly that no one these days takes a Garg seriously. How the mighty have fallen.
I loved the OG Garg, they were super beefy and their animations showed their sheer weight and power behind their walk. Their death animations were extremely unique. New Garg’s move too fast and the Imps aren’t threatening, the PVZ1 Imp sounds were TERRIFYING to me as a kid Also RIP the Giga-Garg, you deserved better
I'm working on a PvZ fangame, and I'm bringing back Giga Garg by reworking him so he's the only "regular" zombie who can't even fit in a single lane (he takes up two with his sheer size). Not to mention, he doesn't bother crushing plants with a big stick anymore. Instead, he just steps on them. And one of the first bosses will be Titan Gargantuar, an even bigger Gargantuar who takes up 6 lanes. The plants themselves (heck, even the Player character) are terrified of this guy. (Giga Garg would be this boss demoted to the status of a regular zombie)
from what I remember, only three Gargantuars actually have unique mechanics. -The Ice Age one has three imps -The Far Future one has laser eyes -The Roman one launches a net that disables a plant.
For me, Gargantuar in PvZ 2 is fine even tho they are used commonly now. What I find sad is how they didn't give unique mechanics for every world. Wild West Gargantuar has a BURNING STEEL as a hammer. Imagine if everytime he smashes a plant, you cannot plant there for a certain time due to the heat? Or have the Lost City Gargantuar's hammer have the torch lit up and function like a bigger Torch Zombie. For the minibosses part, Gargantuar is just too common for that. They had their moment in PvZ, so a new, equally terrifying zombies should replace it. A new threat each world (like the Cleopatra one) would make things fresh each world than just bigger zombie with hammer.
I agree. Since Gargs had their entire thing in PvZ 1, newer zombies should be able to take their place. Gargs work fine for Modern Day since it’s based on the og game.
For me, the best Garg is the Far Future one because how treatening and unique its is. You have a lot of tanky mechs that doesn't supose a big treat until they are close to the plants and then you have this behemoth attacking from afar. It supose a good change of pace from me.
@@DaltonIzHere Gargs in pvz1 are easy too. Just spam cob cannons in Survival endless and you are good to go. Even a ton of Cobless setups work. Gargs in the adventure mode can also be killed by two instants only and appear once or twice there
I think pvz1 would've benefited with adding a gargantuan every last level or at least in levels 3/4/5 , pvz1 have less levels so it probably wouldn't be so overwhelming
@@nananakeson You know when the strongest dps plants like melon-pult and gatling pea struggles to kill a gargantuan without the imp killing them instead. One shot plants take too long to recharge in pvz1 while in pvz2 they have more plants and they could stall easily.
@@xenomorph9114 I never said the game shouldn't be rebalanced for this addition. Also yeah, of course the plants struggle to kill gargantuans, he only appears for one level, if he was more commom he definitely wouldn't have as much health as he has in the current game. Also idk if the instas are as much of a problem as you painted but I don't have the numbers so ¯\_(ツ)_/ ¯
I know you're probably not too familiar, but the Chinese version actually gets fairly interesting with its Gargantuars, most notably the 3 variants from Kongfu world and Fairytale Forest, with the hilariously overpowered Guardgantuar, who has some weird weaknesses.
@@aeromorphenjoyer7102 yea, and may carry a special imp that can call in cavalry zombies if you don’t kill it fast enoughn (which is kinda like a fusion of a bull rider and an allstar)
Anyone else miss when the Gargs would have a street sign or another zombie in the first game, when in the second game they just have the telephone poll
I wonder, how much more threatening would Gargs be if they could just... trample straight over small plants without stopping. Like, they would only stop to smash larger plants, but instas and any plant deemed 'small' (like, puffs and sunshrooms) just get trampled with those size 50 stompers without stopping. I imagine that alone would make them much harder to deal with as you have a lot fewer ways to slow them down.
Imagine if: Egyptian gargantuar instead of throwing an imp, it throws the zombie in its hand Wild west garg is inmune to frost effects beacuse of having something hot in his hand or the dark ages garg having an area attack and things like that to make them more powerfull
Gargs are just weird bc u feel like they are a threat but they aren't, u feel like it's adding smth to the game aka a miniboss battle, but those lvls aren't even difficult, and they add nothing other than being a bulkier zombie
From my experience, the only times Gargantuars have been a genuine threat were the "Mini-Boss" stages that were usually the midway point of each world. Due to the limited selection of plants given to you by the conveyor belt, Gargs are harder to stall than they would be in literally any other level, hence raising the urgency to kill them. Modern Day - Day 16 is the biggest offender of the bunch, since it features EVERY SINGLE GARGANTUAR IN THE GAME (Except for the Dark Ages Garg for reasons unknown), and the plants you are given get worse and worse as the level progresses, making dealing with them even more stressful. Otherwise, yeah, Gargs are jokes.
I know it was touched upon in this video, but another issue is how pvz2's plants are made with groups in mind, making 1v1 matchups very one-sided, such as how Primal Peashooter or Turkey-Pult shut down single Gargs. Gargantuars are only really a threat when they're spammed, like in Endless. It's not just with Gargs. Ankylosaurus for example, is perfectly manageable on its own but it's entirely different when there's one in each lane.
It doesn't help that dinosaurs required a specific plant that counter them but the same plant can't do anything else. In pvz 2 however, most plants that can counter a Gargantuan can also kill everything else quite effectively, some require plant food to do that but some don't even need a plant food to kill a Gargantuan.
PvZ 1 gargs were the thing you could panic over You see a garg in pvz1 a reaction could be "OH GOD, ALERT ALERT ALERT" Or after long time of playing it's mostly "How to deal with you while the rest is here" In pvz2 it's mostly How do I humiliate him
Gargantuars would've been a great addition if we still had a 25 Sun meta and there weren't a lot of stallers. Cherry Bomb and Squash are way too cheap for how much they do, this is why gargantuars are only a slap on the elbow.
8:11 I feel like Popcap really dropped the ball on this one. If you were to make this game progression based like this, you would need to rework so many levels so that the dificulty only went up, not up, up then all the way back down again by the next world.
It feels so bad to have to keep having the difficulty bounce around like that, especially with how many levels of boring filler there are in vanilla.. It gets so repetitive and it's not challenging and it will only get not challenging again once you get to the next world. I properly handled linear progressikn with way too many levels in each world actively kills my drive to ever play vanilla
For PvZ1, you only really encounter them in a select few levels in the final world and in the later stages of survival. PvZ1 is functioned to be a strategy game, and Gargantuans fit well into that. Instead of running the same plants with the same strategy, you have to deal with a high-health zombie that acts like a high-health bucket head. You can't kill it easily in this game because there isn't a level up system in PvZ1 - you can't just level up your plants to make them get better. You have to use what you have in PvZ1. Another thing is the plant food. In PvZ2, there are a few plants that could insta-kill the Gargs, even at level 1. In PvZ1, there is none of that. You either have to rely on the best plants in the game(doom shroom + coffee bean, kernel pult for stalling), or you have to spam all your plants to deal with the Gargantuans. In PvZ1, you don't have plant food. That is what makes them so unique, they aren't easy to kill.
Might be cool if gargs would regain hp when smashing a plant, so throwing low costs at it would make it heal/stronger in some way shape or form Think they've given up on improving the game, though.
What I love about this is that it heavily disincentives infistalling Gargs with low cost nothings, whilst also not destroying the strategy outright. You can make the decision of losing all the damage progress you made on him to stall him out longer for something like a thyme warp or a shrinking Violet or having instas reload or simply waiting to advance your heavy plants and atalli him out whilst dealing with other lanes instead of simply doing that and waiting for him to die. You still have the ability to stall and gain benefits for that...but you still have a Garg that is just sitting there full health while the waves accumulate. A very interesting concept for balancing and buffing
It becomes a tradeoff and I think that personally, that mid level decision making process whilst tensions are high are some of the most fun gameplay features PVZ has to offer. You want to buff the enemy side and nerf the player side in a way that continues to give the player side options to create unique gameplay scenarios that differ from level to level and replaying too. How you decide to deal with this garg in this scenario can change given on what the field looks like Honestly if more Gargs just had different abilities they would be a lot more interesting
we can't forgot that plantfood and power plants (aka the leveling system that alot of pvz fans hate) also completely pummels gargs , but can agree that gargantuar prime is the most unique zombie in pvz 2 (also greattings from the the netherlands)
Something you can do is maybe make a "how i would redesign" part of a video or maybe make a entire video discussing how you would redesign certain aspects of the game, plants being the main idea. Some plants that probably would have been missed potential is vamporcini. Or maybe balance some other plants like P potato mine and especially pokra. Or maybe just a mechanic in general like ice winds. Just something id like to share. You know so much about pvz i feel like you know how the meta can work and how to balance things out. And yes i know mods exist, but it would still be pretty fun to hear how another person would interpet the use of a plant/zombie.
It seems like the issue is that Gargantuars shouldn't be the biggest, baddest zombie if they end up as cannon fodder later on. Something else needs to take on the role as a lategame threat.
I just want to point out the fact that the pirate Gargantuar is technically different than the normal one, because it doesn't stop moving to launch the imp. Not that big of a difference, but it's something
Gargantuars in most worlds : Just there to tank damage not a huge threat Hair metal Gargantuars: An actual tank, a threat must be dealt with Hair metal Gargantuars in Endless mode wave 40+: Imma Blitzkrieg this entire lawn within 15 seconds 1 flag later in same level: H O W A B O U T A L I T T L E M O R E !
I think the addition of stallers just nullify the gargantuar. All zombies should inevitably move left and crushing zombies like zomboni, catapult, and Garg are dangerous by helping zombies get through
I feel like the Gargantuars in Fairytale Forest in the Chinese version are more intimidating and deadlier than both the main game and the first game... for the wrong reasons.
i've been thinking about this like two weeks before, and now i see a video about it, amazing. i think gargs are used too often, while remaining pretty much the same. they kind of resemble first zombots, who share similarities, and sometimes have new gimmicks. here's a few ones i came up with: pirate gargantuar: instead of firing one imp, he fires multiple imps in random lanes (similiar to imp cannon and zombot plank walker) wild west gargantuar: moves plants from other lanes to his lane (pvz heroes throwback) deep sea gargantuar: when he hits a plant while being in water, he makes a splash that damages nearby plants jurassic gargantuar: just make him immune to stun like bully, lol (could also move all plants on his lane to the left when he makes a hit)
New creeps vid woo! id say garg is probably at its most dangerous in pvz1 vasebreakers, where you only get the pea shooter line, wal nut, and squash. Making squash management vital
Before watching this video I js wanna say I agree with u, Gargs were like this special mini boss and then in pvz2 they js became another common enemy with variants and they’d appear in all sorts of levels
What if they were given immunity to stalls, a 50% HP increase, and the ability to attack while moving? And what if imps were given double eating speed, and more versatile placement, to make them a threat again also?
hp increase would make jurassic just hilariously thicc (5400×1.5=8100), and double attack speed would make jurassic imps hilariously speedy (it already eats twice as fast and has higher speed)
One other garg with an ability I'd like to add is the deep sea gargantuar. You see, the deep sea gargantuar can crush both a lily pad and the plant on said lilypad at the same time, where other gargantuars take at least 2(one for the lilypad and one for the plant on top of it) Of course, since there are no other gargs in big wave beach, and you can't bring lilypad into any other world, this is never seen.
I find it a bit weird that they went through the work to make an entirely new ability for the Deep Sea Gargantuar just so it could do that instead of just... you know... making all Gargantuars destroy every plant that's on the one tile they smash? It's not like there would really be anything that would have to have an exception to that anyway.
You see to me the gargantuars in pvz 1 where the ultimate embodiment of all the things the game could throw at you to challenge your plants, It had: Insta kill- meaning walls and plants that requared eating where useless. Big hp- the firts impression when player plants an insta kill that one shoted everything so far and sees it survived triggers the alarm bell, (especially since most casual players only would've carried one insta) Then the fun begins after the insta where it throws an imp deep into you defences, untilising your weakness of not having any offencive plants there, punishing the casual players for using the tactic that worked so far, It was meticulausly made to counter most of your available plants and tactics you used to come all this way. Now in pvz2 not only they appear early minimising their threat but also we have so many opyions of plants to couter him that he doesn't feel any threatning anymore.
They really should buff gargantuar in order to make them adapt with pvz 2 plants. Gargantuar are basically slow regular zombie with a more health. Maybe make they have more speed, jump into the middle of lawn, attacking from afar, throwing bucket head health-level zombie, immune to knockback, reflect project tiles or immune completely with it, or maybe appear from behind the lawn will make them more threatening. Or maybe not...
I must point out that you can use a gargantuar in PvZ 2, there are 2 ways: hypno-shroom or caulipower can hypnotize them (I think, sorry if I’m wrong) and you can use zoybean, zoypod (I forgot) and use their plant food to spawn a garg
Now that you mention it, I'm curious about your thoughts on Plant Food and its 'additions' later on. It's a weird topic on powercreep, and could be cool for ideas to play around it.
Personally, I like the addition of plant foods. It adds a lot to the strategy of the game. When a level give you a limited amount of PF, you really have to think and decide when and what plants to use it on. Also, seeing plants doing their PF effects is pretty cool.
@@thenohacksandmoneyspending2210 yeah, it's cool n all till powerlily. thankfully it's bought with money but i've never seen mods do powerlily right. Either her recharge makes here completely obsolete or her recharge is way too good and you can constantly spam mini nukes without having to worry about conservation
give every world garg a unqiue ability and make them only apear in the second to last level some examples Egypt Garg - Every few seconds causes some graves to appear on the field Pirate garg - Will occasionally toss its shark killing a random ATTACKING plant in its lane Wild west garg - every few seconds launches a bunch of chickens down its lane Dark ages garg - when killing a plant spawn a zombie in its place Deep sea garg - Everytime it attacks it changes the tide NO matter what Sloth garg - the imps on its back keep hurling snowballs at plants potter garg - Steals sun as it moves forward Metal Garg - provides boosts to other zombies by playing different musics Strongman garg - attacks the row above and below these would be cool concepts since we have unique zombies to certain worlds why not unique gargs
If u play the game for the first time, u will think how uniqe gargs are, but after u unlock the 50 sun cherry bomb, u will realise they r just "primal potato mine go br" and thats it. Another thing about gargs are that they were supposed to be guardians of the world keys at the earlier versions, but now, the world keys dont even exist anymore so they dont serve any purpose of even being in the game other than the importance u already talked about
Something I thought is adding a special trait to each Gargantuar, to make all of them unique Ancient Egypt shouldn’t get a change in my opinion, since it’s supposed to be the first Gargantuar. Pirate Seas has the cannon on its back, so I think it’d be interesting if that actually increased its range and threw the Imp to the second column instead of the third Wild West has the burning iron, so we could add the Rockpuncher scorched floor. Something else that could be interesting is if it stopped to smash either wagons or rails. If it smashes a wagon, it breaks and it can’t be moved for a small amount of time, and if it smashes a rail, you can’t move the wagon across it Dark Ages, being an executioner, would be cool if every time it smashed a plant, a grave appeared where it used to be, so you can’t infinitely stall it Big Wave Beach has the opportunity to make a terrifying one, being a depth threat, and it could even be a surprise before the first level. When Deep Sea Gargantuar is in water, it acts similar to Snorkel, only instead of the head barely poking out, you just see a dark object you can’t identify because it’s submerged. Then, upon reaching the shore or a plant, it emerges, smashes the plant should it find one, then acts like a normal Garg. Not that once it has surfaced, it doesn’t dive again Lost City shares the name with the Porter Imp, and since Porter Imp acts as a spawner, Porter Gargantuar could do the same. Instead of having a single Imp it launches when at half health, it has an infinite amount of them and periodically launches one every 10 seconds or so Jurassic Marsh could be reworked too, the idea of a behemoth is very cool, so I’d make it bigger, slower, with more smashing range, and tankier than it already is, plus being immune to knockback. The only difference is it doesn’t interact with dinosaurs so it doesn’t become unfair. HOWEVER, this goes two ways, since ally dinosaurs can’t delete it either, it only receives damage from them, but continues going forward
Adding on to this: Far Future's garg could be improved by making it so that it shoots its lasers one time for every three hits that it does, thus punishing players for trying to stall it with cheap plants. Frostbite Cave's garg honestly doesn't have too much going on other than being able to throw multiple imps, but I guess making it immune to being frozen or chilled could make it more threatening. As for Modern Day...yeah just bring back the giga garg lol
@@Designed1For modern day, I had the idea of an all stars gargantuar which carries a super-fan imp on its back, which doesn't drop the imp, however, when it "dies", the imp comes out and starts rooting for him, and if you don't kill the imp in a certain period of time, the gargantuar revives with 30% of his health, the gargantuar can revive infinitely as long as the imp doesn't die
Since Modern Day's Gargantuar doesn't do anything, I'd give the Mummified Gargantuar the ability to throw a tomb-summoning bone in addition to the Imp.
1:58 I prefer his Spanish name: Zombiestein, as a clear reference to Frankenstein's monster, specially cuz Gargantuar sounds like garganta which translates to throat
Gargantuars also appear in Dr. Zomboss's Revenge, the DS-exclusive minigames Heat Wave and BOMB All Together!, the DSiWare-exclusive minigame Zombie Trap, the 360/PS3/Vita-exclusive minigame Heavy Weapon, and the paid mobile-exclusive minigame Buttered Popcorn
The design is amazing i love how the imp in the back has the gargantuar on a leash until after enough damage the gargantuar becomes so angry that the imp loses control of the gargantuar and the gargantuar throws the imp
I feel like the issue with Gargantuar oversaturation and power difference personally can be described like this: As a kid, playing PvZ1, I was literally afraid to play the final levels, because they had Gargantuars In PvZ2 it became a formality
i dont think it was as oversaturated as the video described though, personally im very young so pvz2 came out in time for my earlier childhood and i played it right after pvz1, and i was also very scared, the gargantuar was literally what made me learn the concept of nightmares when i had one of it, but it didnt feel any less meaningful in pvz2, maybe it was because back then there was the whole key system that gave gargantuars more importance, but i feel this whole topic of gargantuars not being good enough is just a mixture of people playing too many mods or people simply playing the 2 games at different stages of their life, so obviously many things will feel less magical, and also just nostalgia remembering things to be more meaningful then they actually were then
I mostly don’t like how they make walls irrelevant later on since they just get smashed all the same. Grind Thousand tried to fix this actually by adding a bunch of late game zombies to add more variety rather than spamming more gargs.
I feel like gargantuars are counterd by most plants in the game. personally, if i can buff them these would be the buffs i want 1- Health by just a little bit for all gargantuars 2- all effects should be reduced for them like slowness, freeze, knockback etc by 40% 3- bombardment plants against gargantuars will deal less damage the more you use them. First will deal 80% damage second will deal 60% damage Third, forth, etc will deal 20% damage This would actually encourage the player to actually use bombardment plants against groups of zombies rather than instantly kill gargantuars 4- give the imps that they throw a small buff idk maybe a health buff 5 - get them a girlfriend already they have been waiting for years bro.
About instant-kill plants. That's too complicated. Maybe it's better to increase the recharge. Like who can agree on cherry bomb having a 35 second recharge LMAO
The fact that garg wants a girlfriend means one of two things: 1)Zombies are capable of forming emotional connections and longing for them 2) Zombies get horny
In my fangame PvZ Danmaku, I currently have 4 Gargantuar variants in my notes 1. The OG (PvZ1 Garg, 300 HP, throws an imp 5 tiles forward (or in Column 1) upon reaching 100 HP) 2. Giga-gargantuar (600 HP, takes up 2 lanes, steps on plants, instakiling them) 3. Gargachapon (300 HP, once he reaches 200 HP, he stops to launch Imps into random lanes with his Gachagun until he's eliminated) 4. Heavy TF2 (300 HP, fires a Minigun at the player character (Weave through the bullets or take cover behind a Wall-nut), eats a Sandvich once he reaches 100 HP, quickly restoring full HP (For reference, Peas deal 1 damage, Magnifying Grass spends 25 Sun to deal 25 damage, and Instas deal 100 damage)
The amount of times you've made a point and then contradicted that same point a couple minutes later really ruins your arguments. At that point just say "PVZ1 gargs good PVZ2 gargs bad because I said so"
Honestly the issue is that you can stall them really easily, they just become meat walls at this point. I am not sure if giving them more unique would make them much better as they are still esentialy the same zombie over and over, but it certanly would be nice. Edit: I really like the kong fu world and it's gargantuars in pvz2 chinese but I do feel like they feel unique only by virtue of being the only world with multiple gargs (which they shouldn't do in other worlds for the love of god); something like the gargantuar in sky city feels more unique cause of that world's overall special feeling but I douth that if they looked the same as regular gargantuars they'll be considered much better (even with the unique way he trows imps)
Hi, just wanted to add that Gargantuars are actually after a fictional character from a french book of the 16th century. The book's named Gargantua and was written by Rabelais, it tells the adventures of a giant, it plays and makes fun of the manners of the time, was loved by the french king at the time and that's about all I can remember for sure. That's also where the word gargantuan comes from
Most Gargantuars are really just the same as the last one and only the Penny's Pursuit, Thymed Event, Neon Mixtape Tour, Frostbite Caves and Chinese ones seem to care to make them unique. They also tend to be really countered by stallers in general. I don't mind plant food because it's just as deadly as using a damage insta and levelling counters the game anyway. There are some ways they could make them unique in almost every world: The egyptian one does not need change as it's the very first one you encounter and it HAS to be simple for newer players. Maybe a variant that throws a Pharaoh in the fifth column (his weapon) would be a threat for later levels. Pirate Seas garg could throw the imp a column further since it uses a cannon. Wild West garg could have a Rockpuncher effect in which if it destroys a plant, it burns the ground preventing further planting for a while. Dark Ages garg could stun the plant behind the one it kills. Or just port the one from the chinese version's Fantasyland with a few changes. Deep Sea garg could just move faster on water (he also destroys both the lilypad and the plant over it already) Sloth garg could just make plants get frozen in his lane faster and Yeti Imps could just accelerate a plant getting chilled Porter Gargantuar, instead of throwing an imp, it can leave an Imp-orter tent behind it no matter if there's a power tile or not. Jurassic garg could be immune to knockback (except from dinos), slow or stun effects so it forces you to use more power instead of stalling him like other gargs.
I definitely prefer the imp throws on PVZ2, it's kind of unfair on the first game if a Gargantuar gets past like 5 columns or something, you can instantly lose the level due to the Imp being thrown all the way across I also liked that from Far Future onwards they started appearing outside Garg levels or boss stages... up until they started appearing BEFORE the Massive Attack levels, which completely devalued their speciality as a level to introduce the Garg of the world. The variations of Gargs are also nice... except Hair Metal Garg of course. Also, the Deep Sea Gargantuar looks horrendous.
Heavy Blow has the benefit of making the build I call "Let's bully Lost Kin" where you mix it with Steady Body and Quickslash and then shove the poor vessel into the corner and stagger it constantly. Other than that though... Uh, nothing?
For me it's mainly how they aren't seen as a big zombie that is hard to kill and is unique. Pvz1 even gives them a death animation and is in fact the only zombie that has one making them unique and makes you feel like you have accomplished something major
Gargantuars should have had resistances against stalling mechanics. Like, they could still be slowed like PVZ1 but are immune to stun and very resistant to knockback like Hurrikale and Chard Guard. Also you'd have to nerf a lot of very OP Plants, like Primal Potato Mine and Pokra.
Gargs lost all their charm in PvZ2 because of the rarity or lack thereof. In PvZ1 they were only in the final two levels before the final boss and they felt so special. You were the coolest kid at recess if you knew the easy way to kill them and the imp easily too (squash + jalapeño) Good video. Gargs really aren’t special anymore
What I don't like is that in PvZ2, Gargantuars attack faster and are guaranteed to throw their imps at the 3rd lane in any row. So essentially they got a buff for no reason, this is especially annoying since they keep on spawning in PvZ2
@@winz4418 To me, it can be both a buff and a nerf because if he's close to that lane then it's a nerf but if he's at the last lane and you use a cherry bomb then it's a buff. I don't know, it's easy to be annoying.
I think despite every world needing some kind of big threat, Gargauntars was not the best option, cause in PvZ 1 they were meant to be a tanky and strong threat. But in PvZ 2 you get access to plant food, more stalls and instas (+ leveling but that doesn't really matter), which can make Garguantars pretty much an average tanky zombie if you know what you were doing. I think atleast every world garg should've had some twist to them that does make them somewhat a threat, otherwise "Hero Zombies" could've fulfilled that role instead
They weren't much better in pvz1. At least when you exclude survival endless (and endless in pvz2), since pvz1 is so easy, I didnt die in adventure mode once in pvz1. They can be threatening in both endless modes, although for the wrong reasons for pvz2. 0:06 like look at that, you killed the gargantuar before it reached the second row.
I think the main problem is that they're too easy to counter. Plantfood, stalling plants, puff shroom, etc. I find other zombies much more threatening albeit having less health like octo zombie, rockpuncher, sunday edition, consultant. The ones that i find threatening is the three penny pursuit gargs and hair metal
I agree with everything in this video. Gargantuars in PVZ1 were a fun miniboss before fighting Dr.Zomboss. Gargantuars in PVZ2 just show up and are annoying or easy to deal with.
giga gargantuar are threat in pvz1 endless but when you finally finished the gloom shroom afk strat you might easily beat them no sweat or do anything but you still need to heal the pumpkins
Seriously! I was actually surprised when I realised that a winter melon and a melon pult are enough to kill him... And he only makes halfway across the lawn!
Gargantuars in pvz1’s story mode felt threatening I think partially because they only appear in Roof. Because of its gimmick, this meant they were a huge threat, as the only thing you could replace once smashed by a garg was a flower pot, so you couldn’t stall them forever.
1:48 its a weird thing to point out but I like how you took Kingdom rush as an example. The game franchise is not that known (or at least for what I know) and its always nice to find people who know that game. Why is this comment so random?
A big thing about Gargantuars in PvZ2 is how many tools you have in PvZ2, but the Gargantuars don't really adapt to these tools or have any way to work around them and so they just become another normal zombie.
In chinese version gargantuars are sometimes more creative
@@cupcakkeisaslayqueen Or hellish. Guard Gargantuar can easily be your greatest nightmare.
Edit: For the people who don´t know, Guard Gargantuar is an special kind of gargantuar that wields a shield and have armor over its body.
It doesn´t trow its imp, but man that won´t matter.
He basically has more durability compared to a normal gargantuar( *14400* hp for his armor, but can be negated if you freeze/stun him), making him the most equivalent to a giga gargantuar.
When he is defeated , he can trow out his shield and delete a plant surfer surfboard style, difference being that the shield has much more health than a surfboard or even a grave. Much , much more. It has 10.000 hp.
And if that not enough, he trow his imp when he persishes, and if you don´t defeat that imp, she will invoque three cavalry zombies! (A mix between rodeo imp zombie and knight zombie)
Btw, he is faster than normal gargantuars.
How fun eh?
@@JoseViktor4099 hate him, tried to complete thr fairytale forest and i menaged to complete only loke a half. Especially yhe red queen imp variant
@@cupcakkeisaslayqueen My god, strange is that you advanced that much, that monster its awful.
@@cupcakkeisaslayqueen You can try to electrocute hum preventing to trow its shield and you can freeze/stun him to make your attacks pierce his armor. Hope that helps you.
Gargs became far less threatening in PvZ2 and their death animations are a testament to that.
Remember their dying animation in PvZ1? They didn't lose their heads like any other zombie, but they rather let out a dying roar alongside a thunderous thud when they hit the ground. Those noises made the feeling of defeating the big brute actually existent and very satisfying.
In PvZ2 they just lose their head like any other zombie.
So true, the sound of the roar and thud felt super rewarding and satisfying.
Tbf, after chopping through a ton of these gargs in endless, this animation feels way too long
Nah with zomboss giant robot on your roof and now giants falling on it yea I don’t know how our roof survived it
Actually, in early development of pvz1 gargantuar was originally gonna lose their head
@@georgeuferov1497True, I like the PvZ1 animation better but it's too long in endless.
I’ve always thought that gargantuars in PVZ2 should serve as mechanic triggers, like if you kill one in ancient Egypt a sandstorm occurs, or if you kill one in big wave beach it triggers a tide, and if there’s a tide already going on it fades away but your ground space gets reduced by one column on the next tide, or if a pianist on Wild West plays his piano while there’s a gargantuar on the field he is easier to deal with since he’s distracted, but if you kill the pianist it gets enraged.
Changes like this can make gargantuars more meaningful and killing them would actually take some thought, in my opinion this is better than just inflating their stats.
Pretty good ideas, i just now thought that the Mech Gargantuar should explode when you kill him, would make more sense in my opinion
If you kill the pianist the Wild West garg turns into a newspaper zombie
@@pustota7254 that's a scary thought
@@pustota7254 could be balanced by making Wild West Gargantuar the weakest gargantuar in terms of health, still, he’d be a MAJOR priority target to kill, and it will also make pianist zombies more powerful since they’re able to stay on the field for longer since you wouldn’t want to enrage the gargantuar
So should the egyptian garg drop a pharaoh zombie
I remember that feeling when I played pvz blind. The first time I encountered a Gargantuar I was shocked. I was like “YO WHAT IS THAT?!” Even without fighting it I knew just by the looks that this is gonna be different.
I went with my old strat: Squash any new zombies I encounter, and then read them up in the Almanac. Needless to say it shook me to the core when I realised one squash wasn’t enough, plus it threw an imp into my defences.
That was scary, panic-inducing, and one of the best gaming experiences I have had.
Ngl I was shocked when I first saw one.
Cuz like.
The only thing I really knew about the roof was
No straight shooty plants, they do not work here.
So I was just stuck with, cabbage pult and kernel pult.
And because they looked scary, I brought like 4 instas, a tall nut, and wall nut, plus twin sunflowers just so I can be prepared.
I was abit shocked that it survived 1 insta, but unfortunately, he couldn't survive 2 ):
How did you see the gargantuar if u was playing blind???
@@Lemonpie.I’ve interpreted your comment two ways.
One, he wasn’t literally “blind” while playing, just going into the game with little to no prior knowledge, hence “going in blind”.
Two, each level, for both PvZ 1 and 2, slides to the right before pulling up the plants menu. If a Gargantuar is going to come that level, it shows up in the crowd.
@@I.T.P oh ok sorry im austtalian english not first language
The main thing that downgraded Gargantuar in PvZ2 was the existence of cheap stalls. For very little cost, you could easily counter the big brute which really stopped Gargantuar from being anything more than an inconvenience at best. It nerfed the power level of these big boys so badly that no one these days takes a Garg seriously. How the mighty have fallen.
@@jonesmanjones Iceberg Lettuce is not good. Stunion, Stallia, Hurrikale however...
@@jonesmanjones what is that smiles
grave buster
you mean grave buster right?
yup totally
best staller in the game
@@kibo1313like bramble bush 💀
@@kibo1313 PvZH reference?
I’m sure gargantuar has a great personality underneath the zombieness
He seems to be a great guy indeed. But if zombies were humans before this is the kind of man I would never offend.
@@JoseViktor4099 true
Unfourtunately he doesn't have a girlfriend
@@JoseViktor4099 yea Jurassic gargs entry says they he doesn’t know ho they existed so maybe there’s some lore in pvz2
How
I loved the OG Garg, they were super beefy and their animations showed their sheer weight and power behind their walk. Their death animations were extremely unique. New Garg’s move too fast and the Imps aren’t threatening, the PVZ1 Imp sounds were TERRIFYING to me as a kid
Also RIP the Giga-Garg, you deserved better
giga-primal gargantuar
@@paul_particularlyunhappynutww😂
I'm working on a PvZ fangame, and I'm bringing back Giga Garg by reworking him so he's the only "regular" zombie who can't even fit in a single lane (he takes up two with his sheer size). Not to mention, he doesn't bother crushing plants with a big stick anymore. Instead, he just steps on them.
And one of the first bosses will be Titan Gargantuar, an even bigger Gargantuar who takes up 6 lanes. The plants themselves (heck, even the Player character) are terrified of this guy.
(Giga Garg would be this boss demoted to the status of a regular zombie)
Hey
Where can I find that game
from what I remember, only three Gargantuars actually have unique mechanics.
-The Ice Age one has three imps
-The Far Future one has laser eyes
-The Roman one launches a net that disables a plant.
And Neon Mixtape it can randomly send shockwaves to the plants dealing heavy damage or killing them instantly
Pirate garg doesnt stop for imp throw iirc
far future also hits the same tile twice
Jurassic Marsh can survive 3 instas iirc
bro didn't watch the video
For me, Gargantuar in PvZ 2 is fine even tho they are used commonly now. What I find sad is how they didn't give unique mechanics for every world. Wild West Gargantuar has a BURNING STEEL as a hammer. Imagine if everytime he smashes a plant, you cannot plant there for a certain time due to the heat? Or have the Lost City Gargantuar's hammer have the torch lit up and function like a bigger Torch Zombie.
For the minibosses part, Gargantuar is just too common for that. They had their moment in PvZ, so a new, equally terrifying zombies should replace it. A new threat each world (like the Cleopatra one) would make things fresh each world than just bigger zombie with hammer.
I agree. Since Gargs had their entire thing in PvZ 1, newer zombies should be able to take their place. Gargs work fine for Modern Day since it’s based on the og game.
Unstallable Wild West Garg? 😨
Oh wait, you could just use the minecarts like always :D
Or they could've gave WW garg the same ability that it has in PVZ Heroes, where it moves plants around.
For me, the best Garg is the Far Future one because how treatening and unique its is. You have a lot of tanky mechs that doesn't supose a big treat until they are close to the plants and then you have this behemoth attacking from afar. It supose a good change of pace from me.
@@DaltonIzHere Gargs in pvz1 are easy too. Just spam cob cannons in Survival endless and you are good to go. Even a ton of Cobless setups work. Gargs in the adventure mode can also be killed by two instants only and appear once or twice there
I agree, the imposing treath became a common enemy.
Also, fun fact: he is called Zombiestein in the Spanish version.
I always called him zombiestein and never understand why it was gargantuar until now
Gargantuesco no es un nombre que vende.
Gargantuan is not a name that sells.
@@LordofdeLoquendo
Es que gargantuan ni siquiera es palabra dn el léxico Español, al menos no que yo sepa.
@@rodrigocoockiemonster4460 Gargantuesco es probablemente una palabra que existe. La vi en DnD 3e/3.5.
ngl Zombiestein sounds better
In PVZ1 Gargantuas are a bit too sparse in the main storyline, while in PVZ2 they are too common. The middle ground would've been nice.
A balance like AltVerz did would had been ideal
I think pvz1 would've benefited with adding a gargantuan every last level or at least in levels 3/4/5 , pvz1 have less levels so it probably wouldn't be so overwhelming
@@nananakeson You know when the strongest dps plants like melon-pult and gatling pea struggles to kill a gargantuan without the imp killing them instead. One shot plants take too long to recharge in pvz1 while in pvz2 they have more plants and they could stall easily.
@@xenomorph9114 I never said the game shouldn't be rebalanced for this addition.
Also yeah, of course the plants struggle to kill gargantuans, he only appears for one level, if he was more commom he definitely wouldn't have as much health as he has in the current game. Also idk if the instas are as much of a problem as you painted but I don't have the numbers so ¯\_(ツ)_/ ¯
I kinda like how sparse the garg is in PvZ1
I know you're probably not too familiar, but the Chinese version actually gets fairly interesting with its Gargantuars, most notably the 3 variants from Kongfu world and Fairytale Forest, with the hilariously overpowered Guardgantuar, who has some weird weaknesses.
Is that the one in full plate mail and with a giant shield that acts as a surfer board?
@@aeromorphenjoyer7102 yea, and may carry a special imp that can call in cavalry zombies if you don’t kill it fast enoughn (which is kinda like a fusion of a bull rider and an allstar)
@@daxondelly2141
Let's not mention, that this imp summons *3 of them*
@@Kemuja and you have to kill the imp in 1 second
Didn't the guardgantuar also have like 10k hp?
Lmao
Anyone else miss when the Gargs would have a street sign or another zombie in the first game, when in the second game they just have the telephone poll
Ancient Egypt has a coffin one
pirate seas has a shark
wild west has a giant burning steel sign
[original: wild west has a giant neon sign]
Far future has 2 telephone polls
dark ages has a sledgehammer
I wonder, how much more threatening would Gargs be if they could just... trample straight over small plants without stopping. Like, they would only stop to smash larger plants, but instas and any plant deemed 'small' (like, puffs and sunshrooms) just get trampled with those size 50 stompers without stopping.
I imagine that alone would make them much harder to deal with as you have a lot fewer ways to slow them down.
They should make him resistant to stalls, not immune, but resistant
Imagine if:
Egyptian gargantuar instead of throwing an imp, it throws the zombie in its hand
Wild west garg is inmune to frost effects beacuse of having something hot in his hand
or the dark ages garg having an area attack and things like that to make them more powerfull
Gargs are just weird bc u feel like they are a threat but they aren't, u feel like it's adding smth to the game aka a miniboss battle, but those lvls aren't even difficult, and they add nothing other than being a bulkier zombie
From my experience, the only times Gargantuars have been a genuine threat were the "Mini-Boss" stages that were usually the midway point of each world. Due to the limited selection of plants given to you by the conveyor belt, Gargs are harder to stall than they would be in literally any other level, hence raising the urgency to kill them. Modern Day - Day 16 is the biggest offender of the bunch, since it features EVERY SINGLE GARGANTUAR IN THE GAME (Except for the Dark Ages Garg for reasons unknown), and the plants you are given get worse and worse as the level progresses, making dealing with them even more stressful. Otherwise, yeah, Gargs are jokes.
mfs really gave us a threepeter, a akee, and a PEASHOOTER on the later stages just to rub salt on the wound 🤦
tbf they also give intensive carrot because they know you probably were hurt by hair metals and primes quite a lot
@@avragidootisdumb *revives peashooter*
*somehow wins the game*
@@paul_particularlyunhappynut happened to me the first time i played the level lmao
@@avragidootisdumb who knew peashooter could come in so clutch?
I know it was touched upon in this video, but another issue is how pvz2's plants are made with groups in mind, making 1v1 matchups very one-sided, such as how Primal Peashooter or Turkey-Pult shut down single Gargs.
Gargantuars are only really a threat when they're spammed, like in Endless.
It's not just with Gargs. Ankylosaurus for example, is perfectly manageable on its own but it's entirely different when there's one in each lane.
It doesn't help that dinosaurs required a specific plant that counter them but the same plant can't do anything else. In pvz 2 however, most plants that can counter a Gargantuan can also kill everything else quite effectively, some require plant food to do that but some don't even need a plant food to kill a Gargantuan.
@@minhducnguyen9276 Perfume-Shroom is also ruined by it's annoyingly long reload time
I think Gargantuars might be named after Gargantua and Pantagruel, considering that they also carry imps with them.
True, I'm surprized no one noticed this.
PvZ 1 gargs were the thing you could panic over
You see a garg in pvz1 a reaction could be
"OH GOD, ALERT ALERT ALERT"
Or after long time of playing it's mostly
"How to deal with you while the rest is here"
In pvz2 it's mostly
How do I humiliate him
I like to magnifying grass him. He fell so far I don't even have to stall or kaboom him
@@generalrabid9572 Magnifying Grass is broken as hell
i hummiliated one with snowballs
Gargantuars deserve every humiliation they get.
I just use a level 5+ stallia (which can knock back zombies) and then blover him away lol.
Whenever I think of Gargs in PVZ2, I just get traumatic flashbacks of Modern Day 16 and its Garg spam
This comment just made me think day 1 but all the portals spawn their garg.
Meanwhile I think of Greatest Hits spawning a Garg as the 3rd or so zombie.
It was actually not that bad!
Gargantuars would've been a great addition if we still had a 25 Sun meta and there weren't a lot of stallers. Cherry Bomb and Squash are way too cheap for how much they do, this is why gargantuars are only a slap on the elbow.
I'm personally happy with the 50 sun meta. It's much more fun.
Just.. make it resistant (not immune) to stallers
8:11 I feel like Popcap really dropped the ball on this one. If you were to make this game progression based like this, you would need to rework so many levels so that the dificulty only went up, not up, up then all the way back down again by the next world.
It feels so bad to have to keep having the difficulty bounce around like that, especially with how many levels of boring filler there are in vanilla..
It gets so repetitive and it's not challenging and it will only get not challenging again once you get to the next world.
I properly handled linear progressikn with way too many levels in each world actively kills my drive to ever play vanilla
That's why I play on the 7.3.1 version. Non-linear progression us much more fun!
For PvZ1, you only really encounter them in a select few levels in the final world and in the later stages of survival. PvZ1 is functioned to be a strategy game, and Gargantuans fit well into that. Instead of running the same plants with the same strategy, you have to deal with a high-health zombie that acts like a high-health bucket head. You can't kill it easily in this game because there isn't a level up system in PvZ1 - you can't just level up your plants to make them get better. You have to use what you have in PvZ1.
Another thing is the plant food. In PvZ2, there are a few plants that could insta-kill the Gargs, even at level 1. In PvZ1, there is none of that. You either have to rely on the best plants in the game(doom shroom + coffee bean, kernel pult for stalling), or you have to spam all your plants to deal with the Gargantuans. In PvZ1, you don't have plant food. That is what makes them so unique, they aren't easy to kill.
Might be cool if gargs would regain hp when smashing a plant, so throwing low costs at it would make it heal/stronger in some way shape or form
Think they've given up on improving the game, though.
W mod idea
Okay I love that idea hope you don't mind
Nice....lifesteal.
What I love about this is that it heavily disincentives infistalling Gargs with low cost nothings, whilst also not destroying the strategy outright.
You can make the decision of losing all the damage progress you made on him to stall him out longer for something like a thyme warp or a shrinking Violet or having instas reload or simply waiting to advance your heavy plants and atalli him out whilst dealing with other lanes instead of simply doing that and waiting for him to die.
You still have the ability to stall and gain benefits for that...but you still have a Garg that is just sitting there full health while the waves accumulate.
A very interesting concept for balancing and buffing
It becomes a tradeoff and I think that personally, that mid level decision making process whilst tensions are high are some of the most fun gameplay features PVZ has to offer.
You want to buff the enemy side and nerf the player side in a way that continues to give the player side options to create unique gameplay scenarios that differ from level to level and replaying too.
How you decide to deal with this garg in this scenario can change given on what the field looks like
Honestly if more Gargs just had different abilities they would be a lot more interesting
we can't forgot that plantfood and power plants (aka the leveling system that alot of pvz fans hate) also completely pummels gargs , but can agree that gargantuar prime is the most unique zombie in pvz 2 (also greattings from the the netherlands)
leveling pummels everything lol. i have this problem where i leveled up my plants, so hard levels aren't even fun to replay anymore
Something you can do is maybe make a "how i would redesign" part of a video or maybe make a entire video discussing how you would redesign certain aspects of the game, plants being the main idea.
Some plants that probably would have been missed potential is vamporcini. Or maybe balance some other plants like P potato mine and especially pokra. Or maybe just a mechanic in general like ice winds. Just something id like to share. You know so much about pvz i feel like you know how the meta can work and how to balance things out.
And yes i know mods exist, but it would still be pretty fun to hear how another person would interpet the use of a plant/zombie.
It seems like the issue is that Gargantuars shouldn't be the biggest, baddest zombie if they end up as cannon fodder later on. Something else needs to take on the role as a lategame threat.
Giga gargs need to make a comeback
I just want to point out the fact that the pirate Gargantuar is technically different than the normal one, because it doesn't stop moving to launch the imp. Not that big of a difference, but it's something
He does stop to launch the imp bro
What I mean is like he shoots it way faster
It shoots It faster because he shoots It with a small cannon
@@Thiago_Rodrigues30 exactly
12 year old me picked up on this immediately. "Why do the Pirate Gargs take so long to fire their Imp?"
Gargantuars in most worlds : Just there to tank damage not a huge threat
Hair metal Gargantuars: An actual tank, a threat must be dealt with
Hair metal Gargantuars in Endless mode wave 40+: Imma Blitzkrieg this entire lawn within 15 seconds
1 flag later in same level: H O W A B O U T A L I T T L E M O R E !
It literally just forced you to use the Blover+reinforcement combo lol. In fact, while beating NMT, I just used the Level 5+ stallia+Blover combo.
I think the addition of stallers just nullify the gargantuar. All zombies should inevitably move left and crushing zombies like zomboni, catapult, and Garg are dangerous by helping zombies get through
I feel like the Gargantuars in Fairytale Forest in the Chinese version are more intimidating and deadlier than both the main game and the first game... for the wrong reasons.
i've been thinking about this like two weeks before, and now i see a video about it, amazing. i think gargs are used too often, while remaining pretty much the same. they kind of resemble first zombots, who share similarities, and sometimes have new gimmicks. here's a few ones i came up with:
pirate gargantuar: instead of firing one imp, he fires multiple imps in random lanes (similiar to imp cannon and zombot plank walker)
wild west gargantuar: moves plants from other lanes to his lane (pvz heroes throwback)
deep sea gargantuar: when he hits a plant while being in water, he makes a splash that damages nearby plants
jurassic gargantuar: just make him immune to stun like bully, lol (could also move all plants on his lane to the left when he makes a hit)
In PvZ 2, Gargantuars are spammed like goddam regular enemies!
New creeps vid woo!
id say garg is probably at its most dangerous in pvz1 vasebreakers, where you only get the pea shooter line, wal nut, and squash. Making squash management vital
Before watching this video I js wanna say I agree with u, Gargs were like this special mini boss and then in pvz2 they js became another common enemy with variants and they’d appear in all sorts of levels
What if they were given immunity to stalls, a 50% HP increase, and the ability to attack while moving? And what if imps were given double eating speed, and more versatile placement, to make them a threat again also?
that may make gargs at least a little bit more dangerous
My brother in Christ, That's scary. LET'S DO IT.
eclise in a nutshell
hp increase would make jurassic just hilariously thicc (5400×1.5=8100), and double attack speed would make jurassic imps hilariously speedy (it already eats twice as fast and has higher speed)
I like how you included J.T. from the original edition of Kingdom Rush. :) Would be fun to see you make some videos on the Kingdom Rush franchise
It'd be really fun to see Creeps take a crack at it
I find the biggest threat of gargantuars to be the imp, not the zombie but even that is easy to counter
Seems like someone was jealous of the gargantuan’s gains brah.
One other garg with an ability I'd like to add is the deep sea gargantuar.
You see, the deep sea gargantuar can crush both a lily pad and the plant on said lilypad at the same time, where other gargantuars take at least 2(one for the lilypad and one for the plant on top of it)
Of course, since there are no other gargs in big wave beach, and you can't bring lilypad into any other world, this is never seen.
I find it a bit weird that they went through the work to make an entirely new ability for the Deep Sea Gargantuar just so it could do that instead of just... you know... making all Gargantuars destroy every plant that's on the one tile they smash? It's not like there would really be anything that would have to have an exception to that anyway.
Jurassic Marsh garg has more health than the average gargantuar albeit the speed is slower
Does deep-sea Garg also destroy vines like this?
@@melvint-p9500I do not know. I'll get back to you on that one.
Yes. Yes they do.
They shouldve made actual mini bosses that are immune to some plants like make the excavator have 2500 hp and be immune to cherry bomb for example.
You see to me the gargantuars in pvz 1 where the ultimate embodiment of all the things the game could throw at you to challenge your plants,
It had:
Insta kill- meaning walls and plants that requared eating where useless.
Big hp- the firts impression when player plants an insta kill that one shoted everything so far and sees it survived triggers the alarm bell, (especially since most casual players only would've carried one insta)
Then the fun begins after the insta where it throws an imp deep into you defences, untilising your weakness of not having any offencive plants there, punishing the casual players for using the tactic that worked so far,
It was meticulausly made to counter most of your available plants and tactics you used to come all this way.
Now in pvz2 not only they appear early minimising their threat but also we have so many opyions of plants to couter him that he doesn't feel any threatning anymore.
They really should buff gargantuar in order to make them adapt with pvz 2 plants. Gargantuar are basically slow regular zombie with a more health. Maybe make they have more speed, jump into the middle of lawn, attacking from afar, throwing bucket head health-level zombie, immune to knockback, reflect project tiles or immune completely with it, or maybe appear from behind the lawn will make them more threatening. Or maybe not...
1:00 Fire and ice de-syngergy moment
I must point out that you can use a gargantuar in PvZ 2, there are 2 ways: hypno-shroom or caulipower can hypnotize them (I think, sorry if I’m wrong) and you can use zoybean, zoypod (I forgot) and use their plant food to spawn a garg
Now that you mention it, I'm curious about your thoughts on Plant Food and its 'additions' later on.
It's a weird topic on powercreep, and could be cool for ideas to play around it.
Personally, I like the addition of plant foods. It adds a lot to the strategy of the game. When a level give you a limited amount of PF, you really have to think and decide when and what plants to use it on. Also, seeing plants doing their PF effects is pretty cool.
He’s gonna find some way to not like it XD
@@thenohacksandmoneyspending2210 yeah, it's cool n all till powerlily. thankfully it's bought with money but i've never seen mods do powerlily right. Either her recharge makes here completely obsolete or her recharge is way too good and you can constantly spam mini nukes without having to worry about conservation
give every world garg a unqiue ability and make them only apear in the second to last level
some examples
Egypt Garg - Every few seconds causes some graves to appear on the field
Pirate garg - Will occasionally toss its shark killing a random ATTACKING plant in its lane
Wild west garg - every few seconds launches a bunch of chickens down its lane
Dark ages garg - when killing a plant spawn a zombie in its place
Deep sea garg - Everytime it attacks it changes the tide NO matter what
Sloth garg - the imps on its back keep hurling snowballs at plants
potter garg - Steals sun as it moves forward
Metal Garg - provides boosts to other zombies by playing different musics
Strongman garg - attacks the row above and below
these would be cool concepts since we have unique zombies to certain worlds why not unique gargs
If u play the game for the first time, u will think how uniqe gargs are, but after u unlock the 50 sun cherry bomb, u will realise they r just "primal potato mine go br" and thats it. Another thing about gargs are that they were supposed to be guardians of the world keys at the earlier versions, but now, the world keys dont even exist anymore so they dont serve any purpose of even being in the game other than the importance u already talked about
If you level up Squash, you won't even need a PPM or Cherry Bomb. A single Squash can kill a garg for 50 sun. That's pretty broken
Something I thought is adding a special trait to each Gargantuar, to make all of them unique
Ancient Egypt shouldn’t get a change in my opinion, since it’s supposed to be the first Gargantuar.
Pirate Seas has the cannon on its back, so I think it’d be interesting if that actually increased its range and threw the Imp to the second column instead of the third
Wild West has the burning iron, so we could add the Rockpuncher scorched floor. Something else that could be interesting is if it stopped to smash either wagons or rails. If it smashes a wagon, it breaks and it can’t be moved for a small amount of time, and if it smashes a rail, you can’t move the wagon across it
Dark Ages, being an executioner, would be cool if every time it smashed a plant, a grave appeared where it used to be, so you can’t infinitely stall it
Big Wave Beach has the opportunity to make a terrifying one, being a depth threat, and it could even be a surprise before the first level. When Deep Sea Gargantuar is in water, it acts similar to Snorkel, only instead of the head barely poking out, you just see a dark object you can’t identify because it’s submerged. Then, upon reaching the shore or a plant, it emerges, smashes the plant should it find one, then acts like a normal Garg. Not that once it has surfaced, it doesn’t dive again
Lost City shares the name with the Porter Imp, and since Porter Imp acts as a spawner, Porter Gargantuar could do the same. Instead of having a single Imp it launches when at half health, it has an infinite amount of them and periodically launches one every 10 seconds or so
Jurassic Marsh could be reworked too, the idea of a behemoth is very cool, so I’d make it bigger, slower, with more smashing range, and tankier than it already is, plus being immune to knockback. The only difference is it doesn’t interact with dinosaurs so it doesn’t become unfair. HOWEVER, this goes two ways, since ally dinosaurs can’t delete it either, it only receives damage from them, but continues going forward
Adding on to this:
Far Future's garg could be improved by making it so that it shoots its lasers one time for every three hits that it does, thus punishing players for trying to stall it with cheap plants.
Frostbite Cave's garg honestly doesn't have too much going on other than being able to throw multiple imps, but I guess making it immune to being frozen or chilled could make it more threatening.
As for Modern Day...yeah just bring back the giga garg lol
@@Designed1For modern day, I had the idea of an all stars gargantuar which carries a super-fan imp on its back, which doesn't drop the imp, however, when it "dies", the imp comes out and starts rooting for him, and if you don't kill the imp in a certain period of time, the gargantuar revives with 30% of his health, the gargantuar can revive infinitely as long as the imp doesn't die
Infinite reviving garg,
*HELL NO*
Since Modern Day's Gargantuar doesn't do anything, I'd give the Mummified Gargantuar the ability to throw a tomb-summoning bone in addition to the Imp.
1:58 I prefer his Spanish name: Zombiestein, as a clear reference to Frankenstein's monster, specially cuz Gargantuar sounds like garganta which translates to throat
Gargantuars also appear in Dr. Zomboss's Revenge, the DS-exclusive minigames Heat Wave and BOMB All Together!, the DSiWare-exclusive minigame Zombie Trap, the 360/PS3/Vita-exclusive minigame Heavy Weapon, and the paid mobile-exclusive minigame Buttered Popcorn
Facts!!! Why Gargantuar don't have bruises and patches in original pvz2, when he have low HP???
The design is amazing i love how the imp in the back has the gargantuar on a leash until after enough damage the gargantuar becomes so angry that the imp loses control of the gargantuar and the gargantuar throws the imp
I feel like the issue with Gargantuar oversaturation and power difference personally can be described like this:
As a kid, playing PvZ1, I was literally afraid to play the final levels, because they had Gargantuars
In PvZ2 it became a formality
i dont think it was as oversaturated as the video described though, personally im very young so pvz2 came out in time for my earlier childhood and i played it right after pvz1, and i was also very scared, the gargantuar was literally what made me learn the concept of nightmares when i had one of it, but it didnt feel any less meaningful in pvz2, maybe it was because back then there was the whole key system that gave gargantuars more importance, but i feel this whole topic of gargantuars not being good enough is just a mixture of people playing too many mods or people simply playing the 2 games at different stages of their life, so obviously many things will feel less magical, and also just nostalgia remembering things to be more meaningful then they actually were then
I mostly don’t like how they make walls irrelevant later on since they just get smashed all the same. Grind Thousand tried to fix this actually by adding a bunch of late game zombies to add more variety rather than spamming more gargs.
I feel like gargantuars are counterd by most plants in the game. personally, if i can buff them these would be the buffs i want
1- Health by just a little bit for all gargantuars
2- all effects should be reduced for them like slowness, freeze, knockback etc by 40%
3- bombardment plants against gargantuars will deal less damage the more you use them.
First will deal 80% damage
second will deal 60% damage
Third, forth, etc will deal 20% damage
This would actually encourage the player to actually use bombardment plants against groups of zombies rather than instantly kill gargantuars
4- give the imps that they throw a small buff idk maybe a health buff
5 - get them a girlfriend already they have been waiting for years bro.
About instant-kill plants. That's too complicated. Maybe it's better to increase the recharge. Like who can agree on cherry bomb having a 35 second recharge LMAO
@@octopuszombie8744s someone who's played only mods recently, cherry bomb with only 35 seconds to recharge is hilarious.
You should totally do a plants vs zombies 2 plant tier list already!
The fact that garg wants a girlfriend means one of two things:
1)Zombies are capable of forming emotional connections and longing for them
2) Zombies get horny
new zombie baby when???
also plants do too. youve probably heard of blooming hart being a nerco at this point
@@paul_particularlyunhappynut Peashooter and Fume-Shroom:
In my fangame PvZ Danmaku, I currently have 4 Gargantuar variants in my notes
1. The OG (PvZ1 Garg, 300 HP, throws an imp 5 tiles forward (or in Column 1) upon reaching 100 HP)
2. Giga-gargantuar (600 HP, takes up 2 lanes, steps on plants, instakiling them)
3. Gargachapon (300 HP, once he reaches 200 HP, he stops to launch Imps into random lanes with his Gachagun until he's eliminated)
4. Heavy TF2 (300 HP, fires a Minigun at the player character (Weave through the bullets or take cover behind a Wall-nut), eats a Sandvich once he reaches 100 HP, quickly restoring full HP
(For reference, Peas deal 1 damage, Magnifying Grass spends 25 Sun to deal 25 damage, and Instas deal 100 damage)
Heavy tf2 lmao
I think it's fine for gargs to appear constantly after the garg battle
The footage you showed at 1:48 is the advertisement video that plays nowadays in Pvz2
The amount of times you've made a point and then contradicted that same point a couple minutes later really ruins your arguments. At that point just say "PVZ1 gargs good PVZ2 gargs bad because I said so"
I had an idea for a gravedigger gargantuar. Instead of an imp throw, it’d carry a casket that acts like imp porter’s backpack.
Honestly the issue is that you can stall them really easily, they just become meat walls at this point. I am not sure if giving them more unique would make them much better as they are still esentialy the same zombie over and over, but it certanly would be nice. Edit: I really like the kong fu world and it's gargantuars in pvz2 chinese but I do feel like they feel unique only by virtue of being the only world with multiple gargs (which they shouldn't do in other worlds for the love of god); something like the gargantuar in sky city feels more unique cause of that world's overall special feeling but I douth that if they looked the same as regular gargantuars they'll be considered much better (even with the unique way he trows imps)
Dimentio's opinion is ofc 100% factual.(also yhea Chinees gargs are cool wish some of their gimmicks made it over to international pvz)
I just finished one video and now I get blessed with a new one
13:40 wouldnt the z-mech also be a good example? Other than pennies pursuit level generaly sucking, i think he is super cool
the thing about them is that: while the mechanics and game evolved, they didn't
they stayed the same throughout it all, whike everything else didn't
Blud wants to cancel a plants game enemy 💀
garg still stalks little children tho
Hi, just wanted to add that Gargantuars are actually after a fictional character from a french book of the 16th century. The book's named Gargantua and was written by Rabelais, it tells the adventures of a giant, it plays and makes fun of the manners of the time, was loved by the french king at the time and that's about all I can remember for sure. That's also where the word gargantuan comes from
How does bro have 1 billion coins😭
Cracked version of the game
He doesn't upgrade his plants and his playtime is high like he said in the video.
Blud's credit card is screaming in pain right now😭😭
He doesn’t use them
Its literally just a modded version
Most Gargantuars are really just the same as the last one and only the Penny's Pursuit, Thymed Event, Neon Mixtape Tour, Frostbite Caves and Chinese ones seem to care to make them unique. They also tend to be really countered by stallers in general. I don't mind plant food because it's just as deadly as using a damage insta and levelling counters the game anyway. There are some ways they could make them unique in almost every world:
The egyptian one does not need change as it's the very first one you encounter and it HAS to be simple for newer players. Maybe a variant that throws a Pharaoh in the fifth column (his weapon) would be a threat for later levels.
Pirate Seas garg could throw the imp a column further since it uses a cannon.
Wild West garg could have a Rockpuncher effect in which if it destroys a plant, it burns the ground preventing further planting for a while.
Dark Ages garg could stun the plant behind the one it kills. Or just port the one from the chinese version's Fantasyland with a few changes.
Deep Sea garg could just move faster on water (he also destroys both the lilypad and the plant over it already)
Sloth garg could just make plants get frozen in his lane faster and Yeti Imps could just accelerate a plant getting chilled
Porter Gargantuar, instead of throwing an imp, it can leave an Imp-orter tent behind it no matter if there's a power tile or not.
Jurassic garg could be immune to knockback (except from dinos), slow or stun effects so it forces you to use more power instead of stalling him like other gargs.
I definitely prefer the imp throws on PVZ2, it's kind of unfair on the first game if a Gargantuar gets past like 5 columns or something, you can instantly lose the level due to the Imp being thrown all the way across I also liked that from Far Future onwards they started appearing outside Garg levels or boss stages... up until they started appearing BEFORE the Massive Attack levels, which completely devalued their speciality as a level to introduce the Garg of the world. The variations of Gargs are also nice... except Hair Metal Garg of course.
Also, the Deep Sea Gargantuar looks horrendous.
Here in Spain, Gargantuars are called Zombiesteins, I find this name way cooler imo
Let be honest who likes this Dude
52k people like him, i'd say it's far better than you.
Me
Me
Garg or creeps? Cuz I love both
cant believe i havent found this channel sooner, i dont see alot of people talking about pvz2
What's "problematic" about Hair Metal Gargantuar???
It sends a shockwave that can destroy your attacking plants
Found having sent innapropriate discord messages to imp zombies
@@lilymatthosinhos2086 The worst part is he responded just by playing a ukulele!
Heavy Blow has the benefit of making the build I call "Let's bully Lost Kin" where you mix it with Steady Body and Quickslash and then shove the poor vessel into the corner and stagger it constantly. Other than that though... Uh, nothing?
2:11 well, they already have a child, they just need a Mother for it
Flashback to that one time I won round 15 of survival because of spikerock and only because of spikerock
You don't like anything in pvz2
For good reasons
@lugine4500 I subscribed
The only thing he likes is wild west which is garbage
He likes wild West and spikeweed and how gravebuster looks more plantlike so this is a hyperbole
@@nightmare19835dyslexia
For me it's mainly how they aren't seen as a big zombie that is hard to kill and is unique. Pvz1 even gives them a death animation and is in fact the only zombie that has one making them unique and makes you feel like you have accomplished something major
0:33 another fume shroom enjoyer? Pretty Based.
YEAAH FUME SHROOM
I mean you need fume for gloom so...
Gargantuars should have had resistances against stalling mechanics. Like, they could still be slowed like PVZ1 but are immune to stun and very resistant to knockback like Hurrikale and Chard Guard. Also you'd have to nerf a lot of very OP Plants, like Primal Potato Mine and Pokra.
15:32 Average Eclise level
Gargs lost all their charm in PvZ2 because of the rarity or lack thereof. In PvZ1 they were only in the final two levels before the final boss and they felt so special. You were the coolest kid at recess if you knew the easy way to kill them and the imp easily too (squash + jalapeño)
Good video. Gargs really aren’t special anymore
What I don't like is that in PvZ2, Gargantuars attack faster and are guaranteed to throw their imps at the 3rd lane in any row. So essentially they got a buff for no reason, this is especially annoying since they keep on spawning in PvZ2
the third lane thing is more of a nerf tbh, you can easily counter it and don’t have to time when to attack the gargs
@@winz4418 To me, it can be both a buff and a nerf because if he's close to that lane then it's a nerf but if he's at the last lane and you use a cherry bomb then it's a buff. I don't know, it's easy to be annoying.
@@TheGreatPM1 but it’s predictable, whereas the way imps are thrown in pvz1 can vary
@@winz4418 Fair point but I still find the 3rd row to be threatening
I think despite every world needing some kind of big threat, Gargauntars was not the best option, cause in PvZ 1 they were meant to be a tanky and strong threat. But in PvZ 2 you get access to plant food, more stalls and instas (+ leveling but that doesn't really matter), which can make Garguantars pretty much an average tanky zombie if you know what you were doing. I think atleast every world garg should've had some twist to them that does make them somewhat a threat, otherwise "Hero Zombies" could've fulfilled that role instead
4:51
“Gargantuar Prime isn’t really a Gargantuar, ironically enough. **It was made before Gargantuars were a thing**”.
What the hell are you on about
What was he smoking
@@delta-delta it felt AI Generated
Time travel/j
I do like when they spawn a lot and it still always feels good when you take one down
They weren't much better in pvz1. At least when you exclude survival endless (and endless in pvz2), since pvz1 is so easy, I didnt die in adventure mode once in pvz1. They can be threatening in both endless modes, although for the wrong reasons for pvz2. 0:06 like look at that, you killed the gargantuar before it reached the second row.
that's not an issue with gargs though is it? that's just pvz1 being easy.
Cleopatra being a Michael Jackson zombie on PvZ2 is so cool
1:00 y do u have winter melons with fire pea shooters
I think the main problem is that they're too easy to counter. Plantfood, stalling plants, puff shroom, etc.
I find other zombies much more threatening albeit having less health like octo zombie, rockpuncher, sunday edition, consultant.
The ones that i find threatening is the three penny pursuit gargs and hair metal
I love pvz2 but they just spam these guys
I agree with everything in this video. Gargantuars in PVZ1 were a fun miniboss before fighting Dr.Zomboss. Gargantuars in PVZ2 just show up and are annoying or easy to deal with.
I'm gonna be honest they weren't even threatening in the first game
giga gargantuar are threat in pvz1 endless but when you finally finished the gloom shroom afk strat you might easily beat them no sweat or do anything but you still need to heal the pumpkins
Seriously! I was actually surprised when I realised that a winter melon and a melon pult are enough to kill him... And he only makes halfway across the lawn!
Gargantuars in pvz1’s story mode felt threatening I think partially because they only appear in Roof. Because of its gimmick, this meant they were a huge threat, as the only thing you could replace once smashed by a garg was a flower pot, so you couldn’t stall them forever.
weelll i dont like the fucking octopus but i dont make a 10 min long vid about it
You should
It's called earning money
bros allergic to making videos less than 18 minutes long
@maozedong69420 fine I will your wisdom will be your downfall
1:48 its a weird thing to point out but I like how you took Kingdom rush as an example. The game franchise is not that known (or at least for what I know) and its always nice to find people who know that game. Why is this comment so random?