@@scotterboi9 Would be *slightly* better and maybe have a use, But you normally want to use Cherrybombs to target specific zombies, Not glorified blind explosives. You'd be better with Primal Potato Mine + Plantfood
18 minutes if complementing a plant then 18 minutes of insulting a plant. the balance must be maintained joking aside, i really like these types of videos, i would really like it if you did more of it
i think people at popcap headquarters were afraid the idea of carrot might be a better imitator, and imitator cost money. so they made it the most doodoo fart stinky poop plant imaginable
Interestingly, there is an example of a free plant being introduced whose niche competes with an already-existing premium plant, where the free plant wound up being way better: Rotobaga (its competitor being Starfruit).
@@ranarman5866 no, it's because torchwood is essentially another Type of Explodo-Nut, you want it to be eaten while your peas at the back lane benefit from torchwood being revived, also torchwood is like A ticking Jalapeno or Hot date that can damage zombies after eaten, you get 75 sun back aswell
And this, kids, is why I absolutely despise Neon Mixtape Tour's options of plants. I always see this world as the one which lacks usability, the plants are too situational. Some, mechanically, don't work, like Garlic and Mr. Video title over here Others half work like Celery stalker or Discount Gloom Shroom. And there's the last. World exclusive plant (Yes, broken, but cmon man, could've done a 6 plant world with Cactus and people would've been happier.)
Garlic isn’t that it doesn’t work mechanically, other than the fact it gets countered by everything it got severely nerfed as well. Celery, phat beet, and spore are fine
You know, I probably have a few ideas on how to probably buff this: 1. You can preplant a carrot, put it before or after you place a plant, including pumpkin and other plants 2. Can be use on squash, potatomines and what else 3. Actually gives more health than halving it 4. Cost 25 sun 5. 3 second recharge Edit: replies work too
Make it cost more with the same cooldown, maybe lighten up the death requirements a bit. It gives a damage/attack speed buff, but *only* after revive, and shovelling doesn't count. So you have this potentially very strong buff, but you have to let your valuable plants die for it
I think Intensive Carrot would be better if we had the option to preplant them on plants, so that the second they die Intensive Carrot does it's thing and instantly revives them straight after their consumption. Maybe not too much of a help, but it might be good with defensive plants or smth.
if you could also use it on instant plants like jalapenos it'd be so much easier to defeat Gargantuars since you just get them down to like 1K health, and by the time the animation finished the imp has already landed killing both the Gar and imp
If Save Our Seeds was only lost when the level is over (ie you beat the last zombie with a plant missing it gives you a game over) then Intensive Carrot would be way better
In most other games, the term people use for the "Offensive Momentum" you bring up is Tempo. The word can mean different specific things in different games, but in general it refers to keeping up with what's happening and staying ahead of the curve.
Have you tried its synergy with sun bean? It's pretty cool. Use it on something like a knight or a conehead mech, and that's a solid 600 sun, 300 for the sunbean, 300 more for the revive, and -150 gets you 450 sun. Not bad.
The only time i genuinely find this plant useful is when im doing a zomboss level that lets you choose your plants on pennys persuit. Some zomboss levels can't be stuned using plantfood like the lost city one so i can save some extra sun for replacing a plant that gets destroyed. This is the only justifiable way i can really use it right now because i don't have much premium plants to have a different strategy against these levels
The main situation that it’s useful for is for a plant that’s meant to be eaten, such as sun bean, chili bean, hypnoshroom and the electric tea that you were using as you were shaming it (at about 16:55)
I have only found intensive carrot useful in 2 levels. These 2 levels revolve around keeping the only sun producers you have alive, while not being able to plant any more. However, pumpkin still did its job better in most aspects. It synergizes well with explodo-nut I guess, but even then imitator does this better.
when i first got carrot, i found the concept so baffling that i thought it would revive every single plant that died. since the multiplying mushroom was introduced a few levels ago, i thought they were going to combo
Carrot is a plant that burns a hole in your seed bank where an actually helpful plant could be. I tried tier 3 carrot, actually trying to kill the zombies just works better.
I think Intensive Carrot can be simply and elegantly fixed by making it so that the revived plant gets a single immediate plant food powerup. This would provide a whole new layer of strategy and depth that would allow it to compete with instants like cherry bomb depending on which plant you use it to revive
or make it cost 0 or 25 sun.. That way, the list of potential plants that is worth reviving increases. In vanilla for example, I will not use carrot to revive a wall nut just because the cost would be too much. Reducing the cost would make it worthwhile to revive wall plants especially if your wall plant seed is still on cd.
While I agree with what you've said here, it's worth noting that Intensive Carrot with Exlpode-O-Nut and Explode-o-Vine is actually really strong, even in Endless Zones. Explode-o-Vine doesn't need to be used as a Vine plant in this instance to br good. It's definitely not as good as Imitater is (and Carrot is still flawed don't get me wrong), but it's a cool strat.
Yeah I'll be the first to admit I skipped over the exploding again and again stuff carrot can cause more than a bit, theres still value in 100 sun 20s recharge explosion constantly (and despite your phrasing, I'd say its EXTRA important in Endless Zones) the main reason i moved over it is that PVZ2 instas are just totally broken at this point and so trying to go "yeah this is valuable" while being fully aware of things like Puffball which could potentially (i guess) be competing for the slot is something I'm wary of. Plus in general I consider Explodeonut alone overkill enough to beat most stages, which I consider grounds for most plant's quality out of consistency. though yes i'm aware you can use explodeovine and get 4 explosions from 2 plants and that is definitely a thing that i cannot deny is hillarious
I would be interested to see lightning reed. Incredibly slept on for great multilane value. It really does do a lot for the price - much like the fan favorite star fruit!
Oh boy, you have no idea at all how many people think Lightning Reed can solo 42 Jurrasic Gargantuars, 2 Cardio Zombies and a Zombot Multi-Stage Masher (this is an exaggeration, but no, Lightning Reed is in fact not as overlooked as you think)
@@dylantoney6971 I'd say it's one of the plants in the game. It's basically about as good as, hmm, let's say Threepeater. Just not as expensive. I say this because of its qualities when spammed.
"Incredibly spelt on" ? It's quite possible the most overrated plant. Although I do agree that some people shit on it too much - I think its a well balanced plant, and it works well for speeding up the early game (not so good for stalling though)
I personally love intensive carrot for helping to spam expensive or slow recharge walls across every lane at the beginning of the game, which is great for controlling the game as soon as possible and for playing forward. It saves you either/both time and/or sun. Also for some reason it is typical for ambush zombies to narrowly kill my back line plants and then die themselves, which is infuriating. Intensive carrot is a great solution for this because the zombie has already died, and replacing a back line plant for 100 is usually a steal. Overall carrot is great for players that have a hard time keeping their back line safe, and as a poor-man's imitater for walls and consumable plants.
I like how he looks. But if you look at him he looks like a plant that drills at an 1x1 area and stops any zombies at that tile for a small while from moving or going past it
You should do a video on how OP Magnifying Grass is. >It can take down a Gargantuar with ease with enough Sun like the Doom Guy taking down a Baron Of Hell like in Brutal Doom or in Doom Eternal with Berserk Mode. >It works well against Jester Zombies and Wizard Zombies. >Somewhat useful against dinosaurs. >One shots all weak zombies even at Level 1. >Excavator Zombies are one of the only zombies (besides the all the Zomboss Bosses) who can casually put them down. >Takes down shields and graves very easily. >It can fire a stronger and lengthier beam if Sun Producers are on the level.
2 months late but like, They made a plant which is effectively a permanent instant, the plants which let you easily control the pace of the game the easiest, and then tied him to sun, in the game with the fastest sun production in the series. I am not shocked people overlook it, but man he's stupid if you just know how to stall
I've made good use of carrot exactly once (in a scenario where I wasn't required to use it), in the mega gatling tournament, vs zomboss mammoth, who has the power of 'this tile must die' in addition to sun economy actually being an issue when the mega gatling itself is your focus for a strategy. I placed primal sunflowers very far forward here so they tended to get run over fast once the battle picked up steam, since explorer zombies and barrel rollers could delete one the frame they appeared from the ice. The others in the lineup were torchwood, squash, and appeasemint. Very good strategy, could hit upward of 4 mil points if you were lucky.
NGL, if it knocked back zombies during the revive, it would not be as bad. You push the zombies back and your offensive plant returns to damage them. It'll also fix the issue of plants dying immediately when a zombie is on top of them or walking past the plant.
That's what I was thinking as well. I was also thinking of being able to revive more insta plants, such as Squash, Potato Mine, and Stallia. But I would make it cost 100 sun and make its recharge time 20 or 30 seconds.
Honestly a few ideas for buffing the carrot are dropping the cost down to basically free (0-50). Make it give the fertilizer boost on revival. Make it a permanent plant that continues to revive what ever it's planted under after a cast time. Or let it revive instants such as cherry.
Here would be better uses for the Carrot, based on 'Design': •The drill allows it to dig itself into the ground (Maybe it could take a while to do, like the Grave Buster) -It could then wait underground, until someone steps on it. After the action is complete, it can make it impossible to plant there for a bit, like Doom Shroom. ~When it's stepped on, it could spring up, flinging them away. ~When it's stepped on, it could go downwards, letting a zombie fall into it's pit. -It could spin around, creating a tornado that flings Zombies to another lane -It could act like a top. Once attacked, it goes up and down the lanes once or twice before going away. ~Name?.. Carrot Top
I think intensive carrot could have been usable if it acted more like insurance. You place it on top of a plant that is still alive, like a walnut, and when that plant dies, it is instantly brought back to life
i think a video on iceberg lettuce, stunion and all the plants that slow zombies down, comparing them and explaining each's ups and downs would be cool
The idea of win conditions versus lose conditions has always been fascinating to me, and it probably doesn’t help that this is the 3rd game discussion that’s brought this up.
This kinda reminds me of the vita saw from tf2. The concept isn't "bad" you get punished less for dying... but you have another melee that rewards you for not dying. By giving you 25% to a very powerful ability. It only lessens the punishment of dying rather then rewarding you for counter acting what would've killed you to begin with. Why use intensive carrot to lesson the punishment of failing to protect a plant, when you can just protect the plant. Plus the plants you brought for that purpose probably have other uses. Like stalling to get sunflowers.
the vita-saw isn't awful, it can be pretty decent and if balanced wrong, extremely overpowered (see pre-jungle inferno), it's just the ubersaw is so immensely powerful that all other melees in medic's arsenal are kind of rendered useless. I'd say a nerf to the ubersaw is in line rather than a buff to the vitasaw, but adding a 15% uber on hit to the Vita-Saw would go a long way.
@@NeoBing Yes ik the vita saw was powerful THEN, but the crucks of the argument is that it never rewards you NOW. Because it's stats rely on you dying. It lessens the punishment for dying rather then reward you for living. also like you said the ubersaw is just so powerful. Why use the intensive carrot when you can bring another plant? An extra insta plant like cherry bomb, stunion, iceberg ect. Maybe a little sun from gold leaf or sun bean. maybe not having to sacrifice a plant for a mint. The vita saw, like the intensive carrot take up space where something more useful could be.
@@ManicObsevations the vita-saw was always something that lessens the punishment of dying, it's just that you didn't have to do anything except do what you normally do. I agree with you on intensive, it's horrid at actually protecting plants.
This was educational. Honestly the Gargantaur Prime point can be sorta negated in Terror of Tomorrow, but if you make it in to where 50 Gargantuars spawn on the screen on once, a double E.M. Peach is enough to cheese it.
I would’ve made intensive carrot not only revive plants, but to also give them a boost(depending on the plant). I would even go as far as to make him revive the plant AND to give it plant food. It is a huge step up from current intensive carrot
@@Creeps20 It also helps that in GT, Chili and Hypno are some of the best earlygame instas so you can use those to get "offensive momentum" out of Carrot too. Running Chili, Hypno, and Sunbean (or even just two of those) makes Carrot absolutely worth a slot.
Counter argument, sniper zombies like Z mech in a "limited amount of sun" level or last stands Carrot help minimize the amount of sun spended when expensive plants are sniped by lazers, imps, ambushes etc
I think it'd be solely used as a power lily if so, I personally think a kinda 3x3 KB would be more useful, making reviving itself more valuable and offering other uses.
a late congratulations on 1k subs or 1k and a half on the time of typing this I am so glad you are finally getting the love that you deserve! When I first joined when you just started fallen and you only had a few hundred subs at this pace you will have 2k at the end of the month!
If anything, they should buff it so that the plant it revives activates its plant food power. It would make it somewhat useful at some cases, but not overpowered (since some zombies would have already passed the plant's range).
Intensive carrot - 200 sun - 20 second recharge time. *Instantly* revives any plant to full health if used within 30 seconds of it dying. Works on explosive plants. Now, you run two slots dedicated to explosives and being able to revive wall plants to stall. Promotes spikeweed strategies, a cherry + intensive kills 3 lanes of gargs and intensive itself can revive your walls. Its still niche, but I think niche in a way that works. I was trying to make it still stand out from imitater, and while this isn't really that good its better than what we have now.
@@dankboi_ this doesn't replace chomper. While it offers a faster cycle of instant use plants, this works better on gargs and bonus utility on wall plants though costing an extra slot to use.
Also one of the most forgettable too. Its like out of site - out of mind kind of plant Maybe give him a faster cooldown and make him cost 50 sun and maybe he'll be average
As someone who plays Penny's Pursuit and Arena, it's bad there too. Sure, you *can* level it up to be better, but most of the time it's just a waste of a seed slot, of which you already don't have a lot of in those game modes.
I’ll admit, usually I watch these videos expecting to disagree to at least some degree, and I came into this expecting the same thing, I was like “Yeah it’s bad but I’m sure they COULD make it work” but I’ll admit you completely convinced me it’s a flat-out bad idea. Good stuff, definitely will check out your other content
Lets say you lost a plant with 300+ sun, Can you get another one? Yes Did you just let a zombie eat that plant? Yes Did you not place it at the back of the fuckin lawn? Yes Did you waste a seed slot just so you can let zombies eat an expensive plant and use it for no concrete reason? *yes*
This is the big problem with this plant and similar things - you shouldn't have a plant or card in a tcg's deck solely for the case you failed epically. Have a plant or card in your deck that helps prevent failure in the first place.
I got this video in my recommended with zero context, having never seen your videos before. I didn't realise it was about plants v zombies from the thumbnail but I was intrigued. Good video, keep it up!
Pretty spot-on video. It needs a buff or 3. Make the sun cost 0, or -200 (so it actually gives you sun when using it!). Another could be it revives many plants around it as well, or just spawns extra copies of a plant that was just revived. Yet another could be when it's used, the revived plant gets a buff... x2 the hp, and bonus to attack power and speed (some of the RTS and strategy games have solved this this way since in many cases, it also falls under the "best defense is a good offense" doctrine)
I feel a good buff to intensive carrot would be make it a little more expensive, but have it immediately plant food any plant it revives, that way it provides both defensive utility and offensive momentum.
I feel like to make him somewhat usable, he should act like a vine plant, immortal but reviving a plant with immunity/buff/plant food whenever they die. Would be interesting seeing that in a mod
it could be cool if it was one of those plants you use because it's fun not because it's good. like it could be used on a square where a plant has died to spawn a random plant of the same type
Intensive carrot does not suck, it is simply a plant your entire strategy has to plan around. Plant a strong plant with no support knowing it will do its job for a bit and then die while you can invest heavier into getting more sun, and even be willing to sacrifice something like a lawn mover to gain permanent momentum in a lane you could have otherwise not gotten. Too niche for me to ever use myself, but I at least understand its purpose. Also, it is a nice way for beginners to snag back momentum of a level they made a mistake on, replacing expensive plants for cheaper, not all plants are made to be good for all players
I guess the weird death consideration is kinda because they're considering the body still being there? Like if the Lilly pad is destroyed, the body sinks, if the plant is removed from playable squares, you can't access it?
One thing intensive carrot does have going for it is something you showed in the background footage, that being, it can make for some somewhat interesting (albeit sometimes frustrating) and kinda unique minigames
This thing really, really sucks. I've had Intensive Carrot since Neon Mixtape Tour Part 2 released, and I've never willingly used it once at all, unless I'm *absolutely* forced to. The biggest problem with Intensive Carrot is that it's redundant. If one of my Winter-Melon dies, I could just plant another, since I'm obviously well off if I have enough sun to plant one. Reviving plants simply isn't valuable enough to warrant Intensive Carrot's existence in Plants Vs. Zombies 2.
I think Intensive Carrot's ability to revive a plant would be far more useful if you combined it with Aloe. Allow the Aloe to revive plants. This would make the Aloe more useful, while also not wasting the Intensive Carrot's niche.
Yo bro take some english pronunciation classes or get a better mic because i'm at 3:28 right now and it feels like a job tryna understand what it is you're saying. Edit I can't man you had a banger video but your speech is so slurred that I can't finish it man. I gotta drop the video.
Hypno-shroom/Electritea, Imitater and Intensive carrot. Good combo until you remember almost every world has a non-eating zombie. I guess there's early-mid Frostbite Caves, you love frostbite caves right? I really like the point that worthwhile plants to revive shouldn't normally die, and as mentioned only an expensive, slow recharge, average health melee plant would need to be revived, like cold snapdragon in that mod or apparently Electricitea for almost none of the reasons above.
I believe this plant comes from the future world though. And it's purpose was solely to be used there, since there are many ways that your potentially expensive backline can be threatened. It's similar to hot potato, except the niche isn't as apparent.
This plant came from neon mixtape tour, not far future. And those plants are both cheap and mostly terrible anyways, the one worth using it on (Celery) has a quick recharge and costs 50 less sun than carrot. So no, it was terrible in its own world.
The reason why intensive carrot just doesn’t work is that you get it pretty late into the game, and you never need it when your focusing on your other plants being eaten. If it could revive instants, then it would basically be another imatated instant.
When I clicked on the video I had absolutely no idea what the context could be. That brief moment of learning that this was a pvz video was an experience and a half.
Another way to describe "offensive momentum" is to get into a very long-running discussion in game design about the concept of the "tank fallacy" and the difference between "playing to win" and "playing to not lose". I'm going to use what might seem to be odd language considering this is PVZ, but I'm going to do so because this allows me to apply these concepts to both PVE and PVP games. The "tank fallacy" refers to the idea that tanking is a viable way of winning a battle. The exact details of this fallacy change between games, but it typically boils down to the idea that it is a fallacy to have your entire strategy revolve around being able to take a hit, or being able to take near infinite hits. You are not able to win a battle just because you can survive anything if you cannot eliminate anything in response. This is also thought of as "playing to not lose". You aren't necessarily coming up with any idea to actually defeat the opposition, you are simply trying to find a way to not lose to the opposition. Crowd control is the concept of mitigating the effects of your opposition without actually eliminating them from the game. This could be by slowing, stunning, delaying, knocking back, or reducing their damage. The ultimate form of crowd control is to eliminate the opposition entirely. This is another form of "playing to not lose". It suffers the exact same issues as the "tank fallacy" if you put everything in on this idea and so you can extend the same arguments to this concept as well, just the exact execution being different. "Playing to not lose" does not win you a match unless the opposition somehow manages to eliminate itself or is so much more fragile than you that after an extended and drawn out match you win simply because your minimal damage output overcame their defenses before their damage output overcame yours. This is an ineffective strategy that typically leads to a delayed defeat or a very late victory after a very grindy match. "Playing to win" refers to a strategy that is designed to specifically overcome the opposition and actually win the match. These types of strategies are usually described as incredibly offensive. Unlike those who are "playing to not lose", those who are "playing to win" are less concerned with avoiding defeat and more concerned with chasing after victory as rapidly as possible. These are the types of strategies that either win very quickly or lose very quickly. The quintessential glass cannon mindset. Now both of these tactics might seem bad and you might assume that the correct idea is somewhere in the middle, and you would be right. The thing is is these are things that synergize with each other. In a team game you will bring just enough people who are "playing to not lose" so as to delay the oppositions victory long enough for those who are "playing to win" can actually win the game. The balance between these two things typically works out to approximately be at the point where you are able to delay the enemy's victory just as long as it takes for you to win. In a single player or 1v1 game then your plan as a whole is attempting to bring a combination of tools and statistics to achieve this same balance. If it takes the portion of your team or plan that is "playing to win" requires 120 seconds to win you the match then the portion that is "playing to not lose" needs to be able to hold out for 121 seconds. It doesn't matter if they were about to fall in another second, because you already won. It is also worth noting that typically every every resource that you are spending to play to not lose is going to slow down how long your "play to win" portion takes to win. As a result, you need to be always gaining more time to survive. Then you are gaining time that you need to win. If the defensive option buys you 6 seconds longer of survival, it takes you 5 seconds longer to defeat the opposition then you have a good trade. If the opposite is true then it is a bad trade and you should be either seeking a greater defensive option or a greater offensive option. Intensive carrot by its design is doubling down on the tank fallacy. It is "playing to not lose". Its purpose is to delay defeat. The only way for it to be valuable is if it can delay defeat long enough to justify an extra slot being spent on it compared to how fast you can win the match by "playing to win". There's no situation where it really does so. PvZ2 does not have sufficient random unavoidable damage to commit to something like this. Some games do. If it was more common to run into zombies that would randomly eliminate something on the field that would be worth reviving, intensive carrot would actually be amazing. It would mean that if your "play to win" strategies suddenly had the rug pulled out from under them due to bad luck you could compensate and rather than simply delaying your defeat, it is ensuring that the schedule for victory is maintained. Since that's not the case, the only thing it's being used to double down on is melee plants and barrier plants. It also only extends the amount of time. One of those is giving you before you lose by at best 50%. Even if it revived something with 100% of its health, you are still losing a slot that could be used for winning the game. It's already unusual to take more than one maybe two slots for delaying defeat. Using this purely defensively as it currently stands requires it to somehow multiply how long those other methods are delaying things by a significant margin for its cost. It could also maybe be useful if it was likely that an expensive plant was going to be picked off from the front line and this was a cheaper way to get it back, though it would need to bring it back for half its cost or less to be worth it. That would also require sun to not be meaningless. In a way, the thing that actually hurts it the most is the enemy design of the game. In a game where zombies would pick off random plants more often, it would be fairly useful. After all, it doesn't actually matter if a plant is only a half health if it's not actually taking hits. In that type of situation what you are really doing is planning to counteract luck elements built into the game. Trying to ensure that you don't lose the game entirely due to singular instances of bad luck taking out something that is a key pin to your strategy. Imagine for a second a new zombie type, it appears at the far side and is completely immune to damage. It selects a random square on the map and instantly deals massive damage to that point. Wiping out nearly any plant without issue. There is no way to control where it's going to hit nor can you try and predict it. Once it has selected a target the best thing you can do is dig up your plant for some refund. Intensive carrot would be a way to react to levels that had a lot of these. Especially if there was a decent number of them in the game. Levels that featured a number of these zombies would encourage intensive carrot use.
9:30 to be fair, saying it provides no offensive momentum isn’t true. The idea is you’d revive something that would help get you back that momentum. Not saying it’s good but why use flawed points when the rest are sound?
I'd like to give intensive carrot a bit of credit though atleast in eclise as it helped me get through the akee archer secret stage, I was able to beat the level by reviving torchwoods long enough to make akees.
There’s one specific level where I get a lot of use from intensive carrot. The penny’s pursuit boss levels start you with a huge bank of sun and winning depends on you dealing huge chunks of damage to the boss. This encourages you to pick medium and high price shooters, because early-game sun squeeze isn’t a thing. The bosses tend to have missile attacks that target a plant and kill it instantly. Intensive carrot is always cheaper than the plants that it kills (because you brought pricey shooters) and the sun profit frees up sun for more tile turnips.
I think a way to fix intensive carrot is to make it have lower cooldown, sun cost, full health revives, and making it usable on instants so you can reuse them without wasting an imitater slot.
In the Chinese edition this plant does a great job, because their last stand is modified to be continuous in the sense that plants from level 1 will live and move on to level 2, also that within the entire process there is a very limited amount of each plant you are allowed to use. Considering the zombies in the final stage of the 149 levels process will be exceeding overpowered, essential plants also have a great chance of dying, say in boss battles the missile. In such case, carrot could essentially add a lot of useable cards to the field. Also that this plant is considered of low rarity, while many strong plants are high rarity, the rarer the plant is the less is the limited amount going to be, in which case reviving is very economical.
Intensive carrot can be fun to run with a bunch of 1 time edible plants like poison mushroom, chilibean, etc. But you often are spending 125 for a plant that costs under 75 sun.
This entire video summed up in one statement.
"The plants that are worth bringing back from the dead, Dont tend to be dead..."
What would've happened if Intensive carrot was able to revive instants? I think it actually might be worthwile.
@@scotterboi9 Would be *slightly* better and maybe have a use, But you normally want to use Cherrybombs to target specific zombies, Not glorified blind explosives.
You'd be better with Primal Potato Mine + Plantfood
@@nacl4988 plus if you want another cherry bomb, you can buy one of its many clones or bring an imitator
@@nacl4988 or imitater
@@user-tzzglsstle585e38 That too, Or just Cherrybomb Clone like Grapeshot, LavaGuava, or PrimalPotatoMine
The drill design is for the animation where he go into the ground when you use him
Duh
It's like he never used him XD
Npc fr
also based on those fancy twisted carrot garnishes
I thought it was supposed to look like that twisted snake medical symbol
18 minutes if complementing a plant then 18 minutes of insulting a plant. the balance must be maintained
joking aside, i really like these types of videos, i would really like it if you did more of it
So do I, I do enjoy talking about plants like this, its neat.
We now need 18 minutes of being completely indifferent to a plant
@@InsertFunnyThingHere "Now let's get into it, Caulipower is definately one of THE plants in the game."
@@xploitcat “Now, Peashooter is one of the memorable and also one of *THE* plants in the game.”
@@Creeps20 could you talk that seasonal premium plants are good?
Intensive Carrot is the epitome of "planning to fail". If your plan involves you messing up, make a better plan.
That’s why tombstone is a garbage perk
@@Baguul_Official Tombstone lets you do the 7 perk glitch in Green Run and in Cold War there's no cap so I would not call it useless.
Unless you're, of course, Aizen Sosuke or something
"if you fail to plan, you plan to fail" - some random girl in school that does well
"No plan survives contact with the enemy"
i think people at popcap headquarters were afraid the idea of carrot might be a better imitator, and imitator cost money. so they made it the most doodoo fart stinky poop plant imaginable
Pog amoiiiuhxhxyxhwu hsjsjhhqjyaausysusjsuzjxj2jsjddjhxsjsjxjhhjsusisususzuuzzuzuuzzuzuussuzuzhxjjzhzhusjxjxushxysh
Ah, EA. You and your micro transactions.
Interestingly, there is an example of a free plant being introduced whose niche competes with an already-existing premium plant, where the free plant wound up being way better: Rotobaga (its competitor being Starfruit).
@@underrated1524 True. Roto is basically like repeater for starfruit. Though teeeechnically starfruit is a seedium now rather than a true premium
@@Deadflower019
>Mfw EA is only the publisher and has no involvement in the game updates
The only plant I would think intensive carrot would be nice to reincarnate is torch wood
Why? Does it revive it WITH the blue fire he has?
Or back to default
@@ranarman5866 no, it's because torchwood is essentially another Type of Explodo-Nut, you want it to be eaten while your peas at the back lane benefit from torchwood being revived, also torchwood is like A ticking Jalapeno or Hot date that can damage zombies after eaten, you get 75 sun back aswell
@@ravenbaetiong5112 oh ok
Even then, When leveled up a bit, It costs about as much as the carrot,
I think a level 5 Torchwood costs 125 Sun. And has a short cooldown.
It revives mints let that sink in
I think they made puns then figured out what the plant would do.
Where is pun?
What pun
Guys, intensive care, intensive carrot, bruh.
That makes sense except for a few like bowling bulb and phat beet
@@goofyahhguy9389 Bowling ball, Fat Beat?
And this, kids, is why I absolutely despise Neon Mixtape Tour's options of plants.
I always see this world as the one which lacks usability, the plants are too situational.
Some, mechanically, don't work, like Garlic and Mr. Video title over here
Others half work like Celery stalker or Discount Gloom Shroom.
And there's the last. World exclusive plant (Yes, broken, but cmon man, could've done a 6 plant world with Cactus and people would've been happier.)
Garlic isn’t that it doesn’t work mechanically, other than the fact it gets countered by everything it got severely nerfed as well.
Celery, phat beet, and spore are fine
Celery is actually very good but it is kind of situational
Bruh forgor about spore shroom ತ_ತ
Wait there's people on this planet that actually don't like celery? This is cursed knowledge i wish to unlearn
@@aperson8077 you dont know how many times it comes in clutch tho =-=
I think the drill design makes it so that it goes to the roots of the eaten plant and revies it.
Its obv because he drills into the ground😑
@@GlitchBugger that’s quite literally what was said, what is your problem?
@@Sp3ctralI its been 6 month but i still don't know what that guy problem is.
@@ArethaAnimatemaybe he was mad that Creeps didn’t figure it out? But I don’t get why people don’t make their own comment in such cases
@@lugoorstar yeah. Usually im the problem but now im not. Im happy that atleast somebody agree.
You know, I probably have a few ideas on how to probably buff this:
1. You can preplant a carrot, put it before or after you place a plant, including pumpkin and other plants
2. Can be use on squash, potatomines and what else
3. Actually gives more health than halving it
4. Cost 25 sun
5. 3 second recharge
Edit: replies work too
Puff shroom + Zen garden Pf boost+ spam + Revive + 4 Plant food like: Yayyy
Maybe it should cost about 50 Sun, that'd be fairer
bro that’s too good that’s literally infinite stalling with like 2 basic sunflowers
Make it cost more with the same cooldown, maybe lighten up the death requirements a bit. It gives a damage/attack speed buff, but *only* after revive, and shovelling doesn't count. So you have this potentially very strong buff, but you have to let your valuable plants die for it
Maybe it can activate the plant's plant boost too
I think Intensive Carrot would be better if we had the option to preplant them on plants, so that the second they die Intensive Carrot does it's thing and instantly revives them straight after their consumption. Maybe not too much of a help, but it might be good with defensive plants or smth.
imitator but better
@@elgatitokawai55 nah imitator has it's own purpose for slow reloading plants/ spammable plants
Like a guardian angel carrot
if you could also use it on instant plants like jalapenos it'd be so much easier to defeat Gargantuars since you just get them down to like 1K health, and by the time the animation finished the imp has already landed killing both the Gar and imp
That would be kinda cool, ngl
If Save Our Seeds was only lost when the level is over (ie you beat the last zombie with a plant missing it gives you a game over) then Intensive Carrot would be way better
Unfortunately this would lead to a lot of cheese
*situationally
In most other games, the term people use for the "Offensive Momentum" you bring up is Tempo. The word can mean different specific things in different games, but in general it refers to keeping up with what's happening and staying ahead of the curve.
Fun fact: intensive carrot was a plant idea conceived before PvZ2 even released.
thats a pretty neat fact
thats a pretty neat fact
thats a pretty neat fact
thats a pretty neat fact
that’s a pretty neat fact
I deeply appreciate the non-auto-generated subtitles, thanks, every channel who does that is great!
I cannot WAIT for the lightning reed video and how it is an amazing plant! Surely there won’t be any video saying how situational it is!
yes
It's one of the most broken f2p plant
@@sandwich336 the plant food is pretty good but the normal damage is just terrible dude
days later; the video is released and it turns out it's not situational, unless you consider it being good in late game situational.
@@user-tzzglsstle585e38 i mean spamming it is situational if you consider the need to solely focus on it situational
I remember in eclise beta t3 intensive carrot was really broken especially with wall plants
It was hilarious to use
True...But that's great(although that's op)
Enjoyed the thing before the sun meta changes.
It was also the only way to beat survivar:gargantuar, or, at least, get a good run.
@@imtoolazyforaprofilepic4961 u can install the old versions of eclise if u want
@@hondurasen3632 where do you find them? Before the sun changes it was genuinely an amazingly fun mod, ignoring all the drama
The only use repeatable I've found for intensive carrot is for hypno-shroom and enchant-mint combo
Have you tried its synergy with sun bean? It's pretty cool. Use it on something like a knight or a conehead mech, and that's a solid 600 sun, 300 for the sunbean, 300 more for the revive, and -150 gets you 450 sun. Not bad.
The only time i genuinely find this plant useful is when im doing a zomboss level that lets you choose your plants on pennys persuit. Some zomboss levels can't be stuned using plantfood like the lost city one so i can save some extra sun for replacing a plant that gets destroyed. This is the only justifiable way i can really use it right now because i don't have much premium plants to have a different strategy against these levels
Unless theres a way to stop the fire attack then please tell me because somtimes he does two rows of fire
@@Noebody6970 just do enough damage and the attack will cancel, though you probably need to use plant food to counter it
@@aidingagent3885 it's super hard and somtimes very inconsistent because his stun animation won't happen until he finished his attck
@@Noebody6970magnet shroom can stop all and any of his fire attacks (plant food always needed though)
They absolutely came up with the pun in the name “Intensive Carrot” before figuring out what the plant would do
so. true.
1:00 them not picking up the plant food angers me for some reason
The main situation that it’s useful for is for a plant that’s meant to be eaten, such as sun bean, chili bean, hypnoshroom and the electric tea that you were using as you were shaming it (at about 16:55)
Guys I found Intensive Carrot Carl's alt account
You are right though
I have only found intensive carrot useful in 2 levels. These 2 levels revolve around keeping the only sun producers you have alive, while not being able to plant any more. However, pumpkin still did its job better in most aspects. It synergizes well with explodo-nut I guess, but even then imitator does this better.
There was one level is harder modern day for me where this happened
when i first got carrot, i found the concept so baffling that i thought it would revive every single plant that died. since the multiplying mushroom was introduced a few levels ago, i thought they were going to combo
Carrot is a plant that burns a hole in your seed bank where an actually helpful plant could be.
I tried tier 3 carrot, actually trying to kill the zombies just works better.
I think Intensive Carrot can be simply and elegantly fixed by making it so that the revived plant gets a single immediate plant food powerup.
This would provide a whole new layer of strategy and depth that would allow it to compete with instants like cherry bomb depending on which plant you use it to revive
That is a great suggestion, why did no one reply to this yet? It's very good.
or make it cost 0 or 25 sun.. That way, the list of potential plants that is worth reviving increases. In vanilla for example, I will not use carrot to revive a wall nut just because the cost would be too much.
Reducing the cost would make it worthwhile to revive wall plants especially if your wall plant seed is still on cd.
that was what i was thinking to
Was exactly my thought tbh.
Exactly, they should really buff this guy to make him work more, it's not that hard
While I agree with what you've said here, it's worth noting that Intensive Carrot with Exlpode-O-Nut and Explode-o-Vine is actually really strong, even in Endless Zones. Explode-o-Vine doesn't need to be used as a Vine plant in this instance to br good. It's definitely not as good as Imitater is (and Carrot is still flawed don't get me wrong), but it's a cool strat.
Yeah I'll be the first to admit I skipped over the exploding again and again stuff carrot can cause more than a bit, theres still value in 100 sun 20s recharge explosion constantly (and despite your phrasing, I'd say its EXTRA important in Endless Zones)
the main reason i moved over it is that PVZ2 instas are just totally broken at this point and so trying to go "yeah this is valuable" while being fully aware of things like Puffball which could potentially (i guess) be competing for the slot is something I'm wary of. Plus in general I consider Explodeonut alone overkill enough to beat most stages, which I consider grounds for most plant's quality out of consistency.
though yes i'm aware you can use explodeovine and get 4 explosions from 2 plants and that is definitely a thing that i cannot deny is hillarious
I would be interested to see lightning reed. Incredibly slept on for great multilane value. It really does do a lot for the price - much like the fan favorite star fruit!
Oh boy, you have no idea at all how many people think Lightning Reed can solo 42 Jurrasic Gargantuars, 2 Cardio Zombies and a Zombot Multi-Stage Masher (this is an exaggeration, but no, Lightning Reed is in fact not as overlooked as you think)
@@joelhoon1707 there's people like that, and then there's people touting it as the worst plant in the game
@@dylantoney6971 I'd say it's one of the plants in the game. It's basically about as good as, hmm, let's say Threepeater. Just not as expensive. I say this because of its qualities when spammed.
"Incredibly spelt on" ?
It's quite possible the most overrated plant. Although I do agree that some people shit on it too much - I think its a well balanced plant, and it works well for speeding up the early game (not so good for stalling though)
@@there-is-weeping-in-the-at1746 making fun of a typo in a youtube comments section 💀
I'd imagine the intensive carrot's drill is to mimic the design of the medical staff with the two snakes wrapping around it.
I personally love intensive carrot for helping to spam expensive or slow recharge walls across every lane at the beginning of the game, which is great for controlling the game as soon as possible and for playing forward. It saves you either/both time and/or sun. Also for some reason it is typical for ambush zombies to narrowly kill my back line plants and then die themselves, which is infuriating. Intensive carrot is a great solution for this because the zombie has already died, and replacing a back line plant for 100 is usually a steal. Overall carrot is great for players that have a hard time keeping their back line safe, and as a poor-man's imitater for walls and consumable plants.
I like how he looks.
But if you look at him he looks like a plant that drills at an 1x1 area and stops any zombies at that tile for a small while from moving or going past it
honestly yeah, his design is cool, but the design language is confusing at best and really bad at worst
You should do a video on how OP Magnifying Grass is.
>It can take down a Gargantuar with ease with enough Sun like the Doom Guy taking down a Baron Of Hell like in Brutal Doom or in Doom Eternal with Berserk Mode.
>It works well against Jester Zombies and Wizard Zombies.
>Somewhat useful against dinosaurs.
>One shots all weak zombies even at Level 1.
>Excavator Zombies are one of the only zombies (besides the all the Zomboss Bosses) who can casually put them down.
>Takes down shields and graves very easily.
>It can fire a stronger and lengthier beam if Sun Producers are on the level.
2 months late but like,
They made a plant which is effectively a permanent instant, the plants which let you easily control the pace of the game the easiest, and then tied him to sun, in the game with the fastest sun production in the series.
I am not shocked people overlook it, but man he's stupid if you just know how to stall
@@canttellyousorryaboutthat716 Magnifying Grass is a "she" btw
I've made good use of carrot exactly once (in a scenario where I wasn't required to use it), in the mega gatling tournament, vs zomboss mammoth, who has the power of 'this tile must die' in addition to sun economy actually being an issue when the mega gatling itself is your focus for a strategy. I placed primal sunflowers very far forward here so they tended to get run over fast once the battle picked up steam, since explorer zombies and barrel rollers could delete one the frame they appeared from the ice. The others in the lineup were torchwood, squash, and appeasemint. Very good strategy, could hit upward of 4 mil points if you were lucky.
1 minute after this 660nj posts a video about how sun bean is a hidden gem lmao.
its not even a minute after it was at like the same time
@@Creeps20 well it said you posted this 3 mins ago and nj 2 mins ago according to youtube but yeah
NGL, if it knocked back zombies during the revive, it would not be as bad. You push the zombies back and your offensive plant returns to damage them. It'll also fix the issue of plants dying immediately when a zombie is on top of them or walking past the plant.
That's what I was thinking as well. I was also thinking of being able to revive more insta plants, such as Squash, Potato Mine, and Stallia. But I would make it cost 100 sun and make its recharge time 20 or 30 seconds.
@@jessetime159 I was thinking of giving it a very short recharge and a higher cost
@@Glubnub Maybe a cost increase to 150-200 sun and 10 seconds recharge to revive plants to full HP and knockback enemies within 1-2 tiles could work.
Honestly a few ideas for buffing the carrot are dropping the cost down to basically free (0-50).
Make it give the fertilizer boost on revival.
Make it a permanent plant that continues to revive what ever it's planted under after a cast time.
Or let it revive instants such as cherry.
Another name for the video: 18 minutes of a gardener roasting a necromancer carrot
Here would be better uses for the Carrot, based on 'Design':
•The drill allows it to dig itself into the ground (Maybe it could take a while to do, like the Grave Buster)
-It could then wait underground, until someone steps on it. After the action is complete, it can make it impossible to plant there for a bit, like Doom Shroom.
~When it's stepped on, it could spring up, flinging them away.
~When it's stepped on, it could go downwards, letting a zombie fall into it's pit.
-It could spin around, creating a tornado that flings Zombies to another lane
-It could act like a top. Once attacked, it goes up and down the lanes once or twice before going away.
~Name?.. Carrot Top
Primal Carrot(ceratops)
-Makes a dinosaur pawn shaped hole that can swallow 3 zombies
I think intensive carrot could have been usable if it acted more like insurance. You place it on top of a plant that is still alive, like a walnut, and when that plant dies, it is instantly brought back to life
It would be interesting to watch a video about you giving your thoughts about the leveling system of the vanilla version
it would just be me screaming in agony for an hour it'd truly be a video of all time
@@Creeps20 Still
"screaming in pain at bad game design decisions" is probably something people want
@@musicexams5258 that is true
Zen garden?
@@Creeps20 tbf plant leveling is certainly one of the mechanics in plants vs zombies 2 of all time
i think a video on iceberg lettuce, stunion and all the plants that slow zombies down, comparing them and explaining each's ups and downs would be cool
The idea of win conditions versus lose conditions has always been fascinating to me, and it probably doesn’t help that this is the 3rd game discussion that’s brought this up.
This kinda reminds me of the vita saw from tf2.
The concept isn't "bad" you get punished less for dying... but you have another melee that rewards you for not dying. By giving you 25% to a very powerful ability. It only lessens the punishment of dying rather then rewarding you for counter acting what would've killed you to begin with.
Why use intensive carrot to lesson the punishment of failing to protect a plant, when you can just protect the plant. Plus the plants you brought for that purpose probably have other uses. Like stalling to get sunflowers.
Cheeky australians
the vita-saw isn't awful, it can be pretty decent and if balanced wrong, extremely overpowered (see pre-jungle inferno), it's just the ubersaw is so immensely powerful that all other melees in medic's arsenal are kind of rendered useless. I'd say a nerf to the ubersaw is in line rather than a buff to the vitasaw, but adding a 15% uber on hit to the Vita-Saw would go a long way.
@@NeoBing Yes ik the vita saw was powerful THEN, but the crucks of the argument is that it never rewards you NOW. Because it's stats rely on you dying. It lessens the punishment for dying rather then reward you for living.
also like you said the ubersaw is just so powerful. Why use the intensive carrot when you can bring another plant? An extra insta plant like cherry bomb, stunion, iceberg ect. Maybe a little sun from gold leaf or sun bean. maybe not having to sacrifice a plant for a mint. The vita saw, like the intensive carrot take up space where something more useful could be.
@@ManicObsevations the vita-saw was always something that lessens the punishment of dying, it's just that you didn't have to do anything except do what you normally do. I agree with you on intensive, it's horrid at actually protecting plants.
This was educational.
Honestly the Gargantaur Prime point can be sorta negated in Terror of Tomorrow, but if you make it in to where 50 Gargantuars spawn on the screen on once, a double E.M. Peach is enough to cheese it.
I would’ve made intensive carrot not only revive plants, but to also give them a boost(depending on the plant). I would even go as far as to make him revive the plant AND to give it plant food. It is a huge step up from current intensive carrot
underrated, get this guy 1mil subs. btw, ty for making subtitles.
14:11 yeah it costs half as much as Sun Bean so you get a bigger profit from revived Sun Beans than regular ones lmao
gt moment
@@Creeps20 It also helps that in GT, Chili and Hypno are some of the best earlygame instas so you can use those to get "offensive momentum" out of Carrot too. Running Chili, Hypno, and Sunbean (or even just two of those) makes Carrot absolutely worth a slot.
Counter argument, sniper zombies like Z mech in a "limited amount of sun" level or last stands
Carrot help minimize the amount of sun spended when expensive plants are sniped by lazers, imps, ambushes etc
What if revived plants do their plant food effect or smthn
I think it'd be solely used as a power lily if so, I personally think a kinda 3x3 KB would be more useful, making reviving itself more valuable and offering other uses.
a late congratulations on 1k subs or 1k and a half on the time of typing this I am so glad you are finally getting the love that you deserve! When I first joined when you just started fallen and you only had a few hundred subs at this pace you will have 2k at the end of the month!
If anything, they should buff it so that the plant it revives activates its plant food power. It would make it somewhat useful at some cases, but not overpowered (since some zombies would have already passed the plant's range).
An ounce of prevention is worth a pound of cure
Intensive carrot - 200 sun - 20 second recharge time. *Instantly* revives any plant to full health if used within 30 seconds of it dying. Works on explosive plants.
Now, you run two slots dedicated to explosives and being able to revive wall plants to stall. Promotes spikeweed strategies, a cherry + intensive kills 3 lanes of gargs and intensive itself can revive your walls. Its still niche, but I think niche in a way that works. I was trying to make it still stand out from imitater, and while this isn't really that good its better than what we have now.
I kinda feel like the cost is overkill tho. good concept at least
But then who’s gonna want to buy chomper
@@dankboi_ this doesn't replace chomper. While it offers a faster cycle of instant use plants, this works better on gargs and bonus utility on wall plants though costing an extra slot to use.
@@dankboi_ f for chompy boi. the devs will only keep giving excuses why they should sell him at the same price as toadstool.
@@dylantoney6971 I’m making a joke about the devs of the game thinking like this when making plants
I think it would be cool if carrot could revive cherry bomb type plants, and if it always revived the most expensive plant ever placed on the tile
Also one of the most forgettable too.
Its like out of site - out of mind kind of plant
Maybe give him a faster cooldown and make him cost 50 sun and maybe he'll be average
Make him revive insta-use plants
Carrot is like an imitater if they let you imitate all of your plants but then they threw on a bunch of gimmicks for “balance”
3:10 tf are those zombies
As someone who plays Penny's Pursuit and Arena, it's bad there too. Sure, you *can* level it up to be better, but most of the time it's just a waste of a seed slot, of which you already don't have a lot of in those game modes.
I’ll admit, usually I watch these videos expecting to disagree to at least some degree, and I came into this expecting the same thing, I was like “Yeah it’s bad but I’m sure they COULD make it work” but I’ll admit you completely convinced me it’s a flat-out bad idea. Good stuff, definitely will check out your other content
I don’t really think of intensive carrot as a plant designed as a tool for the player, and more of a tool for the level designers
The design the sound effect I love every thing about it but the power is just ……….…
Lets say you lost a plant with 300+ sun,
Can you get another one? Yes
Did you just let a zombie eat that plant? Yes
Did you not place it at the back of the fuckin lawn? Yes
Did you waste a seed slot just so you can let zombies eat an expensive plant and use it for no concrete reason? *yes*
This is the big problem with this plant and similar things - you shouldn't have a plant or card in a tcg's deck solely for the case you failed epically. Have a plant or card in your deck that helps prevent failure in the first place.
bro just went on a rant about a fictional character from a fictional game who is also a carrot for 18 minutes straight
+respect
If you ever feel like you're worthless, remind you that Intensive Carrot exists.
and if you still feel that way remember levitater exists
@@stormyshelter9997 late but if you still feel that way remember that spring bean exists
@@yes3410 and if you still feel that way remember that tomb tangler exists
@@stormyshelter9997 and if you still feel that way then remember gold magnet exists
@@yes3410 and if you still feel that way remember pvz1 marigold exists
Man enchant truly is the worst plant family of this is one of the few members you can get for free naturally
I legit have never purposely used intensive carrot unless i was saying to myself “I’m going to use the worst plants in the game to beat the level!”
I got this video in my recommended with zero context, having never seen your videos before. I didn't realise it was about plants v zombies from the thumbnail but I was intrigued. Good video, keep it up!
Intensive carrot is kinda useful on last stand stages with winter melons incase you have 300 extra sun and lost winter melons
Pretty spot-on video. It needs a buff or 3. Make the sun cost 0, or -200 (so it actually gives you sun when using it!). Another could be it revives many plants around it as well, or just spawns extra copies of a plant that was just revived. Yet another could be when it's used, the revived plant gets a buff... x2 the hp, and bonus to attack power and speed (some of the RTS and strategy games have solved this this way since in many cases, it also falls under the "best defense is a good offense" doctrine)
TLDR: Expecting your plants to die is a bad strategy.
I feel a good buff to intensive carrot would be make it a little more expensive, but have it immediately plant food any plant it revives, that way it provides both defensive utility and offensive momentum.
what if carrot was spammable and free but would have some sort of downside, like lower health?
I feel like to make him somewhat usable, he should act like a vine plant, immortal but reviving a plant with immunity/buff/plant food whenever they die. Would be interesting seeing that in a mod
I feel like it might be good if, when reviving a plant it immediately activated a plant food effect
sun producers
it could be cool if it was one of those plants you use because it's fun not because it's good.
like it could be used on a square where a plant has died to spawn a random plant of the same type
Intensive carrot does not suck, it is simply a plant your entire strategy has to plan around. Plant a strong plant with no support knowing it will do its job for a bit and then die while you can invest heavier into getting more sun, and even be willing to sacrifice something like a lawn mover to gain permanent momentum in a lane you could have otherwise not gotten. Too niche for me to ever use myself, but I at least understand its purpose. Also, it is a nice way for beginners to snag back momentum of a level they made a mistake on, replacing expensive plants for cheaper, not all plants are made to be good for all players
14:48 Most replayed section.
Cool vid keep it up
BTW your timestamps in the description ain't working huh
I'm pretty sure they are?
@@Creeps20 I'm not seeing the TH-cam chapters on the video bar
Maybe just a bug
I guess the weird death consideration is kinda because they're considering the body still being there? Like if the Lilly pad is destroyed, the body sinks, if the plant is removed from playable squares, you can't access it?
what song at 6:47?
One thing intensive carrot does have going for it is something you showed in the background footage, that being, it can make for some somewhat interesting (albeit sometimes frustrating) and kinda unique minigames
This thing really, really sucks. I've had Intensive Carrot since Neon Mixtape Tour Part 2 released, and I've never willingly used it once at all, unless I'm *absolutely* forced to.
The biggest problem with Intensive Carrot is that it's redundant. If one of my Winter-Melon dies, I could just plant another, since I'm obviously well off if I have enough sun to plant one.
Reviving plants simply isn't valuable enough to warrant Intensive Carrot's existence in Plants Vs. Zombies 2.
I think Intensive Carrot's ability to revive a plant would be far more useful if you combined it with Aloe. Allow the Aloe to revive plants. This would make the Aloe more useful, while also not wasting the Intensive Carrot's niche.
Yo bro take some english pronunciation classes or get a better mic because i'm at 3:28 right now and it feels like a job tryna understand what it is you're saying.
Edit I can't man you had a banger video but your speech is so slurred that I can't finish it man. I gotta drop the video.
Hypno-shroom/Electritea, Imitater and Intensive carrot. Good combo until you remember almost every world has a non-eating zombie. I guess there's early-mid Frostbite Caves, you love frostbite caves right? I really like the point that worthwhile plants to revive shouldn't normally die, and as mentioned only an expensive, slow recharge, average health melee plant would need to be revived, like cold snapdragon in that mod or apparently Electricitea for almost none of the reasons above.
I believe this plant comes from the future world though. And it's purpose was solely to be used there, since there are many ways that your potentially expensive backline can be threatened. It's similar to hot potato, except the niche isn't as apparent.
This plant came from neon mixtape tour, not far future. And those plants are both cheap and mostly terrible anyways, the one worth using it on (Celery) has a quick recharge and costs 50 less sun than carrot. So no, it was terrible in its own world.
The reason why intensive carrot just doesn’t work is that you get it pretty late into the game, and you never need it when your focusing on your other plants being eaten.
If it could revive instants, then it would basically be another imatated instant.
nj's and yours videos are the best ❤
When I clicked on the video I had absolutely no idea what the context could be. That brief moment of learning that this was a pvz video was an experience and a half.
I don't need an explanation
Another way to describe "offensive momentum" is to get into a very long-running discussion in game design about the concept of the "tank fallacy" and the difference between "playing to win" and "playing to not lose". I'm going to use what might seem to be odd language considering this is PVZ, but I'm going to do so because this allows me to apply these concepts to both PVE and PVP games.
The "tank fallacy" refers to the idea that tanking is a viable way of winning a battle. The exact details of this fallacy change between games, but it typically boils down to the idea that it is a fallacy to have your entire strategy revolve around being able to take a hit, or being able to take near infinite hits. You are not able to win a battle just because you can survive anything if you cannot eliminate anything in response. This is also thought of as "playing to not lose". You aren't necessarily coming up with any idea to actually defeat the opposition, you are simply trying to find a way to not lose to the opposition.
Crowd control is the concept of mitigating the effects of your opposition without actually eliminating them from the game. This could be by slowing, stunning, delaying, knocking back, or reducing their damage. The ultimate form of crowd control is to eliminate the opposition entirely. This is another form of "playing to not lose". It suffers the exact same issues as the "tank fallacy" if you put everything in on this idea and so you can extend the same arguments to this concept as well, just the exact execution being different.
"Playing to not lose" does not win you a match unless the opposition somehow manages to eliminate itself or is so much more fragile than you that after an extended and drawn out match you win simply because your minimal damage output overcame their defenses before their damage output overcame yours. This is an ineffective strategy that typically leads to a delayed defeat or a very late victory after a very grindy match.
"Playing to win" refers to a strategy that is designed to specifically overcome the opposition and actually win the match. These types of strategies are usually described as incredibly offensive. Unlike those who are "playing to not lose", those who are "playing to win" are less concerned with avoiding defeat and more concerned with chasing after victory as rapidly as possible. These are the types of strategies that either win very quickly or lose very quickly. The quintessential glass cannon mindset.
Now both of these tactics might seem bad and you might assume that the correct idea is somewhere in the middle, and you would be right. The thing is is these are things that synergize with each other. In a team game you will bring just enough people who are "playing to not lose" so as to delay the oppositions victory long enough for those who are "playing to win" can actually win the game. The balance between these two things typically works out to approximately be at the point where you are able to delay the enemy's victory just as long as it takes for you to win. In a single player or 1v1 game then your plan as a whole is attempting to bring a combination of tools and statistics to achieve this same balance. If it takes the portion of your team or plan that is "playing to win" requires 120 seconds to win you the match then the portion that is "playing to not lose" needs to be able to hold out for 121 seconds. It doesn't matter if they were about to fall in another second, because you already won. It is also worth noting that typically every every resource that you are spending to play to not lose is going to slow down how long your "play to win" portion takes to win. As a result, you need to be always gaining more time to survive. Then you are gaining time that you need to win. If the defensive option buys you 6 seconds longer of survival, it takes you 5 seconds longer to defeat the opposition then you have a good trade. If the opposite is true then it is a bad trade and you should be either seeking a greater defensive option or a greater offensive option.
Intensive carrot by its design is doubling down on the tank fallacy. It is "playing to not lose". Its purpose is to delay defeat. The only way for it to be valuable is if it can delay defeat long enough to justify an extra slot being spent on it compared to how fast you can win the match by "playing to win". There's no situation where it really does so. PvZ2 does not have sufficient random unavoidable damage to commit to something like this. Some games do. If it was more common to run into zombies that would randomly eliminate something on the field that would be worth reviving, intensive carrot would actually be amazing. It would mean that if your "play to win" strategies suddenly had the rug pulled out from under them due to bad luck you could compensate and rather than simply delaying your defeat, it is ensuring that the schedule for victory is maintained. Since that's not the case, the only thing it's being used to double down on is melee plants and barrier plants. It also only extends the amount of time. One of those is giving you before you lose by at best 50%. Even if it revived something with 100% of its health, you are still losing a slot that could be used for winning the game. It's already unusual to take more than one maybe two slots for delaying defeat. Using this purely defensively as it currently stands requires it to somehow multiply how long those other methods are delaying things by a significant margin for its cost. It could also maybe be useful if it was likely that an expensive plant was going to be picked off from the front line and this was a cheaper way to get it back, though it would need to bring it back for half its cost or less to be worth it. That would also require sun to not be meaningless.
In a way, the thing that actually hurts it the most is the enemy design of the game. In a game where zombies would pick off random plants more often, it would be fairly useful. After all, it doesn't actually matter if a plant is only a half health if it's not actually taking hits. In that type of situation what you are really doing is planning to counteract luck elements built into the game. Trying to ensure that you don't lose the game entirely due to singular instances of bad luck taking out something that is a key pin to your strategy. Imagine for a second a new zombie type, it appears at the far side and is completely immune to damage. It selects a random square on the map and instantly deals massive damage to that point. Wiping out nearly any plant without issue. There is no way to control where it's going to hit nor can you try and predict it. Once it has selected a target the best thing you can do is dig up your plant for some refund. Intensive carrot would be a way to react to levels that had a lot of these. Especially if there was a decent number of them in the game. Levels that featured a number of these zombies would encourage intensive carrot use.
9:30 to be fair, saying it provides no offensive momentum isn’t true. The idea is you’d revive something that would help get you back that momentum. Not saying it’s good but why use flawed points when the rest are sound?
I think Intensive carrot needs to give a frames of invincibility after reviving plant
Likes healing (infi-nut)
Dislikes reviving (intensive carrot)
I think we found the human version of Aloe
there is a case to be made for defence against gargantuan thrown imp revival, in case the imp manages to reach your primary offense
I'd like to give intensive carrot a bit of credit though atleast in eclise as it helped me get through the akee archer secret stage, I was able to beat the level by reviving torchwoods long enough to make akees.
"It's bottom half is shaped like a drill and...I can't say I know why-"
The literal animation of it drilling into the ground : am I a joke to you?
Tile Turnip.
There’s one specific level where I get a lot of use from intensive carrot. The penny’s pursuit boss levels start you with a huge bank of sun and winning depends on you dealing huge chunks of damage to the boss. This encourages you to pick medium and high price shooters, because early-game sun squeeze isn’t a thing.
The bosses tend to have missile attacks that target a plant and kill it instantly. Intensive carrot is always cheaper than the plants that it kills (because you brought pricey shooters) and the sun profit frees up sun for more tile turnips.
I think a way to fix intensive carrot is to make it have lower cooldown, sun cost, full health revives, and making it usable on instants so you can reuse them without wasting an imitater slot.
In the Chinese edition this plant does a great job, because their last stand is modified to be continuous in the sense that plants from level 1 will live and move on to level 2, also that within the entire process there is a very limited amount of each plant you are allowed to use. Considering the zombies in the final stage of the 149 levels process will be exceeding overpowered, essential plants also have a great chance of dying, say in boss battles the missile. In such case, carrot could essentially add a lot of useable cards to the field. Also that this plant is considered of low rarity, while many strong plants are high rarity, the rarer the plant is the less is the limited amount going to be, in which case reviving is very economical.
Intensive carrot can be fun to run with a bunch of 1 time edible plants like poison mushroom, chilibean, etc. But you often are spending 125 for a plant that costs under 75 sun.