This is nothing compared to the monstrosity that the warp parties are One thing to mention, plants don't have to be balanced by use rate. Some plants are only good in niche situations and that's totally fine. Eclise tries to compensate that by making lots of niche levels which gets annoying at some point, because you are forced to pick specific plants instead of choosing the niche ones on your own will.
rRght? Why can't I see a large niche and pick my favorite strong comp that fits it rather than getting shoehorned into some garbage I didn't play PvZ for?
There is an specific level that took me hours.... why?? I played no defense plants to make the game more challenging, but I'm new to the game and I don't know how plants works in this game and that level require using some specific plants yes or yes, and I don't like that
The sad thing is, I feel the original PvZ2 did this better. It first have a conveyer level with the new plant in the selection pool, then it would be a required pick for the next one, so you could see how it would go with your current strategy. Maybe some other levels were thrown in, but that was the basic setup. Meanwhile, zombies were usually introduced by themselves, or when the player just got the plant that counters them. Plus, the dialogue between Dave and Penny before a level starts informed you about the Plant/Zombie you were about to encounter. That feels much better designed than what’s going on here.
I hate vanilla PvZ2 putting new plants on conveyor belts, because you literally can't access the almanac to find out what the heck they do without exiting the level entirely.
I wish that Eclise eventually realises on how to introduce plants like PvZ1 instead of making an entire level based around this one plant and one plant only.
Pvz1 does it well in many ways, puff shrooms are introduced right before the player has to deal with night time where sun is more limited, you get the threepeater in the pool where it excells the most, etc. Most of other plants like garlic and coffee bean are given late but they are mostly designed for the player to figure them out by themselves without forcing them to use them at all, So they can have fun with them.
Even vanilla pvz2 does it well too, like when youre introduced to the magnifying grass and the shadow plants, neither are necesary but the game gives you a chance to use them for a bit before you can keep making progress at your own pace.
@@aaroncuameaalvarez3893 That’s also the exact reason why so many pvz1 plants are unused, for example a lot of people think starfruit is bad because it doesn’t attack in its own lane. Scaredy-shroom is another example. Just because eclise poorly made the intro levels doesn’t mean that intro levels are bad in general
Playing Eclise, I just wanted something like PVZ1 with more challenge. At a certain point of knowledge the original could be beaten with both eyes closed. I wanted more challenge, more plants to fiddle with, something to engage me. For the most part, Eclise did that. A lot of its early levels were challenging but not impossible to complete. A few times I cheated and used a video, which is vindictive of what soon came. As my casual friend put it: "It just seems like the game spams you with a ton of annoying zombies and you just have to pray." Garg spam, wizard spam, octo spam, all memories from my brain via the mod. I think, like you say in the video, it would be great idea if levels were put as challenges. Where the obvious answer is to use the plant you just unlocked, but it isn't your only answer. With enough knowledge of the game and skill in your strategy, you could make your own solution. Lastly if anyone seeing this has mod suggestions like what I'm after (a more challenging typical pvz experience), please let me know in a reply. Balance is of no concern to me
I suggest playing Reflourished, it's just PvZ2 but improved. New levels instead of reworking all the base games, 2 new worlds and overall more challenging approach to the newly added levels, but is still casually accessible.
Well, if you want a PvZ2 mod i could recommend Reflourished. Which is both a good experience for veterans and good for casuals. Or if you are actually willing to play a PvZ1 mod. Play PvZ Plus/Hard Mode or the even harder versions. Brutal Mode, Brutal Mode EX or Brutal Mode EX Plus. (Very creative names). They're PvZ 1 Mods which revisits the entire games, reworks almost all plants and makes the overall game hard (PvZ Plus/Hard Mode is hard but a tiny bit fair, the other ones... They're not meant to be fair, so play them at your own risk or just do as i do, watch youtubers suffer instead of suffering myself lol)
@ Raphael and to be even more fair a huge amount of previous fans are aware of eclises sh*t, I even typed in “pvz eclipse” and immediately got “pvz eclise bad” I hope that continues
I haven't played eclise alpha(the last version I played was eclise beta 1.9), but man, the game seemed to have been redesigned for the worse(like from not bothering with intros to blundering intros of plants & zombies), with mint system and other downgrades.
@@mikadosannoji553 Honestly with how bad alpha has been looking for eclise, I’m thinking of sticking with vanilla. It’s not the most balanced but it’s fun and doesn’t require me to look up the solution (Yes, even big wave beach. Just use infinut and rotobagga)
@@mikadosannoji553 Sadly it kind of does. When an ad-riddled medicorely (and sometimes kind of unfair) microtransaction filled version that has none of the extra time or content dumped into it somehow looks *BETTER* than a heavily worked on mod that adds lots, you would really think they would think they know they screwed up.
@@elfbeaned thats kinda fvcked up if you think putting it in a side quest is a good idea considering the difficulties placed behind those quests, might as well do the hard ones on the campaign rather than finishing the quests where you only need the tiering of that certain plant
@@hawiebarrientos6369 where on this Earth are you on? Side quest levels consists most puzzle levels, you don't even need tierings to play. Ofc, I amnot favored of tierlock, but criticising it by extremely way is just a sort of immature. In the adventure I actually hate levels like 12-6 and 19-8 or some levels that is pure spam pumpkin and hurrikale. Most levels are actually fine to me, they include the element of surprise. If you think that surprise is annoying or a sign of bad level design, then just... screw you. Stop playing while complaining that much
Alpha 4 just came out and from the looks of it, it sucks. So far, I've been liking the first 3 worlds of Eclise Alpha, but now I look at this, I feel like I should just mod this mod. They also removed training room and some costumes :>
@@RGC_animation It was just meant by look, not by play. I was just judging based on appearance. Yes they did remove training room and costumes but its your choice, not mine
The creator of this mod made another mod called Grind Thousand aka GT000. This mod has a lot of the same problems as eclise, not properly teaching the player about new mechanics, and being incredibly unbalanced. Also you don't unlock plants from beating levels. You have to grind coins to unlock nearly any of the plants with the exception of the plants you get from the start. most of the plants cost way too much son, or are incredibly difficult to get. For example: winter melon costs 700 sun in a 25 sun meta. This means you have to collect 28 sun just for one plant that was nerfed
@@ShiaTheBunnyGirl fr, I played it for a while just so I can give a more fair opinion on it. It's so fucking boring. Some of the zombies have really fucking weird mechanics that aren't explained to you when you first see them. The amber head zombie just straight up ignores your plants
looking back on it, when i was answering the forum the pirate seas level twenty second flashback, (im pretty sure its 14-7) was incredibly confusing for me and literally impossible without toadstool. and gp2 has a real problem with introducing plants like snapdragon, E berry and others in levels where the player is better off simply not using them. i understand that you want to introduce a new plant to the player, but the design of these levels simply hinder their abilty to shine in certain situations where in other levels they would be really valuable.
Eclise was too difficult for me. The reason I loved playing Reflourished is because I was able to beat most levels using my favourite plant lightning reed, and comboing with some stalls, some explosives, or magnet shroom. They also give an abundant amount of coins so you could just destroy most zombies instantly, it may have not taught me to strategize but it was really fun.
i think with eclise the approach that makes it fun is if you go in, expecting to keep changing up your plant teams personally, i had a lot of fun with it since i made it a point to change up my strategy every level using the same plant team every level gets old really fast that said... 70% of the levels in eclise can be just steamrolled with op plant teams... i asked the devs about nerfing some particularly busted plants but they argued they werent op so idk
I've been playing through the alpha myself recently and here's my take: It's poor for beginners but it's a nice streamlined experience for longtime players. Very quickly I've had to use what I learned from older beta playthroughs and very few of the levels have felt boring or free. However, the difficulty spikes are still somewhat there and the gimmicks are introduced with little context at full power immediately. I think it's quite fun but if anyone is trying to get into it, play the beta.
pvz 2 alpha eclise have problems with plants and levels more than beta in my opinion. Level that dusk lobber was introduced i did not use it. I thought it was so trash i mean it cannot kill weasel without it getting over run. Splash and bonk choy comes in and does it job way better. Some levels need to be removed or change make the player to have better time and learning. Name some is ice block farm level, last stand far future invincible tile level, punk jam. Great video you did creeps and hope things improve on the mod and not go to more into the abyss than it is. Have good day people reading this
I feel as if GP2 doesn't understand why some plants are underused. Take Parsnip for example. (From Beta 1.8) I never had to use Parsnip because there were better alternatives for a stationary offensive plant that takes over a minute to recharge. Sure, its rush is much stronger than Guac's but it shouldn't be this hard to use. I may have poorly explained this. Like you said, Eclise tries to introduce too much. And even in Beta, I feel as if the introduction levels sometimes mix in with the challenges and minigame levels, which makes it varied, but somewhat inconsistent and jumbled. This is from somewhat who likes beta. I want to make a mod in the future that uses Eclise's ideas (such as world structure and some plant balancing) but without the pitfalls Eclise falls into like its barrier of entry and questionable level design. I know there are better examples from other mods like Altverz but aside from that are there other mods I should try?
dont get me started on how the developer decides to remake an underused plant to be more "specifically useful" when players tend to gravitate towards consistency in performance. Hell even the classic PVZ 1 was fun despite the years and tierings was simply because much of the plants have a consistent niche that isnt too unforgiving to use making it fun and viable whereas Eclise tries so hard to dictate what and what not to use like dude, I'm not trying to play pvz hard mode wherein I need to always be challenged, I just wanna have access to all the cool plants and play the game mindlessly like a simpleton while enjoying SOME challenge
@@ConfusionUwU My apologies, did you take offense in my opinion and critique on the developer? Did you even consider trying to see where I am coming from with my feedback? If not, perhaps you should think more before deciding what to say as this is neither constructive or useful. What do you know of game design, balance, and the overall design of what makes a game good or bad in a while subjective but based on solid consistent principles on the foundations of gameplay? Did people not use their brain when they played plants vs zombies 1? Are you implying that easy means not using the brain like its a kaizo designed game? I honestly rather you be concise with your argument and keep it with brevity if you wish to make your point clear. Furthermore, tell me what YOU know about what makes solid game design and when to listen to feedback of the very people playing the game?
This was a pretty good video, and I agree with most of the points made, but I do have one mild complaint - With the highest due respect, I think you really oughta slow down your talking speed. That, or add subtitles. There were a couple of times where I could not understand a lick of what you said.
Would you consider levels with extra win conditions to be minigames, or challenges? I feel like sos, flowers, and mold colonies are challenges. Whereas last stand is more like a minigame
It depends a lot on how they are used. In general, if they are testing standard player skills its a challenge. If its an entirely different approach, its a minigame.
Eclise's community has to be one of the most pretentious and toxic gaming communities I've ever set foot in. Worse than the Terraria Calamity mod. I left a long time ago but I remember the environment in that server was awful; if it wasn't just praise for the mod, it was almost certain to be just negative. They were really hostile to critics and incredibly impatient with newcomers. I remember a mod complaining about having to guide new players through the process of modding their game like... *bro you're a moderator for a modding community this is what you signed up to do.* DT himself personally banned me because I said "Dick Tree" lmao And you know, I really liked the Eclise mod at first. Once I figured out how to mod the game and started playing, I thought it was very fun and tough, but the game quickly got too complicated for its own good. I think part of their design philosophy was to make every plant present in vanilla reworked to be usable, and to give all of those plants three tiers to work with, which acts to the mod's detriment. The tiering system also communicates the wrong idea; you have to purchase additional tiers and those are represented with bronze, silver, and gold, which communicates that higher tiers are objectively better, which is not the case. I quit about halfway through on a conveyor belt level that required perfect execution and favorable RNG to complete; not fun game design. TL;DR 1. GP2 and his community need to learn to lighten up, be nice, and be more open to criticism 2. Quantity =/= Quality 3. Difficulty doesn't automatically make your game fun. You need to design with fun in mind first, not difficulty
i do think they should remove the coins needed for tiering that, or at least make the full cost of the the plant's tiers on tier 1, so people dont get good plants stuck in worse tiers
It's because in pv1 almost all zombies main form of attack is eating but in 2 there's multiple zombies that don't eat plants, like the octopus zombie and the mage zombie as an example
If I remember correctly zombies just had to walk up to it, make a face, then change lanes..no eating; which is what made it so great! making it basically have to be consumed to be good is such a horrible nerf! So many zombies in pvz2 don't "eat" so it's useless to a lot of zombies
Some of the Levels are so ridiculously difficult that i just look up how other people beat it and mimic their set up, i dont wanna sit on one level for over an hour trying various different plants and strategies
I feel like Eclise relies on PVZ2 existing and expecting the player to know how plants work in that game too much. I had trouble in Pirate Seas with seagulls because I forgot how I could counter them properly.
Pretty well made video. I'm not too huge within the PVZ Community, watch the videos, and love the games, and I have been looking into playing a PVZ2 mod that feels like PVZ again. But yeah, I could see why this mod is very buggy and ambitious, it's a mod that doesn't emulate the original but test more expert player's abilities, mostly, player's who're used to the mechanics, plants and stages of PVZ2 and mixes it up for them. And I vaguely remember either you or someone else mentioning about some levels just, not being levels at all and just gauntelets of spam, for example nothing but garg's being spammed so you just have to pray and attack. But eitherway, really well made video. 👏gg
@@Creeps20 Do you know a mod that greatly changes the gameplay, but for the better? For example, I saw your video, where you make pvz more interesting with sunflowers for 150 suns, and etc. You can let me play your mod or suggest other mods that change the pvz2 gameplay.
Eclise for some reason tends to be quite bs in terms of teaching new players who got that mod and are struggling so much in so many regards it feels like each and every single level you have to use that one specific strategy. Is it a good mod.... I would say Not really? I think if new players introduced to pvz2 is to play an older patch like the 5.0.0 patch with an edited pp.dat file to unlock all premium plants but not gemium. And learn the core mechanics first. Eclise in general now is basically only playble if you're a pvz2 veteran who knows what and each zombie does.
Idk about this, but wasn't this mod made for people who were already familiar with pvz? Like, all I heard was that this would be pvz, for people that already knew how to play and wanted something more challenging
As someone who's only playthrough of alpha was alpha 2 I recall alpha 2 having a lot of horribly difficult levels in general. I was a casual player and I remember 10-5 wasn't fun even tho i used red. A lot of intros were not fun and I most importantly I did not recall learn anything except rushing a defense and cold snap is broken. Also I thought 13-9 when I saw it was a demonstration of what happens when a sheeped plant is ontop of a grave.
I wanted to try the Alpha Version but was told by others in the discord that the changes weren't good. I think that they were right and I'll stick to beta for now
As a player if your forced to use something you Hate that you have to. People love being creative but if your creativity is stomped cause you have to use this on this stage will hamper that
Wouldn’t the “partial locked and loaded” restriction solve the issue with the plant’s introductions? Lock and load the plant they’re meant to learn to use, and then let them make the rest of their deck around it. This’ll make the whole “design around recent plants” work better, won’t it?
ngl the overabundance of introductions kinda kills the mod for me i really cannot think of a single adventure level that wasn't intended to be an introduction to something other than like X-10s yes introductions can be good but not when the entire mod is comprised of them
lol i didnt even think of using toadstool, i completely forgot that he can also swallow animal zombies instantly, iirc i just used a lot of kernel corn because butter one shots the parrot anyway
I guess I must be the exception then, because I DO gravitate towards new plants. Of course, I only use them for a few levels if they are bad and I use them a lot if they are good.
ECLISE is just hard to approach for me its hard to understand which strategies I should be using and how the hell I’m supposed to use the tiering system effectively. Also the introduction of Mints is TERRIBLE I was almost burnt on PvZ2 mods as a whole since it was the first one I played
You don't even need mints to play. The criticisms about mints are just a card for hate. Now, if you can always win a game and meet no hard level, so it is fun? Hell no, it is just boring. Eclise isn't smth piss easy like pvz or pvz 2, you must have brain to play, not to pick random thing and still win, it doesn't exist in this game.
@@elfbeaned That's the problem since PvZ in of itself is a casual game. Hell, most tower defense games in general are easy! I honestly think that ECLISE just needs to be a lot easier and more accessible to a large audience, or you could simply say that the game is "too niche" for it's own good.
@@bucket-prouductionsyt5132 just a fact: people proclaiming they are "good" at pvz are usually bad at tower defense. About ECLISE being easier..... how the f you want it to be easier? Lots of hard levels in alpha 2-alpha 3 are all now very easy. It was intended to be harder than beta, and after massive nerfs alpha 3-alpha 3.5-alpha 4.5, levels like 5-7, 1-9, 1-10, 2-7, 5-3, 5-7,... got back to beta difficulty, and some are easier.
And THIS is the second reason why i stay in the beta version before this newer rebuild of Eclise since the first reason was first strike removal, sometimes you NEED first strike plant food
i worked my way through all of eclise during the last school year and it took me all of april and may to beat the Alpha levels. I dont remember exactly what levels I got stuck on but it was definitely the later levels of Dark Ages 2 and the middle of Pirate Seas 2. It felt good beating the mod in the end but it was still way more artificially challenging than a plants vs zombies should ever be, on par with those chinese plants vs zombies 1 mods. I've found that other mods like Shallow and Altverze handle challenge way better than eclise ever did
Starfruit is also an amazing plant similar to roto, if you plant many of them they do massive damage, and you can get it pretty early on just in Ancient Egypt.
l think Dusk was introduced too early! It only does it's job well as a powered tier 3, but Moonflower and ShadowLeaf are introduced too later on, and the coins for tiering is far from being collected.
13-9 could be an interesting level, but it utterly fails as an intro to chomper I agree, and it could easily give a lasting bad impression. I love my boy chomper and he has many great uses but I don't think I would ever have considered using it in that level if it was a regular CYS. (low armour basics and wizards, duh)
Interesting fact:level 13-9 was interesting :before change, you had to protect 2 moon-flowers, but the thing is that they were bouncing around on lawn by gravestones. So you had to not only protect these moon-flowers, but also clean gravestones to not get your moon-flowers bounced away from the lawn. And then this level to turned into this...
I actually enjoyed eclise alpha a lot Since you actually have to consider the layout of most levels and pick plants accordingly, instead of using the same team over and over, which gets boring The difficulty for me was just right, and even most of the S levels were fairly fun That said, some broken plant teams work for most levels, so it's only like 30% of levels where you do have to tailor your teams to counter them Also I didn't actually realise the levels after unlocking a plant encourage you to use them, i just used whatever i thought was appropriate
GP2 seems to have misunderstood how tier lists were set up. He thinks they were designed on how much the plant was used. And as pictured later in the video, Chomper is still useless. Seriously, this plant DESPERATELY needs a buff. Maybe its Goop from the Garden Warfare games could be an extra ablity? Doubling zombie intros as plant intros should not be the case. That makes it hard to introduce what when. One plant and one zombie should be introduced at a time. Given the two shown responses to Bug Tile counters, it's clear they're hated, ESPECIALLY since there's a censored swear word in one of them. Intensive Carrot T3 seems like a good counter for the Bug Tiles however, given that it can fully revive the defeated plants that died to projectiles. However, with Gargs, things like knockback might be better. It's weird that PvZ1 graves (the ones invincible to everything but Grave Buster) get a simple introduction while the Bug Tiles' introduction, is much more nightmarish. Lastly, Alpha 4 spoilers: The introduction level of an upcoming zombie, the Zombie Amber, has pre-placed plants. These plants are opposites: One (a Repeater) is not a counter to the Zombie Amber, while the other (a Fire Peashooter) is. You can see this in the zombie's showcase video. Would that count as good teaching?
Just going to through everything one at a time. 1 - Not quite, as a lot of plants low down have some very good traits if the player can understand them (see Explodeonut, a plant which spent a lot of it's life totally underused, or Toadstool, which was totally useless to most players until recently, where people really started to see it's power). Even Chomper has some very effective applications, you just need to understand how to use it. 2 - In general even WITH gargs the best plan is to simply use plants like T3 Tallnut to keep them off the walls, as its far more reliable that way and costs a lot less sun, which is why T3 carrot is in general very iffy and questionable as a counter. 3 - With preplant-ed plants in general I'm super iffy. Amber in general is a weird zombie, admittedly, and I can see the thought behind the introduction there and do think its much better than, say, Bug Tiles. But I also think it also shows the player how to counter the zombie in quite literally the least interesting and least fun way, which I certainly think doesn't help it's case much, though I'm not a fan of Amber in general so god knows, though it could literally be to just showcase the zombie in that one circumstance and may not reflect the actual level, which may be better or worse.
I’ve only played through v1.5-1.8. But it’s a shame to hear it’s only become a worse experience with time since then. This video definitely strikes a cord with me for 20-8 in particular. An intro for what could be a very different game at what was the third final level of the campaign at the time I beat it, with that being the only level of its kind in the campaign (and side levels excluding mini games and community ones) was also extremely out of place. The signs were always there with an incredibly high rate of people going off the mod within the first ten to twenty main levels.
i downloaded eclise because i wanted do see is it really that good. and it was looking nice... for 5 minutes it was ancient egypt level 3 and it was fucking hard like it was a final level of some kind then i saw that there's a file called easy and i replaced the original file and it finally felt like pvz not like some kind of pain generator made for masochists
The problem with eclipse its that they think that being hard its equal to being good on gameplay perspective for pvz and thats not what define a pvz game, its the feeling that youre advicing and becoming more powerfull, granting you a way yo play as you preffer (sometimes forcing you to try a different way but with you own trick) while the enemies become harder. This mod dosnt have any kind of feeling that youre becoming powerfull and dont like you to play as you preffer, its the feeling that every time youre playing youre up to a really hard challenge that you need to solve on porpouse to procede, they did not teach you how youre gonna make the puzzle, youre just by youre own, even on a perspective of puzzle games This dosnt work, cause they at least teach you new mechanics as the game procede, becoming more strange as the game passes like cut the rope for example.
I used to play eclise mod, but i quit it after some time and i've recently returned and considering that i started in neon mixtape part 1 i assume 10-5 was the reason why i stopped playing months ago. Also glad i decided to finish it before quitting because i would have definitely quit again if that was the first lever i played after a long break
Ay, I feel kinda rude asking this, but would you mind adding subtitles to your videos? Your accent is sort of heavy and as a non-native speaker who's mostly used to listening to white gringo folks it's hard to make out what you're saying sometimes. Thank you!
There's something fun about finding a game breaking strategy in a lot of games every now and then. I love when a Binding of Isaac combo drops my fps to 1 but annihilates rooms
Eclipse teaches players to spam selectively not completely just make you have more skill to complete level but there are some that gives you brain damage just trying to complete it
I don't know if it's just me, but there's something about your way of speaking that makes you difficult to understand. You have clear audio quality, and I don't think it's an accent or anything, so I believe it's just how fast you speak. I'm not sure if it's just a me problem, but I just thought I'd point it out.
I used to play eclise before alpha. And good lord did i struggle even on easy difficulty. I got stuck in alot of the levels and when i got to second half of each world i got stuck on almost every other level.
@@Apisitshz Nope, my micromanaging skills are pretty good. Alot of the levels are literally based on like 3 strategies to beat them,and if you don't use those 3 strategies that you will have to google them up cause how tf are you meant to find out what to use and what not to win a level.
@@crazymartin526 dialogue....... And who the fuck has good micromanagement skills will struggle in ECLISE??? Escape root is there pay attention to all lanes.... and if you get stuck due to using smth like "fire pea+snow pea" or smth that obviously doesn't fit the level, then you blame the game? Blame urself instead in this case, I don't copy DT.
@@ГенийЖизни-л7ю thats because goodpea2 made the level in such a way that it forces the player to use it. I never said red stinger was bad, I just said that dusk lobber could do it's job better
Okay, this is a more thought provoking video. I find it very petty that you collected a bunch of data for something that seems so extremely petty, but it does bring up discussion to my head about proper game design. Introducing players to a mechanic is very important and I struggled with this in my own game. Making a typical RPG doesn't have to force players into learning the basics of magic, attacking, defending and whatnot unless it is very different from games they've played before. Getting a new skill that is simple such as attacking twice or increasing defense can be red up in the pause screen and it's easy to go from there. My game introduced a brand new class, the Hexblade. It's not obvious what the intention is, while I know that it is supposed to be a gigantic force using unholy power to strike absurdly hard and curse opponents to make them weaker and damage self to gain buffs, even when reading up the effects in the pause menu play testers have been describing it as a very janky process trying to figure out what the literal main character is and is supposed to do. I actually counteracted this by setting up dialogue as a tutorial to the player, the characters in the game talk to each other about their own skills whenever a new one is introduced and it's explained how these skills interact with the enemies around them. A very nice hidden tutorial I used is that Earth attacks are always strong against anything touching the ground, but are extremely ineffective on anything that can rise over it. It was used to describe one of the skills "Crush," a simple twin-attack that deals Earth damage, and the enemies around are bandits with pet ravens giving players clear idea on what to do. I can actually understand how these problems plague Eclise. It's actually one of the two major reasons I left but I never actually realized in my head what the problem actually was with me not being able to understand the levels. There was one secret level in Frostbite Caves where it was snowing, and it would cause zombies to slow down but also constantly freeze plants. No matter how many different lineups I tried I could never defeat the level, but when I looked up a guide I saw the player was placing hot potato on the zombies for the 0.1 seconds they were frozen for and it made me beyond upset that this mechanic was never explained to me. In fact I often took to the discord server to complain and ask why there are so many hidden mechanics that are not explained and causing me to lose 5 times over. In Dusk Lobber's intro level, I never actually realized the plant was unable to be eaten. I lost because a bunch of weasels ran right past her and I was so taken aback like "HUH???" after my 3rd attempt trying to beat the stage. That happened like 12 times throughout the game where I was "introduced" to something and it never clicked until I either looked it up or after failing the same stage 10 times in a row.
@Akalpaniy Being the interesting thing is for me is that the new exploration of plants doesn’t make me want to deviate from my strategies. Unless they have to, even with eclise trying to push ability exploration, a new player is still gonna try to use strategies that they know are effective rather than the niche plants that the game dedicated 95% of the levels towards poorly teaching how to use them. The exploration doesn’t do shit when it makes a lot of plants niche and downright bad.
17:35 While I agree that this is a TERRIBLE intro to Chompers, I think that the design for a gimmick level AFTER the player gets used to Chomper is really cool. The issue is in sequencing, imo. You're forced to use and protect a plant in its weakest natural state and work with it the best you can, which is a really interesting concept... again, AFTER you've gotten used to Chomper.
i usualy go torwards using new plants i unlock, but not immediately on the next level, i tend to play previous worlds to see what the plant does. (i'mma get crucified by the community arten't i)
There were many times I wanted to stop playing eclise and I almost did But I pushed myself through and Managed to complete possibly the longest pvz mod I've ever played
Goes without saying that Eclise having an Easy version of the obb which actually feels fair is a thing. I downloaded Eclise mod because the only other option I know, Altverz, made some bullshit changes to zombies that I hate (namely an old west zombie being immune to frost and jetpacks being immune to projectiles and flying over even Infi-nut's barrier). Its frustrating.
I haven't played Altverz, but I feel 25 sun meta is quite too slow and boring. I can even play Eclise, mean, AlterZ is just too easy and may turn boring very quickly
People think its great, it isnt, its just we have nothing to compared it too, at its core its better than the org pvz2, but in practice, its shittier than even a fanmade game cause it assumes you should know all of this by now, thats the main problem i have with the game and something the dev doesnt recognize and wont, you make a mod for everyone, not veterans, there are people who dont even know how to utilize moonflowers buff out there too, this mod is for the dev, not for the people he sell it to, and thats stupid
i think it's fine for the target demographic to be more advanced players the difficulty was just right for me meanwhile the chinese community said eclise was way too easy heh
When I played eclise I didn't find it fun. The difficulty ramped up quick and I really didn't know what I was doing wrong. Then I was told most levels can just be beat with snowpea kernalpult anyway.
Everything away.... The mini games are insanely terrible i mean... Pvz 1 minigames was fun-easy-understandable Pvz eclise mini games force you to use plants And goodpea2 think that conditions in minigames is fun?! Challenges be like: You see this zombie: place a potato mine You see this zombie: place iceberg You are not playing a game... Aren't game are supposed to be fun.... You are just memorizing nearly every level Gtooo is better...
i basically beat the entirety of eclise beta part 2 levels with t3 thyme warp and t3 homing thistle cause its just a plant that works for basically all situations. i dont agree with the hate though, i like how the difficulty increased and i found it much better than vanilla pvz2 but there are probably better mods.
I just honestly hate how Eclise handles plants that are "good." If GP2 doesn't like a plant because it makes things "easy", he'll "rework" it by making it a slow-charging, high-sun plant with an awful rate of fire. So far, he's managed to gut Fire Peashooters, Melon-Pults, Homing Thistles, Snapdragons, Hurrikales, Starfruits and pretty much EVERY primal plant. While he has made an "easy mode" to Eclise, the mod is just borderline unplayable.
@@boogaloobender3462 ...yeah, uh, stop trying to play Eclise like PVZ2 or PVZ1 is my advice, because the plants you listed are also mostly great *because* of their early games.
@Akalpaniy Being Homing Thistle shouldn't be a slow-charging, high-sun "heavy" plant when it's already not that good in the first place. Spamming them in vanilla is already a bad idea since zombies can overwhelm your defenses pretty quickly