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stukapooka's avatar
4 years ago
Solved

Ability discussion: Burrow and sprint burrow

Burrow and sprint burrow

Burrow-default

Gw description: The Chomper's ultimate weapon. He has the ability to tunnel underground and ambush unsuspecting Zombies by emerging under their feet and swallowing them whole!

Bfn description:

Instantly vanquish enemies by targeting them from underground. Press [Fire] to eat your target

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When activated chomper will dive into the ground and can use it for various uses. It can travel large distances while keeping chomper safe however a dirt, broken wood, gravel, snow trail depending on terrain (bfn does this as well) which indicates where he is and if he stays still he can become invisible as he will leave no trail unless he turns to look around which produces a small amount of dirt. He also makes the timer run down faster if he stays still.

Chomper can be defeated while diving.

Zombies will be instakilled if chomper grabs them but there is a small timeframe the zombie can be saved by his allies.

In gw1 he has special timer bar of him chewing through the dirt while gw2 made it a green bar and bfn has a smaller green bar (gw1 bar supremacy).

In gw zombies with heavy armor or in barrel blast/big bolt blaster can survive being swallowed but lose their equipment.

Bfn has him swallow all regardless of armor.

Bfn burrow now always kicks up dirt regardless of movement so chomper is always visible and makes it impossible to ambush zombies.

Has 3 upgrades. Well fed: When using Burrow reduces Dig Power consumption when moving slow.

Standing still or moving slow in Burrow increases Burrow's duration by 100% (22 seconds). A basic gameplay feature in gw is now an upgrade lmao.

Hotrod: Move faster for a short time by earning a vanquish with Burrow.

Increases movement speed by 55% for 5 seconds upon vanquishing an enemy with Burrow, move faster when digesting

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Symbiosis: Create a Spikeweed at Chomper's location by earning a vanquish with Burrow.

Spawn multiple Spikeweeds that last for 90 seconds each

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Sonic grenades are a natural counter and will force chomper to emerge.

15 second cooldown.

Sprint burrow-Super rare

Gw description:

Sprint Burrow allows the Chomper to move much faster when under the ground, but the range is quite limited

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Chomper moves incredibly fast underground with a green light speed effect following him underground. In slite of his incredible speed it has less range than the stock burrow so it best used to escape or reach a close fast moving target.

15 sec cooldown.

I prefer the gw version as you can use it to set up ambushes with the dirt being dormant while not moving unlike bfn.

Sprint burrow is meh. Its not flaming rubbish but I can't really see a reason for why you would ever use it over stock.

Am I the only one who also thinks the burrow animations for devouring zombies also got slightly worse in bfn do to the redesigns. Look at all star. In Bfn he simply stands on chomper mouth in a position where he cwn easily jump and live where before half of his body was already in chomper giving the idea that genuinely had no way to escape and was caught off guard.

  • The original burrow meter was best indeed. That little extra bit of detail just adds a little something to the experience. 

    If I recall correctly, sprint burrow, like turbo jackhammer, got upgraded a bit in GW2. I still don't use it that often, but at least they are looking at discrepancies like that and making some fixed. 

    I know a lot of people complain about Chompers one-shotting them, which is likely a large part of why burrowing is weaker and far more obvious in BfN than before, but had the game used better netcode from day one, you'd not have so many issues with the ability; stuff like midair burrows, being chomped from the front, and so on, all go back to the netcode. They made the character far more powerful at range with slobber shot, but making a melee assassin character into a sniper wasn't exactly the best solution. As we discussed a couple months back, Chomper needs to be looked at in depth for the next shooter. 

5 Replies

  • The original burrow meter was best indeed. That little extra bit of detail just adds a little something to the experience. 

    If I recall correctly, sprint burrow, like turbo jackhammer, got upgraded a bit in GW2. I still don't use it that often, but at least they are looking at discrepancies like that and making some fixed. 

    I know a lot of people complain about Chompers one-shotting them, which is likely a large part of why burrowing is weaker and far more obvious in BfN than before, but had the game used better netcode from day one, you'd not have so many issues with the ability; stuff like midair burrows, being chomped from the front, and so on, all go back to the netcode. They made the character far more powerful at range with slobber shot, but making a melee assassin character into a sniper wasn't exactly the best solution. As we discussed a couple months back, Chomper needs to be looked at in depth for the next shooter. 

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8I hate how the power meters have only gotten less detailed over time.

    I love how they buffed in gw2 only to completely toss it by bfn.

    Chomper is a strange class. He's meant to be stealth yet he can be overly loud in burrow and when chomping.

    Better netcode is needed for burrowing otherwise we get invincible eating chompers and the mid air burrows.

    Giving chomper such a powerful ranged attack was dumb. They gave him ranged buffs in gw2 with yeti and chomp cannon but they had limits and weren't stupidly powerful anti sniper powers with a moderate rate of fire. It worked with superbrainz in 2 simply because it was a mid ranged weapon designed to give him time go let his mobility options recharge so he wasn't completely defenseless.

    I actually really like the idea of gw chomper over bfn chomper but he was executed poorly as half of his variants were blatantly underpowered in 1 yet buffed in 2 like chomp thing (underrated in 2 imo). Hot rod and count chompula are the best because he overcomes chompers main weakness of not being able to close the gap.

    The back chomp rework idea is the best solution imo or give him the grappling vine idea to get to rooftops that replace goop.

    Remove insta spikeweeds but also dont make them overly bright on maps that don't hide them like bfn.

    Bring back gw1 armor piercing.

    Add more rewards for not suicide chomping and even add in depth tutorials of when to engage and when not to engage.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    4 years ago

    Spikeweed is bad in BfN. I like being able to launch it, but they are so inaccurate when firing them at range and they are so easily destroyed that they are quite bad in BfN. They should definitely not return to instant arming like in GW2, I'd like them back to GW style much like sonic mines for the engineer and potato mines for the cacti, and give them a brief arming time so you can't cheese it out. I'd love to have the GW animation for stuck zombies back too.

    I actually liked BfN's goop at first as it made Chomper feel more like a team player over the selfish playstyle that dominates the class in GW and GW2, but then they overdid it and it's too good now, especially for low health classes like Imp. 

    I like the idea of a grappling weed. The biggest issue with GW was all the rooftop campers (mostly Foot Soldiers and Peashooters), and since those classes dominate the game, Chompers have a hard time when over half the zombie team is up high where you can't get them. Chomp Cannon in GW2 gave the class a nice surprise weapon. Getting to high ground is a huge part of most shooters so all classes need some kind of way to get up there, even if some are better at it than others.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8It also ridiculous to how spikeweed now deals 100 damage for no real reason in bfn. They're also far too bright in the art style and stick out like a sore thumb.

    Gw1 had the best spikeweeds due to how they blended in well and no instant arming time bs. The animation of hanging zombies upside down was also really fun to watch and really added to a feeling "its got me" as a zombie.

    Gw goop can help your team but its sadly used selfishly. Bfn goop was ok at first but than they buffed it to become a crowd wiping pita that's far too powerful.

    Chomper sufferes the most out of every class against rooftop campers as he lacked the drone/stacking strategies of gw1, not saying everyone should have vertical positioning powers but every other class had some form of strategy.


    Gw2 like you said had the chomp cannon, yeti, and the unicorn/twilight warps. To fight back with.

    Bfn just killed vertical positioning altogether and gave everyone the jumping height of a kangaroo.

    The vine/tongue is an idea I've seen passed around alot and I think it being an alt for goop would be fair as chomper loses crown control and zoning for movement.

  • Time to relocate underground!

    BURROW

    Burrow for the Chomper is an ability that allows burrowing underground. In this state, you are completely immune to damage, except for very limited sources, and you are able to eat enemies from underground when you get close enough to them, which would instantly vanquish them. However, you cannot attack in any other ways in this state, it takes a while for this ability to resolve after activating, and your enemies have a chance to vanquish the Chomper before it eats an enemy. The delay before entering Burrow is greatly reduced in BFN. Burrow is the only way you can eat enemies in BFN, although in the GW series, there are other ways to eat your enemies. This can be used as a way to eat enemies that are alone, or to get away when being surrounded by multiple enemies or in another bad situation. I think this ability is really useful, having an efficient way to instantly vanquish an enemy or being able to escape while being immune to damage can be really useful and I like that. 

    GW Alternate Abilities

    Sprint Burrow: This ability makes you move much faster in Burrow, although it lasts nowhere near as long as the regular version and the total distance you get out of it is actually reduced. It also easier to notice by enemies. This can be good for quick attacks that your enemies may struggle to react to or to escape even more quickly, which could be useful. I find this ability alright, you do not get as much out of it compared to the regular Burrow, although I can see some situations where it could be useful, such as attacking quickly or fast escapes.  

    BFN Alternate Upgrades

    Hotrod (2 upgrade points): When you successfully eat an enemy with Burrow, you gain a significant speed boost for a short time, which is useful for getting away after a vanquish or approaching enemies more quickly. Additionally, you move at regular speed while digesting an enemy while completely removes the speed reduction penalty while eating an enemy. I think this upgrade is really useful, it makes it much easier to get around by eating enemies successfully and you are less vulnerable while eating enemies.

    Well Fed (3 upgrade points): Your Burrow lasts longer if you are not moving or you are moving at a really slow pace. This can be good if you want to wait for enemies to approach or you want to sneak away from enemies. It is useful if you waiting for something specific to happen, such as waiting for your other abilities to recharge. I find this upgrade alright, it does not seem as useful as the other Burrow upgrades, but there are a handful of situations where it could be useful.

    Mastication (4 upgrade points): It takes much less time to digest an enemy, which means you are not vulnerable for as long after digesting an enemy. It makes it much easier to survive after eating an enemy, compared to normally where a Chomper would get vanquished after eating an enemy, but with this upgrade you have a higher chance of escaping and then going in for another vanquish after. I see this upgrade as greatly useful, being able to survive more easily after eating an enemy is not something you always every day, unless eating a lone enemy of course.

    There is also an upgrade that indirectly boosts Burrow called Symbiosis. It costs 2 points and creates a Spikeweed at your current location when you eat an enemy after coming out of Burrow, it does not benefit the Burrow itself, but thought it should be mentioned here.

    Conclusion

    Burrow can really be a useful upgrade, especially on a character that is mostly limited to close range. It serves as a good way to approach enemies or even to get away from specific situations if needed. It is additionally a great way to get around in a stealthy fashion. In BFN, this is the only way to eat your enemies, although in the GW series, there are other ways you can eat your enemies but this is the most efficient way to do so. I find this ability really great, it helps the Chomper survive and fulfill its job very well.

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