Forum Discussion
The TTK update and sprinting update have just..... further demolished the chomper. In my experience and opinion I guess, he is just utter garbage. People say to play him as a mid range bully now, but that's not even viable anymore as just about every single character in the game out damages him AT EVERY SINGLE RANGE, not to mention aiming with him feels very ... very not good. And as a cherry on top.... his basic chomp has such absolutely horrible hit detection to the point that I'm shocked it made it past play testing! If they even do that anymore!
Burrow is... oh wow huh this one might surprise you, oh wait no it won't, ITS STILL USELESS! A horrible ability probably the worst in the game actually. More than often it just ends up getting you killed. The digestion times are unacceptably long, and honestly shouldn't exist at all. Not sure why after all these months.... years even, the chomper still becomes stationary shooting practice for 5 seconds after getting just 1 vanquish. Also those sound changes to make burrow more "audible" from a while ago are still... just dreadful. It feels so unnatural and even broken in a lot of ways, I swear I can hear a chomper burrowing from half way across the map! Why! Good luck chomping a sprinting zombie too! That still hasn't been fixed.
Goop is... fine I guess... but its really all he has and can be funky aiming, but with the terrible hit detection you still will probably end up just dying to a zombie you just "gooped" and are trying to bite.
And spike weed... is bad. I understand GW 2 spikeweed was... annoying, but wow its just useless now. If they didn't want instant activation/close range spikeweeding to happen, they should have just replaced it with a new ability. That was the entire point of the ability... I just don't understand why the chomper would still have a trap like that, when it just ends up being a worse potato mine. It fails as a trap still even, because it is very easy to notice...
Gaah... I don't know, reading this over I realize how... salty I sound, but I am just not having any fun with the chomper! Which I could say the same about the majority of BFN's plant classes!
Also seems like no one's quite sure what his primary attack & range is anymore. Goop is probably the most useful, but it's an ability & has limitations, often earning assists more than kills.
I'm finding him ok in PvE but definitely not great in PvP ☹
- Iron_Guard86 years agoLegend
I think I'm one of the only ones that likes the new chomper. I love that goop is now an area denial weapon that can damage a bunch of zombies and even though the 1 point tick it causes after they leave the goop is minor, it keeps them from regenerating and while in it they can't use their abilities. You could hit more than 1 zombie with goop in GW 1 and 2 but it was a single target focused weapon.
I also like that when trying to bite someone I don't accidentally swallow them, leaving me vulnerable and becoming an involuntary 'suicide chomper'. The increased bite damage with the ttk patch helps with this. The ability to spit is useful too. All too often, especially in GW1 and with zombie foot soldiers, zombies would just go to high ground and be virtually immune to you. I would occasionally switch to chomp cannon in GW2 to mess with expectations, but in GW you were largely a melee/assassin character. In BfN, you can help support from a distance.
Before the TTK patch I even got vanquish master on chomper in BfN and while I have been there and seen that in GW1 and 2, it was pretty rare. Most chompers I saw either got constant 1:1 vanquish streaks, or hung back at the point with their spikeweeds.
Not saying Chomper is perfect in BfN but I've found them pretty useful. I do wish spikeweed was more precise with placement though.
- 6 years ago
I had most kills on chomp in gw2 to all other classes 10k+, especially hotrod chomp he was a engine reving ninja chomp of death, his speciality was flank/anti flank, wasn't made to take on front line, he was made to flank, around bulk of enemy team hide behind objects etc and pick off enemies trying to flank back or range chars get in behind them or just zombies that wandered from their flock lol standard blue goop was a must in case you did have more than one zombie to face, goop swallow from behind and goops cool down was ready the second chomp swallowed to fire again, Think I used any speed upgrades and faster swallow time with hotrod and I had a great time running flanks or waiting to ambush.
There always came times fighting for point or whatever had to risk suicide so I tried pick most valuable target, be scientist healing or who ever seem to be doing most damage.
Video I saved of my hotrod chomp few years back
But bfn even with hotrod upgrade he just feels big and clunky and TT maps don't feel as big or atleast wide so getting spotted trying run flanks seems alot easier, new skill set to me is just yea nar pass I tried it, I hate it I'll play a different plant.
- 6 years ago@FarQM8 I also loved my Hotrod Chomper from GW2. Adding a pair of perks to dramatically increase his speed gave him the potential to terrorize the Zombie team.
The BFN Chomper is definitely a different animal. I immediately missed his ability to swallow a Zombie whole by attacking from behind- that ability is pretty much why Spikeweed is even a thing and BFN lacking that paired Swallow ability makes it of dubious use since it’s of such short duration.
I do appreciate the new ability to Burrow and chomp Deadbeards who leap into their barrel and to also be able to Chomp a variety of Zombies who were previously immune or who could survive by sacrificing their screen door or outhouse.
I do miss the ability to use the Chomp to interrupt a Zombie Boss attack- I always enjoyed the little animation where they escaped but that’s yet another small touch which was left out.
My personal experience with BFN Chomper has been mixed- I’ve had games where I’ve had vanquish numbers right in line with the top players and good vanquish streaks and I’ve had games where I just can’t get anything going with him.
A lot of it seems to boil down to how good of a team is around you, how aggressive you’re being yourself, and how much experience your Zombie target has dealing with Chompers. - Iron_Guard86 years agoLegend
I think Spikeweed needs some love in BfN. It's just not that effective in this game compared to GW1 and 2 (I miss GW1's animation as it was the funniest). I love that it can fired at range and glad it got a timer to activate as it was heavily abused in GW2 with the instant activation, but it's just not that hot in BfN. It's hard to land it where you want at range, too easy to destroy, and lacks the synergy it had with chomping zombies from behind that it had in GW1 and 2.
I'm pretty happy with the rest of Chomper's kit here, but spikeweed is lacking.