Forum Discussion
@the_jeremy823 wrote:
Chompers real weakness is his tender heart.
No jk, but for real in GW2 that's the least of his problems. Most often my kills are burrow kills, there is zero delay for that and I digest immediately. The problems is Chompers just has a bad kit for GW2. He is terribly outclassed by scientist and SB right now. Other classes like engineer and pirate are better at what he does as well. The only thing he really bring to the table is unrevivable kills and the impact of that is negligible with the fast respawn times and zombies being OP in general.
The burrow vanquish isn't instant, but faster than Chomping them from behind. However, there is definitely delay or players would not be complaining about IMPs and Brainz hitting and sometimes vanquishing them from a burrow with their AOE attacks. You can still be ZPG'd by a solider if you attempt to burrow them as well.
One time I burrowed a Brainz during his twister and he actually vanquished a nearby Corn before I could finish gobbling him up. Burrow doesn't stop the IMP or Brainz from spinning, so the Chomper and any plant near it will take damage until they are fully swallowed.
It should stay, there has to be a downside to an ability than can 1 shot absolutely everybody regardless of how much health they have. All these threads about buffing chomper when he is perfectly fine, heck he is extremely powerful in the hands of a competent player. The thing about the chomper is that he is a simple class to play but trickier to play well but if you learn to play him well he is a beast. They should make more classes like him imo that are easy to be ok with but has the potential to be very good in the hands of a good player just like the chomper currently is.
If anything he could do with a nerf to the cooldown of goop and possibly adjust digestion time based on the amount of health the enemy had when swallowed so a full hp all star would take longer than it currently does to digest while a full hp imp would digest quicker than it does currently. If you swallow an all star with the same amount of hp as a full hp imp it would take the same digestion time and an imp or any other class with say 1 hp would digest pretty much instantly. Could base the time it takes to digest on the time it takes to kill them via normal attacks so if you can kill them with a single attack the digestion would be pretty much instant but if it would take 5 attacks to kill the digestion time could take the same amount of time it would take to land those 5 attacks.
- 10 years ago
@Finaldeath1689 wrote:
It should stay, there has to be a downside to an ability than can 1 shot absolutely everybody regardless of how much health they have. All these threads about buffing chomper when he is perfectly fine, heck he is extremely powerful in the hands of a competent player. The thing about the chomper is that he is a simple class to play but trickier to play well but if you learn to play him well he is a beast. They should make more classes like him imo that are easy to be ok with but has the potential to be very good in the hands of a good player just like the chomper currently is.
If anything he could do with a nerf to the cooldown of goop and possibly adjust digestion time based on the amount of health the enemy had when swallowed so a full hp all star would take longer than it currently does to digest while a full hp imp would digest quicker than it does currently. If you swallow an all star with the same amount of hp as a full hp imp it would take the same digestion time and an imp or any other class with say 1 hp would digest pretty much instantly. Could base the time it takes to digest on the time it takes to kill them via normal attacks so if you can kill them with a single attack the digestion would be pretty much instant but if it would take 5 attacks to kill the digestion time could take the same amount of time it would take to land those 5 attacks.
He already has a downside in that he is completely vulnerable while digesting. Reducing the time it takes for the zombie to wind up in its mouth doesn't break the game or make him less vulnerable. My suggestion removes the need to adjust the digestion time any further or base it on HP left which is actually not a bad idea but there is a better way to go about it.
Instead of asking the devs to implement various digestion times based on HP for an ability that doesn't even do damage, just give the Chomper an auto vanquish Chomp. If I Chomp something from behind with 1 HP, can I just get the regular bite instead? If a player had that option in general, they would rather do that by instinct anyways. This ties in with the age old suggestion of giving the Chomper a different button to alternate between chomping (when applicable) and biting.
- 10 years ago
Brainz and Deadbeard can switch their primary attack using the aim/zoom button. Why not do the same for the Chomper? This way players can choose between biting and chomping something from behind. Spray Chomper's in GW1 had the ability to zoom for some reason, but it was good because you could aim your goop better if you were elevated.
I know Armor Chompers would get a real kick out of being able to bite KO a zombie from behind and players have always asked for the ability to switch between biting and chomping (when applicable). Sometimes you want to bite KO them anyways, but you might accidentally eat them instead. I for one would much prefer biting an IMP two times, than accidentally eating him because he did a 180 with his quick movement speed.
- Anonymous10 years ago
@Finaldeath1689 wrote:
It should stay, there has to be a downside to an ability than can 1 shot absolutely everybody regardless of how much health they have.
Where is the ZPG downside? The peashooter bean downside? The corn bazooka downside? The all-star crossed imp downside? All these attacks as the potential to one-shot almost anything, and from a safe distance too.
- Anonymous10 years ago
Chompers in GW2 have been downgraded from GW1. They have completely screwed up the burrow with the camera glitch now. In my opinion the burrow is one of the most unique and spectacular moves I have seen in a long time and should be protected. They need to do the following things:
1) fix camera glitch on burrow
2) Increase burrow time(this also seems to have been reduced from GW1)
3) Make spikeweeds more effective( I haven't caught one zombie in this to date whereas in GW1 it was fairly common to do this)
4) Increase 25 HP on all classes?
5) Armour chomper bite increased to 60-70 to make him more effective
Common EA, chompers are one of the most unique and famous of all the classes, lets keep it that way!
- 10 years ago
@Iofthetiger786 wrote:Chompers in GW2 have been downgraded from GW1. They have completely screwed up the burrow with the camera glitch now. In my opinion the burrow is one of the most unique and spectacular moves I have seen in a long time and should be protected. They need to do the following things:
1) fix camera glitch on burrow
2) Increase burrow time(this also seems to have been reduced from GW1)
3) Make spikeweeds more effective( I haven't caught one zombie in this to date whereas in GW1 it was fairly common to do this)
4) Increase 25 HP on all classes?
5) Armour chomper bite increased to 60-70 to make him more effective
Common EA, chompers are one of the most unique and famous of all the classes, lets keep it that way!
#3 was my biggest complaint - even in Beta. The only thing it is useful for now is to slow down a coffin/outhouse zombie
- Anonymous10 years agoZpg:
Most effective at range on a stationary target. Much harder to hit at close, and, or a moving target. Victim can be revived.
Shuck shot:
Same as zpg.
Chili bomb:
Easy to avoid. Messed up physics at the moment. Can be revived.
Imp punt:
Short range, often misses at very close range ( bugged ? ). Can be revived.
So whilst they can one-shot many targets, they all have downsides. The biggest and often overlooked is they can all be revived. That is a huge advantage to a chomper. Oh and it doesn't even take up an ability slot. Another plus.- Anonymous10 years ago
@InC0g wrote:
@AlexP1980
Zpg:
Most effective at range on a stationary target. Much harder to hit at close, and, or a moving target. Victim can be revived.
Shuck shot:
Same as zpg.
Chili bomb:
Easy to avoid. Messed up physics at the moment. Can be revived.
Imp punt:
Short range, often misses at very close range ( bugged ? ). Can be revived.
So whilst they can one-shot many targets, they all have downsides. The biggest and often overlooked is they can all be revived. That is a huge advantage to a chomper. Abilities are not all about raw damage.Why, do you think that chomp isn't avoidable?
You have to get close and from behind, or to use a skill (burrow) which is avoidable as everything else. Yes, we all know that chomped zombies can't be revived, but it is game changing? How many times you get revived anyway? 1 every 20 death?
There is only one thing which is unavoidable (at least for many classes), the Super Brainz Tornado, (super jump, high base speed, gap closer), everything else is
I'm a fan of chomper, I know it well but the game design is different from gw1 and it really needs a change because when you attack is not a suitable choice
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