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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.
@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- Anonymous10 years ago
Chomper is fine...
- 10 years ago
@InC0g wrote:
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. Oh and it doesn't even take up an ability slot. Another plus.It should be noted that only ZPG and shuck shot can One shot any plant/zombie class. Chili bean bomb do 175 damage so a superbrainz and all-star can tank it while imp punt do 150 damage max which is enough for most chomper variant and citron to survive (as well as corn with health upgrade,but those are rare).
You also forgot to note Bigger Better Butter (alternate for butter barrage). Which do 200 damage in a pretty big AOE but is fairly predictable by the flare.
- 10 years ago
@InC0g wrote:
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. Oh and it doesn't even take up an ability slot. Another plus.You are comparing abilities to a primary attack and the Chomper is more reliant on his primary attack than a solider using any of its abilities. Chomping comes with more risk as well than launching a zpg from across the map or throw a chili bomb into a base and running away. Those instances you mention are design, not downsides.
Gooping a target and rotating against them so you can chomp them from behind isn't the same as an all-star tackling a vampire sunflower, provided he does not imp punt them into oblivion. The all-star has two low risk abilities to KO most plants along with his hefty HP. The Chomper can still be vanquished while trying to get behind the target and even if it does, it can still be taken out before the zombie lands in its mouth.
Sure the target is unrevivable, but does that really justify all the instances and risk the chomper has to go through for its primary means of attack?
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