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IronCatFish47's avatar
10 years ago

Chomper's Real Weakness

So there are a lot of suggestions to reduce the Chomper's digestion time despite there being upgrades, but there is another issue we may be overlooking.

When you get behind a zombie and your Chomper nabs them with its tongue, that is when the time really starts.  There is about a two second delay from the time you nab the zombie and it lands in your mouth so you get the vanquish. If the devs could reduce the time it actually took for a Chomper to put something in mouth, this would solve a major problem. You goop a zombie, get behind them and try to gobble them up only to get zpg'd or smashed by a scientist before it lands in your mouth.  This is the Chomper's real weakness IMO.

All these actions occur before you begin digesting and it is within that time that the Chomper is most vulnerable. 

Chomper's tongue has to latch onto zombie.

Zombie flips into Chomper's mouth.

Chomper slurps.

https://www.youtube.com/watch?v=7OBilUbGUkM

This video has several examples players can use to judge for themselves. 

I would like for the devs to look in reducing the time it takes for a Chomper to perform those actions so it can begin digesting quicker.  Maybe by half or even 1/3.  I'm on the fence about it being instant and I don't know about reduced damage while digesting, but I definitely don't want zombies having two full seconds to take me out before I begin.

18 Replies

  • xar015's avatar
    xar015
    10 years ago

    sorry for the mix up I forgot to mention that after the 3 seconds are over, the chomper will still need to wait until the bar depletes to zero for another 3 seconds. so 3 seconds until the bar starts to deplete and 3 seconds for the bar to drop to zero. 6 seconds between chomps.

  • Anonymous's avatar
    Anonymous
    10 years ago
    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.
  • Anonymous's avatar
    Anonymous
    10 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 

  • Anonymous's avatar
    Anonymous
    10 years ago

    Chomper is fine...

  • Anonymous's avatar
    Anonymous
    10 years ago

    How to make Chomper better, IMO.

    1.) Make the timer to respawn much longer when he eats you.

    2.) When he eats someone, his abilities are refreshed.

    3.) Either quick digestion or faster move-speed while digesting.


  • @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.


  • @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?


  • @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

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