10 years ago
How to Chomper
How to Chomper
Ahh, chomper, my favorite class.... ever. having got to 313 in the first game, and currently 1601 in GW2, I have gotten pretty damn good at this game. I just recently mastered my un...
Chomper is a broken character, mostly Hot Rod and Yeti.
Each has their own unique advantage.
Fire and Power have a very damaging breath attack, moving down anyone at close range.
Hot Rod moves at an insane (and unbalanced) speed, allowing him to take stray targets one after the other.
Chompula restores health when it swallows a Zombie. In combination with digestion upgrades, it is possible to pick off multiple targets in a group before being taken down.
Armor's extreme health and stronger bite allows him to tank a lot of incoming damage. His only real weaknesses are ice, and long range enemies.
Chomp Thing restores health very quickly, and has a decent breath attack.
Yeti has a ranged ice attack, and freezes very fast with his splash.
Unicorn has a special warp ability. To those of you who have had the patience to unlock it, good job.
Disco has a difficult to activate legendary mode, but is quite powerful once activated.
Basic don't really have anything special going for it, being basic.
Toxic deals less damage than fire, and is mostly a direct downgrade.
My biggest problem with Chomper is the current status of his abilities. They feel completely different from the way they were in GW1.
First, Goop. It did take a longer cooldown nerf, but it was nessessary, as it could slow an enemy to about 10% of their normal speed, or stop them entirely.
On top of that, some people thought it would be a good idea to make it even harder to turn when gooped. If you get gooped at close range, forget about escaping that Chomper. He will get you.
Burrow. It has changed significantly since GW1. For instance, different Chompers burrow at different speeds. Armor moves at about the speed it was in GW1, others move significantly faster, and Hot Rod's burrow speed is insane.
And finally, the ability I have the most trouble with, the Spikeweed. Chomper now gets one Spikeweed back when he swallows a Zombie. I would be fine with that, if it weren't for...
The Instant Snare.
Yes, that's right. Spikeweed can now snare a target instantly when deployed, opposed to taking about a second to arm in GW1.
This, in combination with Chomper's other abilities, makes it basically impossible to escape once gooped.
If that weren't enough, the Spikeweed stops some abilities, like the Big Bolt Blaster, Jackhammer, Barrel Blast, Cannon Rodeo, Impkata, and Turbo Twister.
Someone seriously needs to explain how this makes Chomper a balanced class, because it clearly isn't.
The only time I really fear the chomper is when there's 3 or more of them in G and G. Its easy to deal with one, but when there's a few you start to get paranoid because they're always sneaking up on you. But by then I'll just switch to the engineer because he's a good offensive or defensive character depending how you play him.
I believe chomper is balanced for one reason, its skill curb. Most chomper players lack any actual skill with the class, and most just accept the 1 kill, then die strategy. I am always able to manage a double digit streak with chomper on a regular basis, while still supporting my team. But I see what you mean, even the highest skilled players cant do much when some beginner just borrows under you, or goops you at close range. Honestly i have wanted an all class buff for chomper, as I feel like he was so much better in GW1. I could easily manage a high amount of kills - no deaths almost every game as a chomper. In this game, I feel like chomper struggles to do good statistically. The only time they are actually a threat to the zombies is when the whole team is loaded with them. I wish maybe he got like a health buff to be on par with the zombies melee or something, but I just wish he was as good as he used to be. It might even have something to do with how most of the new variants counter chomper way to much.