Forum Discussion

KnowsNoLimit's avatar
9 years ago

Lets fix Chomper

Alright Chomper needs some work, since he's the only melee class the Plants have and I feel they need a stronger close range offense character. A Chomper should be feared, atm he's just one huge critical shot walking around.

So here are some viable solutions to help him out.

- Give him damage reduction as he's chewing on a Zombie.

- Increase Bite damage to 40-50.

- Invulnerability as he burrows.

- A Gooped enemy should digest faster as that's just logical, since ya know he's using his own stomach acid to goop them.

- Size could factor in digestion time. So for instance an Imp would be a quick digestion for him and All-Star would be devoured slower.

- Health could even determine digestion time, so a full health Zombie could digest slower than a Zombie on the brink of death.

- Decrease Chomp Cannon's cooldown time and increase it's over all damage.

- Increase Chomper's base health to 200. Atm he's only 25 points higher than Kernel Corn, this is a no brainer.

- A goop ability which inflicts considerable damage or dot.

These are some of my solutions to even the odds. Would be interested in any more suggestions you guys can think of to help him out.

60 Replies

  • Boolerex's avatar
    Boolerex
    9 years ago

    @Zaheen1337 wrote:

    @Boolerex

    Both additions implemented together might be too much I agree, but him being a tanky class shouldn't make any difference.

    Compare it to Mechs with 400? Armour Chomper already has 225.

    Give Rose a Mech suit then that gives her 400 health 🙂


    The main difference with mech is that you don't always have it available for one.

    I thought more about the frequently suggested 200 health for chomper with maybe a 30% damage reduction for both swallowing and burrowing.

  • ECM_Atlas's avatar
    ECM_Atlas
    9 years ago

    @Zaheen1337 wrote:

    @Boolerex

    Both additions implemented together might be too much I agree, but him being a tanky class shouldn't make any difference.

    Compare it to Mechs with 400? Armour Chomper already has 225.

    Give Chomper a Mech suit then that gives him 400 health, range firepower too.

    Perfect balance if you ask me, why can it be so for one side and not the other?


    I feel like it's easier to balance what we already have in Chomper instead of giving him something the devs have to go and spend work hours on trying to make. We need to first undo the purple goop nerf as I said earlier, and then perhaps add +25 HP to all Chompers. This will reduce the need to nerf Scientist because you'll be able to survive an additional shot in most cases. A scientist caught without ammo is still Chomper chow.

  • @ECM_Atlas

    My mind set only works one way, and that is towards balance. If that meant easy little tweaks for the devs then so be it, but ONLY giving Chompers 25 more health in my opinion won't do anything to game balance. That's not enough to make a considerable amount of players to play that class because it has no range for the most part, and dying before you've even touched another player is frustrating, even for the best of players.

    Sure you won't always have Mech ready, it'll be the same for both sides.

    They've done a pretty good job with the Imp, I am positive that they could implement a similar design and balance it with any plant class.

  • Abit of Damage reduction as he is chewing on a Zombie and a faster digestion time would give him more staying power and a better chance at eating any camping Zombies in Herbal Assault.

  • Anonymous's avatar
    Anonymous
    9 years ago

     

    - Give him damage reduction as he's chewing on a Zombie.

    - Increase Bite damage to 40-50.

    - Invulnerability as he burrows.

    - A Gooped enemy should digest faster as that's just logical, since ya know he's using his own stomach acid to goop them.

    - Size could factor in digestion time. So for instance an Imp would be a quick digestion for him and All-Star would be devoured slower.

    - Health could even determine digestion time, so a full health Zombie could digest slower than a Zombie on the brink of death.

    - Decrease Chomp Cannon's cooldown time and increase it's over all damage.

    - Increase Chomper's base health to 200. Atm he's only 25 points higher than Kernel Corn, this is a no brainer.

    - A goop ability which inflicts considerable damage or dot.



    Theses are all great ideas. I hope we some of them implemented in the next patch. @EA_Andy are you reading this?


  • @JamesRivera88 wrote:

     

    - Give him damage reduction as he's chewing on a Zombie.

    - Increase Bite damage to 40-50.

    - Invulnerability as he burrows.

    - A Gooped enemy should digest faster as that's just logical, since ya know he's using his own stomach acid to goop them.

    - Size could factor in digestion time. So for instance an Imp would be a quick digestion for him and All-Star would be devoured slower.

    - Health could even determine digestion time, so a full health Zombie could digest slower than a Zombie on the brink of death.

    - Decrease Chomp Cannon's cooldown time and increase it's over all damage.

    - Increase Chomper's base health to 200. Atm he's only 25 points higher than Kernel Corn, this is a no brainer.

    - A goop ability which inflicts considerable damage or dot.



    Theses are all great ideas. I hope we some of them implemented in the next patch. @EA_Andy are you reading this?


    Glad you liked my ideas.

    I was just brainstorming some ideas and would love to hear more of other people's ideas as well.

  • Anonymous's avatar
    Anonymous
    9 years ago

    NO! Absolutely NOT.

    Chompers already have so much going for them.

    Instant snare spikeweed.

    Easy goop to burrow/spikeweed combo.

    Getting a spikeweed back after swallowing an enemy.

    And then there is variant specific advantages.

    Breath Chompers speak for themselves.

    Hot Rod Chomper's insane speed.

    Chompula's ability to heal on swallow.

    Armor Chomper's massive amount of health and damage.

    Yeti Chomper's endless supply of icicles.

    Disco Chomper's (for those of us who have it) powerful legendary mode.

    Unicorn Chomper (for those of us who have it) with the special warp ability.

    Combine these specific advantages with Chomper's already over the top abilities, you WILL find most of them are hard to counter in MOST situations, mainly Hot Rod, Fire, Yeti, and Unicorn.

    Also, remind me of a time in this game where you played as a Chomper and saw several players using your counter, the Engineer. I can't.

    Engineer is meant to be your main counter, but you really don't have much to worry about, as you hardly see people play them anyway.

    This leaves the other counter, Pirates. Being the Zombie team's sniper class, it's just to be expected they would have an advantage over you, a melee class. They should be able to pick you off from a safe distance.

    But even then, they shouldn't be focusing on a Chomper in a competitive game. They should be aiming for the healing Sunflowers, and those oh-so-powerful Citrons, to help out their team.

    You could argue Soldiers and Super Heroes have advantages over Chomper as well, but I have a counter to that.

    Soldiers can pose a threat to you, being a powerful character at mid-close range, along with their ability to Rocket Jump/Leap away from you.

    How to counter: Burrow towards them to bait their jump. If they do, simply get out of the ground and goop them. They should be helpless from there, open to a spikeweed. If they're at a long range, just try to stay out of their way.

    Super Heroes DO pack more of a punch (literally) at close range, and have a ranged laser as well.

    How to counter: If they get close to you and start trying to punch you, place a spikeweed while running backwards. If they are trying to attack from a range, burrow towards them. From there, just get up, and goop, spikeweed, and they're vanquished. If they're trying to snipe (which they shouldn't be doing) just stay away.

    If you do see an Engineer, just know that he is your counter and try to stay away. If you see he is busy with other Plants or on his Blaster, just burrow towards him and place a spikeweed at his feet. Don't give your position away to these guys with goop if they're on the blaster, they will just turn and shoot at you. If you know he has already used his Stun Grenade, you can move in on him if you feel like you can take him.

    Other then that, congratulations! You now know how to beat your main counters.

  • The Unicorn Chomper could use less cool down on his warp or an additional one.  The warp is its specialty after all.

  • Boolerex's avatar
    Boolerex
    9 years ago

    Dem necro.


    @Superjesse124 wrote:

    Soldiers can pose a threat to you, being a powerful character at mid-close range, along with their ability to Rocket Jump/Leap away from you.

    How to counter: Burrow towards them to bait their jump. If they do, simply get out of the ground and goop them. They should be helpless from there, open to a spikeweed. If they're at a long range, just try to stay out of their way.


    How do you counter a foot soldier camping somewhere you can't reach.

Featured Places