Re: Ability discussion: Burrow and sprint burrow
Spikeweed is bad in BfN. I like being able to launch it, but they are so inaccurate when firing them at range and they are so easily destroyed that they are quite bad in BfN. They should definitely not return to instant arming like in GW2, I'd like them back to GW style much like sonic mines for the engineer and potato mines for the cacti, and give them a brief arming time so you can't cheese it out. I'd love to have the GW animation for stuck zombies back too.
I actually liked BfN's goop at first as it made Chomper feel more like a team player over the selfish playstyle that dominates the class in GW and GW2, but then they overdid it and it's too good now, especially for low health classes like Imp.
I like the idea of a grappling weed. The biggest issue with GW was all the rooftop campers (mostly Foot Soldiers and Peashooters), and since those classes dominate the game, Chompers have a hard time when over half the zombie team is up high where you can't get them. Chomp Cannon in GW2 gave the class a nice surprise weapon. Getting to high ground is a huge part of most shooters so all classes need some kind of way to get up there, even if some are better at it than others.