I'll repost what I had up on a similar thread as it covers this too. Apologies and have a happy Easter.
QoL fixes:
- Add a/move the respawn barrier for Zombies on Herbal Assault maps (Moon Base Z, Zomburbia) on the first point so the Zombies cannot literally Spawn Camp
-Reduce effectiveness of Husk Hop on barreled Deadbeards (Seriously, why does that ignore the damage resist? He's firing bullets, not busting a bunker)
-Chomp IMMEDIATELY stops Turbo Twister or Impkata
-Fix the Burrow camera as well as its general usability
-Fix the wonky hitbox on the "Parrot Drone"
-Add new, varied animations for Cosmic Brainz's melee attacks. He REALLY shouldn't just have ONE animation for each stage of charge makes his attacks feel stale and static.
Peashooter:
Mostly fine. A few tweaks for a few Variants though.
-Buff the Commando pea's RoF or Damage. (see THIS thread for more in depth ideas)
-Buff the projectile speed for the Electro Pea so he's usable.
Sunflower:
-Slight hp buff?
-Buff the Alien Flower's damage, possibly the damage the spore clouds do.
Chomper:
-Increase burrow time slightly?
-Slight Damage resist when chewing.
-Burrow hides Chomper's icon from his enemies during and a few seconds after exiting.
-Make the Toxic Chomper usable! Buff his DPS at the very least. (or his damage aura)
-Chomp Thing could use some love in the DPS department for his Health.
-Give a light heal per bite for Chompula?
Cactus:
She doesn't need a bloody shotgun people! (Besides, you pretty much got that with the Petrified Cactus)
-Drastically increase needle damage to enemies at close ranges
-Lower the scope-in speed slightly (More dramatically so for the Camo Cactus)
-Increased needle travel speed so less Target leading
-Add a light damage resist ability under the tallnut slot for offensive purposes?
-Increase clip size for Camo Cactus or decrease her reload speed.
Kernel Corn:
-Increase move speed slightly.
-Reduce the damage or fire rate of the BBQ Corn - it should be a SIDEGRADE, not a straight upgrade from Stock.
-Increase functionality of the Mob Cob's penetrating shots. Make the Kernels explode in a light cone behind maybe?
Citron:
-Increase Peel Shield's effectiveness slightly
-Slight duration increase in the Orange/Frosty beams?
-Buff the damage of the Electro Citron's uncharged shots (Four damage is NOT okay)
Rose:
-Buff hp by 25 again
-Slightly increase homing at close ranges (Not necessary if she gets her HP back)
Scientist:
He's actually fine for the most part. He just seems terrifying because he wasn't used much in GW1 - and the current Superhero heavy meta lets him slip by because of all the confusion.
-Reduce the Zoologist's clip size by two. (Not entirely necessary, but I think he needs a little more added risk)
-Reduce the Marine Biologist's Fire Rate and Ammo Count
Imp:
Slightly increase the cooldown on the mech. (I'm not talking about duration - but the time before he can call one in)
Deadbeard:
-Make his hitbox a little more forgiving when targeting him. (I have no difficulty with shooting him, but some do)
-Nerf Captain Sharkbite's total ammo count, scoping speed, and reload speed. He shouldn't be able to play just as safe as Stock.
-Increase the ammo count of Flameface and Cpt. Cannon - buff the damage on both their hilariously bad close range attack variants.
-Increase functionality of Flameface's penetrate attack.
-Possibly make Cpt. Cannon feel a little less clunky by buffing his splash radius?
Super Brainz:
He should be a Melee focused character with a weak, supplementary ranged attack. Even Superheroes should have a weakness or two after all!
-Reduce Max HP to 175
-Reduce Damage/Duration of Super and Electro Brainz's beam. (possibly increase melee damage as a result)
-Reduce the Damage of Cosmic Brainz's "blaster" to 9 or 10, (reduced duration as well) increase uncharged fist damage, reduce time for charging fists.
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You provided a lot of interesting points, MrBays. I see a few of them as unnecessary, but I see where you're coming from on some of them.
Toxicologist/Physicist are variants you don't see too much - although I kinda have a soft spot for the Physicist. I think they perform their niches better in this game thanks to the engine, but they don't have much flair to them. Buffing them would probably be overkill, as much as I'd like them to see more use.
The Tennis Star's weakness is that his weapon overheats quickly. Not as much as the Hockey Star, but fairly quick. His arcing can be unusually precise at times and his damage also seems to suffer a bit more from falloff. As he's quicker than his kin, it'd be somewhat fair to see his max hp get reduced to 175, but it's not a necessity.
Personally, I think the new Engine did Imp Punt a lot of good. I seem to get more predictable/consistent results than in the first game - but yes, sometimes bizarre things can still happen.