@JarlAdalbert
Glad to respond. I suppose I'll clarify a few things and respond a little bit more.
QoL + Chomper:
I've never consciously noticed the issue myself, but apparently the issue is that the camera goes in the wrong direction you want it to when you burrow. Making you waste valuable burrow time to adjust it.
I'm fine with the standard burrow time too, I only tacked that on to go along with the Burrow hiding your icon suggestion TBH. (AKA more time to set up an ambush on the icon reliant zombies)
That being said, I'd like to see sprint burrow get some love - maybe I'm crazy, but it feels shorter than it was in the first game. Used to run it on my Armor Chomper to compensate for his poor speed - and because nobody expects it. Buffing the Toxic Aura'd be nice as well for a few variants.
Citron:
I love playing Citron if I can - I like stomping people at close/mid range with Stock or screwing with people (especially barreled deadbeards or imps) using the Frost. I've always found it strange that the Frost Citron actually does more damage than stock (of course at the cost of a much shorter beam duration).
Rose:
Yeah, it's painful for me to consider it too. I abhorred the Rose spam as much as anyone in her reign of terror, but at the very least she should get back to 125 hp in the next patch.
Corn:
I don't play corn a lot these days because usually there's like 3-4 others playing him. I only really play Mob Cob to look classier as I kill people. (It doesn't take much because my stock corn looks like a Banana Split thanks to the legendary hat) He feels weaker than stock because his penetrating shots never seem to work. I feel that fixing that might draw people away from the BBQ Corn - that or make the Mob Cob do slight splash damage on hits.
Scientist:
Oh the MB is exactly the same as he was in the last game. It's just that you see so much more of him (or the Zoologist) these days because Fire got nerfed. I just feel that slightly nerfing the MB's fire rate might let some of the other variants see some use. And yeah, it's easier to hit the point blank shots now thanks to the new engine.
Deadbeard:
Flameface is FINE at range. His close range attacks however, are laughable because they barely do more upfront damage than the scoped ones and you waste a shot for a measly TWO extra damage. (no damage buff) To make it even more pathetic, there's no change in the burn damage either.
So yeah, either buff the close ranged damage, clip size, or make his shotty use one ammo per shot.
Yeah, the Detonate variants are a little clunky. (My hands hurt if I try and play one seriously for too long) They have amazing waveclear (useful in Ops) if you have time things correctly. Cannon's got it worse than Flameface in close range though.
Super Brainz:
That's a very interesting idea - but unfortunately, it might add clutter thanks to Toxic Brainz's bar unless it's integrated correctly. I'll expand on this in a manner that may accommodate the bar idea. (Warning, it's Crazy. And probably horribly unbalanced. Sounds kinda fun though.)
Give all the variants a light "legendary mode" (no damage/speed increase - save that for TB) charged by their fists, only letting them use the ranged beams while scoped, as well as having close ranged eye lasers replacing their fists in this state. The latter state drains the bar faster, but is potent against groups. It forces the Superheroes to get up close so you'll see less beam snipers.