Re: Lets fix Chomper
@Rhendyr wrote:
@KnowsNoLimit wrote:
@Rhendyr wrote:
@KnowsNoLimit wrote:Digestion time would be fine if he had damage reduction when he's noming on a zombie.
It's not like you can't kill him, he will just have more of a fighting chance when he's in his most vulnerable state, especially useful if you accidentally swallow a summoned zombie.
I don't feel he needs even that. I still get around a 2/1 k/d ratio with him using the Hot Rod Chomper.
Yes, he's weak while eating/digesting, but he's scoring a kill on a player who can't be revived, that's a big deal.
About the only change I would suggest, which like another has said, if he's gooped a target, make it quicker to eat/digest them, and that's about it.
I'm actually the one who said that hahaha. See the reason Hot Rod Chomper isn't affected as bad is the speed boost he receives once finishing his digestion, it's very effective to get out of danger. I still think damage reduction would be nice so he has more survivablity especially if he needs to put a dent into taking over the graveyard in Herbal Assault. The plants really need something for that mode.
The plants need a melee bruiser, not a buff to Chomper.
For anyone who has played League of Legends, I think the Plants need someone like Maokai. For those who haven't, he's basically a high hp bruiser with point blank AoE dmg (centered on him) who can travel quickly to a target (it's kind of like the Chompers burrow) and roots them in place for a second before reappearing near them and starting to fight. This would actually be a fun mechanic/character to play.
Exactly why I made this thread. We don't have a melee bruiser class for the Plants. So the idea behind it was to buff the Chomper to fit into that role. Although in my OP it gives ideas on how to do it, not that they should incorporate all of my suggestions.