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Re: Upgrades Discussion: Chomper Upgrades!

For GW veterans, BfN Chomper is an odd bird. I really liked it at first, as it felt less hung on the burrow/chomp system that causes so many suicide Chompers in the 2 GW games, but it has other issues. If any character needs some kind of redesign/serious look, it's Chomper.

Face Bite: I like this one. It would be nice for a GW game too if they took away the auto-chomp when behind a zombie to encourage more biting and less swallowing.

Halitosis: While not a huge fan of BfN's idea to make almost everyone, including Chomper, a sniper, this upgrade does work. If they reworked it to be more of a midrange weapon when enemies are staying out of your melee range, like give it a drop off so it can't go all that far, this would fit the character better and avoid the sniper plague in BfN.

Chomp Thing: This is one of those upgrades in BfN that tries to emulate a variant from the GW games. It's not bad but removing a variant with it's own look and weapon, and this having no indication that you have it, makes it less than ideal.

Mastication: This is also present in GW and GW2 although under various names between those 2 games. This one is very useful, as the worst part about devouring zombies is how vulnerable it makes you, and that vulnerability is where suicide Chompers come from.

Vampire Spikeweed: @stukapookawill most certainly bring up his disdain for this one when he posts here! I'm fine with this being an upgrade with the appropriate cost, but spikeweed in BfN is terrible and it should have a visual indicator to make it distinct and to add to the little touches that we love in the GW games in the first place.

Symbiosis: Great idea to be sure, but they shouldn't be temporary, at least not with how bad spikeweed is in BfN. If they made spikeweed more effective and less of a mere annoyance, this could be a solid ability.

Hotrod: My favorite Chomper variant from the GW games that they made into an upgrade. Again, no visual or audio cues so while I love the variant, the upgrade is a letdown.

Well Fed: This one more or less reflects the inherent burrow functionality from the GW games; holding still while burrowed uses far less burrow meter. To me, this just points out how much they altered Chomper for BfN. To be fair, Chomper has always been an oddball, when they added graveyard Ops and more PvE in general in GW2, notice that the AI Chompers can't swallow you in these modes, although the bots in private matches still can. This massive difference shows how hard it is to make the character work.

Upset Stomach: Grody Goop is an ability I really liked when I first started playing BfN as it made Chomper more of a team player instead of a solo menace/suicide bomb like he often is in the GW games, but then they overbuffed goop and now it's a menace, especially to Imps,. while spikeweed is still awful. As an area denial weapon, it's a fine idea and I enjoyed it a lot before they made it too good.

Dirt Bath: This one isn't all that useful as you have to stand in the goop, which you tend to launch at a distance usually to stack its powerful effects with your long range slobber shot. As an idea, it's fine, but in practice, it's not all that great.

3 Replies

  • stukapooka's avatar
    stukapooka
    Legend
    3 years ago

    @Iron_Guard8The idea of a critical hit like bite hitbox for chomper is actually a decent idea since like you say it encourages just vanquishing rather than swallowing.

    I think they should just stick to more ideas like yeti or chomp cannon for ranged options as no one really has a problem with them.

    Tbf to the AI chompers in graveyard ops not swallowing you is meant for balance as having your entire zombie team instakilled on wave 6 doesn't make for very fun or balanced game play while private play is meant to be like multiplayer so it makes sense.


    Chompers always been an odd ball. They need to give him the back chomp aim rework and i think he would function really well then. If they bring back things like grody goop than they need to make it an alt that's not as oppressive. Better hit detection on burrow swallows would be great as that's something every game suffers from.

  • Iron_Guard8's avatar
    Iron_Guard8
    Legend
    3 years ago

    @stukapookaYeah, them making Chompers not able to instakill you in Ops and other PvE is exactly that it would be awful to get oneshotted to them like that, and that is a large part of why Chomper has always felt weird; needing such a huge change, and being the only character that does (barring fully charged snipers in BfN against some characters) need such a change speaks volumes.

    Hit detection has issues in all 3 games, we just notice it more in BfN for melee characters as it happens to them the most, although in GW2 you'll see that 'burrow displacement' thing a lot.

  • stukapooka's avatar
    stukapooka
    Legend
    3 years ago
    @Iron_Guard8 He's still a pretty challenging enemy in pve as he often burrows tlwards you safely then goops you and chows down which is pretty deadly in hard or up.

    I get your point about the changes though and the fact that bfn snipers couldn't even get one charge levels is pathetic especially when tf2 and overwatch training bot snipers still one shot to try and teach you to respect sightlines.

    Swallow chomps got the worst hitdetection in gw2 and it shows. Normal superbrainz and chomp chomper are such a pain to play in Bfn as melee fighters and you're far better off spamming there ranged abilities.

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