Forum Discussion

Iron_Guard8's avatar
6 years ago

What characters do you think need a buff?

I'm going to name the one I feel needs the most help; Chomper.


Now I really like how Chomper feels in BfN. He's no longer essentially an assassin and for many players (on purpose or on accident) the term 'suicide chomper' exists for a reason. Nothing was more aggravating than trying to bite a zombie and they turn a fraction of a degree and suddenly you're chomping them and stuck in that swallow animation. Goop in BfN is extremely useful as zombies caught in it take minor damage after the 34 initial tick, can't use abilities or sprint while in the cloud, and after leaving they can't regenerate as the small DoT ticks on and it can affect other nearby zombies as well. I also like that you can shoot now so zombies can't hide on roofs like foot soldiers did in GW1 all the time. GW2 had the chomp cannon which was a fun little trick, but it replaced goop so wasn't always available. 

That being said, I feel that he could use some oomph. The biggest issue Chomper has is Spikeweed. It's nice you can launch it so you aren't so predictable and I'm glad you can't abuse it like in GW2 where it instantly armed so you could immediately chomp someone, it has to arm like it did in GW1. But it's not very useful in BfN. I would do the following to make spikeweed more useful:

  • Make it more accurate. It can be hard to place it very precisely and can end up in a poor position.
  • Fix the bugs when it disappears into the floor. Some spots, like the 2 middle level areas in ooze-o-voir, the spikeweed just disappears into the floor, wasting the cooldown.
  • Give it more health. It's too easy to eliminate spikeweed right now. It's health should be increased a fair amount as you can causally remove it with ease as a zombie.
  • Give it more charges. 2 is insufficient, I would give it 3.

As for other possible buffs, perhaps faster in burrow, able to chomp those caught in spikeweed, or  few other minor tweaks. Now that the Wizard has some counter play, Chomper is feeling less useful than before, and I feel Chomper already was under-performing. I've had some good matches with him on defense in TT and I love that I can't accidentally get stuck swallowing a zombie, and love the 50 XP for surviving the swallowing of a zombie, but at the very least, spikeweed needs a buff.

27 Replies

  • I was talking with some fellows on the discord and we thought up of some ways that chomper could be "buffed".

    Chomper random buff suggestions:

    -Slobber shot has falloff that starts at a medium range

    -Reduce swallow time to be equal to the time that it takes as if mastication was equipped

    -Mastication buffed

    -Spikeweeds trigger on impact with a enemies

    -Spikeweeds setup faster

    -Increase spikeweed health to 30

    -Spikeweed has 2 charges

    -Zombies can shoot themselves out of spikeweed

    -Spikeweed takes reduced dmg when stepped on

    -Decrease spikeweed spit force (decrease range)

    -Decrease spikeweed overall dmg to 30

    -If you hit a opponent under 15% of their health with slobbershot within 3-7m you swallow them
    -Chomper walks and sprints slightly faster than ranged characters

  • I have a few I want to see buffed from a google doc I'm making, but I'll list a few here.

    Chomper: Even though the rework chomper received here was pretty good, he still feels rather lacking in his intended role as a melee attacker. What I want to see is give his abilities more kick as well as reward him more for ambush

    Slobber Shot: -Now has damage falloff

    Spikeweed: +Now latches on to targets hit, stunning them upon setting up +Number of Charges increased from 2 to 3 +Spikeweed health increased slightly

    Burrow: +Volume reduced slightly +Swallow time reduced slightly

    Upgrades

    Facebite: Now crits from behind instead of the front, upgrade renamed to Backbite

    Kernel Corn: In comparison to the Foot Soldier, Kernal feels a lot more difficult to succeed with especially in regards to utility and damage. What I want to see is not only improve his utility but also his survivability as well.

    Health increased from 125 to 150

    Primary: Cob Busters: +Increase damage from 5.2 to 5.6

    Butter Beacon: +Duration increased from 4s to 6s

    Shuck shot: +Increase projectile hitbox slightly

    Cactus: The only thing I want to see changed is her drone airstrike, big bulb barrage because right now this ability is terrible. So much so that using puts you in a very bad position. I feel this needs an all around buff to let it compete with the likes of Eggsplosion

    Garlic Drone

    Big Bulb Barrage: +Decrease startup time from 3s to 1.25s +No longer reduces movespeed while active +Increase Bulb direct hit and splash damage +Either increase bulb rate of fire or increase bulb velocity

    Citron: While citrons toolset is really good, I feel he's held back by the startup times of his abilities as well as his mediocre primary damage. I feel he not only does he need less startup time on his abilities, but also more uses for EMPeach as well.

    Primary: Juice Cannon +Revert muzzle flash nerf from Dec +Increase base damage to 3.2

    Naval Laser: +Reduce startup time slightly +Can now zoom in with this ability +Base damage increased from 5 to 7

    EMPeach: +Reduce startup time slightly +Can now destroy space station shields on contact and knock electric slide outta fight

    Spin Dash: -Damage reduced from 75 to 65

    Super Brainz: For a character who's supposed to get into the thick of the fight, super brainz is pretty fragile. I feel he could use more survivability as well as maneuverability to help him in his intended role.

    Health increased from 150 to 175

    Alpha Better Shield: +Shield health increased from 120 to 135 +No longer slows down when moving sideways

    Turbo twister: +Either give it armor or increase its movement speed

  • One thing I really want to see buffed that I don't see talked about a whole lot is the garlic drones airstrike ability, Big bulb barrage. It's just for an airstrike ability, it feels terrible to use and you're better off not using it since it puts you in a bad position. I feel it needs an all around buff if it is to be viable. Be it increasing the damage, reducing the startup time, or increasing the speed of the bulbs.

    Edit: Made this post since my first one magically vanished at first. But I'll leave this one here and add any more suggestions that may come to my mind

  • @Razorninja56 the sound of empeach doing more stuff doesn't sound too bad actually. I mean you have Wizard doing 13 different things with zeelixir I don't see why empeach shouldn't do at least 4. 

  • @Pheesley  I'd have to disagree with your Nightcap arguments. First off, she was already nerfed into the ground. A lot of people stopped playing her.. I'll admit, she was strong pre-nerf, but not broken. Broken is a strong word. Others, like myself, decided to up our game and get better. So if you come across a nightcap that's actually good, it's because that person plays this character non-stop. She's anything but an "I win" character. 

    Personally I like to play a "support cap" I use the talent Incubate to get fast resurrections within the dome. and the other talent that rewards those successful resurrections with reduced cooldowns. It works out really well most of the time and makes you more useful to the team rather than just trying to run around picking off easy targets. Give it a try, maybe?

  • Pheesley's avatar
    Pheesley
    6 years ago

    @Shinobicap She needs a rework. When I say broken, I dont necessarily mean she is underpowered or overpowered. What I mean is that she does not work as Popcap seems to have intended her to be, which is a stealth character. 2 of her abilities turn her invisible and Fung fu is like a finisher move, seems like tools for a stealth character to me. Yet she isnt good as a stealth or harasser character, shes annoying at best. She is easy to spot when she attacks, and doesn't do enough damage to justify being in close range, which is why I suggested an assassination mechanic.

    They broke all the classes by allowing everyone the ability to Snipe because they did not add Fall-off damage, even though universally, a character who is quick, and is hard to hit should be only effective at close range. Her best playstyle is sniping zombies in a very unstealthy manner.


    I'm not complaining that shes overpowered, (but I dont think Parkour should be a thing if she is supposed to be a stealth character), what I'm saying is that shes an Imp on the plant side that is much more evasive and can Snipe.


    She still plays pretty much the same since Founders. Fung fu was strong because people didnt know how to play around it. Nightcap's evasiveness has always been good, and Parkour rewards mindless b hopping.


    I've given her 10+ hours, have tried all the upgrades and while I like incubate, nothing changes her playstyle enough to make it unique. I've had many games where I've done well as Nightcap. She isnt an "I win" character, she isnt very good either. Nightcap is just an Imp that can snipe and has better abilities, and her current class design isnt very unique.

  • @Pheesley In my opinion, I have to respectfully disagree. She is still the best player in the game. I play extremely up close with her, and I almost never snipe. There is not a single zombie that can take her in a clean 1 on 1. Maybe an elite 80s but that's still a 70/30 fight.

    And I find her to be very unique. She's not a character that uses damage output or even casting abilities like every other character, she uses mobility. This mobility trumps every other offensive or defensive tactic of any other character in the game, whether it's plants or zombies.

About Plants vs. Zombies™ Franchise Discussion

Zombies trying to enter your house? Keep them in check and discuss the best gardening techniques on the community forum.27,673 PostsLatest Activity: 6 months ago