Chompers: Unbalanced or Misused? | PvZ GW3 Ideas Part 13
HTML-код
- Опубликовано: 7 фев 2025
- Welcome to the thirteenth video of this series where I discuss everything about what I'd want for a Plants vs Zombies: Garden Warfare 3! If you like PvZ GW1, PvZ GW2, or PvZ BFN, this is the right video for you! Thanks for watching, and don't forget to subscribe! If you are watching this because of your early access as a Channel Member, then I highly appreciate it!
If you have any ideas for your own PvZ GW3, please let me know!
Music (in order of appearance):
PvZ BFN - Live from Neighborville
Kirby Star Allies - Dark Mirage
Super Mario Galaxy - Meta Knight Battle
Pokémon Scarlet/Violet - Vs. Pecharunt
PvZ GW - Boogie Your Brainz Right Over Now
Kirby and the Forgotten Land - Roar of Dedede
PvZ GW2 - Baron Von Bats
PvZ BFN - Lobby & Results
The 3 RUclipsrs in the little intro montage are (in order): Wolfy Playz, Xplodin Apple, and ZeroxFusionz. Check them out!
Enjoy!
This one I feel is one of my best! It's only fitting for the video going over my main class... Anyways, I hope you enjoy this video!
The channel member part was also already a part of the video, so I couldn't change it. Still giving a thanks to them when they were active!
Loved all the changes! The details to some are a bit iffy sounding. Then again we won't know until we try them! Right Pop-cap...?
The only thing I'd wish the video tackled was the abilities as well. While it's true that by now they are synonymous with Chomper, I still feel like they're not synergetic to the idea of the sneaky class the devs wanted. If I were to give my 50 cents which are worthless: why not outright replace burrow with similar abilities to games like tf2, l4d or even copy night cap's homework? I'd love to test Chompers being able to charge like l4d2's Charger, grappling enemy zombies and putting them out of position, or leaping like a hunter (maybe too much? 😅)
Also spike weed and the bfn toxic cloud are neat tools. But I feel like they dont add to chomper's ideal role well. I was thinking maybe the spit marks enemies like scooba soldier or make spikeweed like an engineer teleporter from tf2 when he has the eureka effect. Letting chomper burrow underground to travel to it. Ofc not be like tv head or wild flower respawn. Habe spikeweek only last while chomper is still alive
@@JoaoPedro-nc4vb I didn't talk about the abilities because I already made a video about them! Check Part Eight of the series!
@TwilightChomperEnthusiast aye! Thanks for the heads up! Just watched it and yeah. Very healthy changes all around IMO (bfn died too soon. Dang mismanagement..). Would still love for at least some talented modders out there to maybe try my crazy ideas out! ^^ A Charger Chomper can dream...
@@JoaoPedro-nc4vb Unfortunately, I have the ideas, not really the know-how to make a mod for these. I do want to learn though!
As a disco chomper main, I love the absolute RESPECT you gave to disco chomper's party mode
I found it so weird that it's practically identical to the standard legendary mode but WAY harder to obtain. Even more confusing when its counterpart is Toxic Brainz.
@@TwilightChomperEnthusiast WolfyPlayz actually made a ironically good theory on why legendary mode is so hard obtain (and why disco chomper is kind of mid in general) and that's they just needed a character to be the worst legendary character
@@Boiky_Cheezooks Critically, I don't think devs would intentionally make a bad character for the sake of making sure one has the de facto title of worst, but when viewed with a side of cynicism it works.
@@Boiky_Cheezooks it's probably more that they just buffed the more popular legendaries, hence why some party characters are direct upgrades to stock
I’ve been loving how each new video has been getting slightly better and better editing. Great stuff as always
Also making teammates revivable if the chopper is killed before fully swallowing is such a genius idea!
I wanted to make a larger focus on the editing of each of the videos to set myself apart from the rest of the crowd!
Shark chomper: really fast really strong and he doesn't need the digest after he swallows a zombie. No ranged attack, low hp.
Dragon chomper: is the charge up varriant. Both chomp and spit.
Zebra chomper: Is like toxic brains in a way he makes his meter by bitting and gets stronger just like him the spit dosen't make rhe meter go up tho.
Wind chomper: A spray variant that pushes zombies away with his spary and spit attack that also has splash damage.
Cherry chomper: A chomper who's bite has a lot of splash damage (aka an explosion) his spit attack is also has alot of splash
Totally not heavy bias when I say this: Chomper best class in the game without a doubt.
But in actual fact I think they are misused. The class has solid potential to actually contribute to the team if used right. That’s what Twilight Chomper is a good idea for this, since his warp doesn’t allow burrow camping or suicide. It’s more or less strategic teleports to who you want to vanquish, and where.
While I feel like the class as a whole is underrated, I won't go as far as to say they're the best in the game without a doubt. Despite the fact that they're often misused, they always have the obvious weaknesses that you really can't do much about no matter how good you are. Take for example, soldiers on rooftops. Unless you're playing as Yeti (or in some cases, the horses), no even Chomp Cannon will do enough to effectively deal with them. With that being said, I did buff that ability to deal 125 back in part 8!
@@GoodolArtifice I agree that the chomper class is misused. Chompers have great, underused primary weapons, but instead, everyone resorts to swallowing. During Lawnathon 2, my team was full of suicide chompers
i feel like disco chomper is a little unbalanced now what i feel should happen is that it shouldn't be instant, but halved so that it's just better, and it should be 15% Armour instead of 50 during swallowing. but honestly it's not that bad because it's really hard to get the legendary mode in the first place.
Reason I made it what it is is because your damage for your bites don’t get a boost, and you wouldn’t want to waste time in your legendary mode by chewing. If it ends up being too problematic though, changes are always on the table!
Nice video! I like the changes you've made to the chomper class ,especially the spitting the zombie back out if you are killed while chewing mechanic to make kamikaze burrows much less rewarding. I do also like how you changed toxic chomper and hot rod.
Thanks! I wanted to make sure that not a lot of the chompers feel as same-y as they did before. Hotrod's speed also stacking on streaks is mostly there to encourage people to build up streaks versus go for a single person.
I think that eating should be on the same button as tv heads and wildflowers melee attack, just to keep consistency, because if I had a nickel for every time if go to bite somebody and will die if i swallow them, the game decides i eat them anyways. Idk if you mentioned this in a previous episode, but I thought it was worth mentioning with the randomness of eating in gw2. Love the content and Im excited to see you cover more in the future like that campaign and the super brains class. Much love and have a great day!
I did mention it in part 3! You could imagine that one as a precursor to this saga of character balancing videos. As for the campaign, I have SO much planned for it, that I feel like it may end up requiring more videos than any of my other topics...
Yo same! With my 200+ ping, the game thinks I am swallowing the zombie, even if he’s in front of me. I almost never go for swallows
@@dedicated_plant024 From the looks of it, I also believe that because a lot of zombies are so skinny (mainly scientists and pirates), by standing directly in front of it, the game thinks you’re close enough to them from the back as well to swallow.
@@TwilightChomperEnthusiast oh yeah, about that, will chomper’s hitbox be decreased?
@@dedicated_plant024 He should be more tanky because I made his critbox smaller, making the 175 health go a lot further.
This is my time to shine.
Definitely one of the more interesting ones in this series, this feels about right, less cheesy Chompers (no Chesters) and while a lot of us would miss being infuriating to zombie teams, it would be so much nicer to just melee instead of just eating all the time, I've had to unlearn that, I think this mostly struck a difficult balancing act
Yes. My vision for Chomper in GW3 is to not take away from what he can do, but make him a better character in the process.
YES. As someone who has chomper level 10 in gw 1, I have always wanted swallow to be a different button because of the sheer jank
Definitely!
I like these chompers changes,cause i hate the gw2 version but love the bfn one
Me playing chomper in gw2 as a bfn player is a nightmare,he can't sprin so he is just slow,he doesn't have a ranged attack so any sniper is a bye bye to him and the spotting icons ruin the stealth mechanic
But my enemies just ignore all these things and are still able to swallow me EVERY TIME
Thank god you fixed that keeping both the bfn and gw2 versions
I made sure to keep the best of both worlds!
One more thing I'd tweak with class as a whole, is making it so you have to hold down a button in order to make the icon for swallowing enemies appear. I feel like that would help with when your just trying to bite the enemy but because of lag or weird hitboxes (or whatever it is) you end up swallowing them by mistake; even if you're in front of them. Not counting when you're using burrow, of course
Yes, don’t worry, I have something already said for that! In part 3 where I went over all of the classes and made some simple changes to them, I moved the swallow button to be on the same bind where TV Head and Wildflower use their melee attack.
"wake up bro, new gw3 video dropped"
I love watching an unbiased discussion the most bestest character in the game!
Of course!
considering the chomper's main thing is to eat and swallow zombies I would make it so when the chomper swallows a zombie successfully they gain some benefits in some way.
The spray chompers:
When swallowing the enemy the chomper recovers "ammo" which alters the spray a bit. 20 points to ammunition up to a maximum of 100.
Electric: It's lighting doesn't do more damage but instead increases the spray's size allowing the chomper to hit more enemies with it. Emphasizing the main gimmick of lighting, which is to hit multiple enemies at once.
Fire: The fire's main gimmick is damage so when eating an enemy it will make the fire chomper spray do more damage.
Toxic: Toxic would be different, the way I see it Toxic is meant to give a passive poison aura. The main point of this aura is stop enemies from regenerating hp normally because they are constantly taking damage, no matter how small. So when a toxic chomper eats an enemy it doubles the range and increases the damage of this aura. This ammo is a timer instead of ammunition.
Hotrod Chomper, Count Chompula, and Disco Chomper already gain something from chomping enemies in this game.
Metal Chomper: Makes it so it's bite attacks are faster, about the same speed as a regular chomper because it had something to eat (carrying all that metal around makes one famished after all!). However it only lasts for 5 bites, after biting 5 times it goes back to normal speed. This can stack up to 20 bites.
Unicorn Chomper and Twilight Chomper: After successfully chomping an enemy, it resets the warp cooldown instantly.
Thing Chomper: I'd make so that Thing Chomper increases the maximum amount of HP it has, and even grows larger as a result. The increased size would make it's attack have more reach, do more damage, and makes the enemies more likely to focus fire on it, giving your teammates more breathing room. And if the enemies don't focus fire on you well they'll soon have something the size of chompzilla on their hands.
Regular Chomper: It was hard coming up with something for this one. I only came up with two ideas.
1: Chomping the enemy powers up the chomper for a bit. A little bit of everything, 20 hp recovered, moves slightly faster, and do a little more damage for a short time.
2: Chomping the enemy reduces the cooldown of your abilities by half each time, allowing the chomper to keep doing it's thing. Gooping, burrowing, and trapping.
Those are my ideas for the chomper anyway feel free to take them and alter them if you want.
I'm glad you have taken a crack of your own at rebalancing the chompers, but as someone who likes chompers significantly more than the average person, I have...mixed feelings about these changes. I personally would've tried to lean more into the assassin angle for chomper (which is what I wish bfn did instead of making him a psuedo sniper). But hey, we all have our own different ideas of rebalancing, and that's okay! I do massively appreciate the reducing of his critical hitbox, because even with his solid health, he still died way too quickly because of his giant critical hitbox.
Oh yeah, and I support the idea of making his legendary meter godlike, because for one, chompers in both garden warfare games were rather weak as a class, and for two, high risk + high reward is what I feel like they were going for with Disco Chomper in the first place.
One more self reply (I could write a whole essay with these comments alone, lol):
Count chompula being able to heal himself not only by swallowing people but also simply by biting people is something that should've been the case from the start.
Since I buffed Chomp Cannon to be able to OHKO soldiers on roofs, the ranged attack isn't *as* needed as it is before, but I like having the insurance policy. It's just that BFN made the projectile deal WAY too much damage.
@TwilightChomperEnthusiast Yeah, bfn hard suffers from not having dropoff
@@CoralReaper707 Just makes it more frustrating to know that it was originally supposed to have it.
now what would be REALLY cool would be if you got together with a dev team to make all these changes be a mod for GW2, a la Private Play Remastered or LoadsOfVariants (and be objectively superior to both!)
And since basically every character is changed, it would functionally have built-in anticheat since someone would have to mod over it and most skids wouldn't be skilled enough to make compatibility work!
All that said, this has been a fun series to watch through. You even inspired me to actually try playing BFN for real instead of once every 6 months, and I'm really liking Snapdragon and Wizard :) Wizard feels like "Hover Goat but not quite" with how his sprint works and Snapdragon is Basically Just An Animal so I get to be a "furry that's a menace to society" even without the goat :)
Well, you finally made it to the most recent part of the series! And don’t worry, there is still much more to come!
Anyways, this is far from the first time I have heard that I should join a mod team/make a mod of this, and it is something I have considered. I just have to find the right people really. And I’m also glad to have allowed you to properly play BFN!
Chomper in would be so sick if it took a page from the Hunter from L4D, a leap pounce attack that could be used for attacking and ambushing enemies at higher elevated spots or escaping.
But here are some general suggestions that could really help Chomper out in GW while still keeping it's identity.
-Remove the spotting icon for it, or at least make it less effective, allows more stealth strats
-Have it be the only class that cannot be crit, so it can tank better
-Give it a signature sprinting mechanic
-Make Devour and Biting/Breath attack set to different buttons
-Speed up the devouring process, from the initial attack animation to the swallow, just please...
I agree with all of these, except for it not having a critbox. I also changed sprint burrow to give you height when you exit it, so that could work like what you said to allow Chomper onto higher surfaces.
Great Video! I really like your ideas, especially for the spitting back out part, that is genius.
I do think the Disco Chomper's legendary mode is a bit op? Maybe not, I don't really play disco.
Maybe I don't play disco properly, but getting a streak of four solely on swallows is A LOT harder than I anticipated. Either way, you can still counter it by simply getting onto a higher surface when you see one coming, so you have to pick your fights accordingly.
I may be a follower of the great armored beast himself but disco was always fun for me and count chompula was my main all the way back in gw1 when I was significantly less attuned to the power of “the funny”. Disco with these changes would be absolutely insane and it may be a bit too much but overall making it better is a good idea. My goat armor chomper with even more damage and faster bite rate would be a menace and chompula with true lifesteal just feels right. Solid work here.
Thanks! Disco is probably the hardest one to do with how I envisioned his legendary mode. I could have done it the easy way and switched him to only require 5 vanquishes and not 4 swallows, but that’s boring!
Agreed.
I love all the changes in this video! I feel like Chompers shouldn't get Xp for a vanquish until they swallow just as an extra incentive for people to be more careful. ( Ps The goop jank in Zgypt is an invisible wall in that spot, it's actually useful for the plants at times as it only blocks incoming projectiles. )
Didn’t know about the Zgypt thing! I’ll see if I can use it to my advantage in the future. As for the XP, I’d keep it how it is because I wouldn’t want to get shafted if I accidentally swallow, or I do on purpose, only to be vanquished by some sniper I couldn’t have been able to prevent.
An idea I’ve had for chewing and swallowing is that instead of dying instantly after the initial chomp animation, you’d be alive up until the Chomper swallowed, and your health would drain while the Chomper chews. So, if you were at like 25 health the Chomper would barely have to chew at all, but if you were at like full health as an All-Star, the Chomper would be chewing for quite a while. And if the Chomper was killed while chewing, the zombie wouldn’t even have to be revived. Is this a buff? A nerf? I dunno! I- I just like Chomper. And, great video, naturally!
The thing about that is that it would be incredibly annoying to have to wait the entire duration just for you to die in the end, see the vanquished screen, and wait to respawn again. All it does is punish both players for the Chomper being played how it was intended, while not really fixing much in the process without making it more tedious for everyone. Just spending the extra 5 seconds to revive your teammate makes it a lot nicer, and let’s face it: most characters have a way to evade burrow in some way, so a good chunk of the time it’s your own fault you fell for it.
@@TwilightChomperEnthusiast ohh… yeeaah… D- didn’t think about that. Hmm, maybe the zombie being chewed could still have the option to respawn? Maybe, probably, most likely this is over complicated and unnecessary, but I dunno, I thought this idea was kinda neat.
@@The_Loaf_ You weren’t the first one to suggest this idea, so I had the answer at the ready lol. Either way, the more we try to fix it, the more complicated it would ultimately become to a point where it could just become unnecessary.
@@TwilightChomperEnthusiast dang, AND this was unoriginal? Welp, that’s enough ideas from me. Sorry to be a bother.
@@The_Loaf_ I didn’t mean that in a negative way if that’s how you took it, so don’t worry. I appreciate receiving ideas all the same!
I would add the iceberg lettuce to gw3. Because it would make the teams even and it was close to being complete in bfn. Plus, I find this plant so interesting.
Part 2 might interest you then...
Sorry if I keep saying who I want for gw3. I just really like iceberg lettuce
I really hope you'll make some full summary videos after this series is done. Where you go over every change to a certain character including changes to their mechanics, abilities and changes to the game mechanics that would affect them.
I was having trouble trying to figure out how balanced these changes would be because i couldn't remember what you changed about base chomper and its abilities.
I have that planned, along with me going through some of my older videos where I correct anything that’s outdated/things I no longer agree with. Once I’m done with both characters and abilities, I’ll do a rapid-fire list of all of the changes for each character so it’s all in one place for everyone.
@@TwilightChomperEnthusiast
Id say it might be better to make each character a separate video and then put them in a playlist that way people dont have digest an hour long data info dump in one sitting or study every video you put out for context. Its hard enough to follow the contents of one video's worth of changes without visuals for me.
I understand its a huge undertaking and you're doing a pretty good job despite that. I know its unrealistic for you to hire an animator/illustrator for this but it would help hugely (at least for me)
@@zemufinman1639 For convenience, I’ll be using YT chapters for each class, so people can skip to different variants to their liking!
@@TwilightChomperEnthusiast
The problem I see with that is that those don't show up if you download the video. Also, you'll probably get better viewer retention and watch time with shorter videos. probably won't matter, but something to know.
@@zemufinman1639 Nothing is set in stone yet anyways, as I still need to balance 12 more classes anyways lol
Giving chompthing 2 health regen upgrades, would give him over 10 hp per second, depending on how much the second upgrade gives
I was in your game somehow like 15 mins ago lol my username was gllbike and i was a default twilight chomper. Also you got absolutely destroyed at 1:55
I saw! I also got footage of it, so I’ll see if I can put in in anywhere.
@@TwilightChomperEnthusiast Oh cool!
I had a great idea (IMO) for a super Brainz variant, batty brainz or super bat. Its a batman based vampire super brainz.
Since hes based on batman id give him lots of speed and mobility and make him near silent in every way except for the super ultra ball. Hed have a 7 hit high damage lifesteal combo but the pause in between combos would be WAY longer than the other variants. Hed also have med low health like engineer.
The playstyle would be to sneak up on an enemy since you are significantly more frail than base and then drop in on them for a 7 hit blitz combo which would keep you alive for the duration of the attack and then get out as fast as possible. If the 7 hits didnt kill them then getting back out is even more important since you would have to rely on abilities for damage.
I was thinking of giving his laser SUPER low damage and a cloud effect that does no damage but has an effect similar to the earblitorator so you can disorient enemies to get in close or escape.
Hes half support half pick. Let me know what you think
I think this works well! I’d give him 150 HP, and alter his design to clearly look like a Batman knockoff, but “legally distinct” enough to be his own thing.
yippe second priemere
for a mini-class rework, this was done very well, the extra projectile attack feels warranted and the swallowing rework is very much deserved. also spray chompers being reworked feels good, something about those ones in particular always felt off to me.
plus the addition of unique attacks for each is nice, power chompers whole rework was very well earned for being a fundmentally useless character (melee unit with chain lightning, have to charge two people to get ANY use from it). same with chomp thing but he wasn't useless, I really like you leaning into the monsterous swamp thing (i have not watched that movie) origin.
overall, you really knew how to buff them up. I don't know if they'll become OP or not, considering you don't see Unicorn or Twilight enough, but I think its good they're at least on the same level
Yeah, only time would be able to tell if some of the more extreme changes end up breaking a character, namely the Hot Rod change.
Heres my changes for vamp chomp (on top of what you said)
The health from eating a zombie starts the second they get chomped and is applied as regen, healing the full amount by the time you finish swallowing them.
The spit attack has bat wings and hones in very slightly on enemies. VERY slightly. the projectile is super fast so it wouldn't make sense for it to have a good turn radius
Holding down bite would let you latch onto a zombie. Dealing slight damage over time while healing you. If the bite is a 9 to 1 damage to healing ratio then the suck would be 5 to 1 at the cost of a longer kill. Maybe the count cant detach until one of them dies.
Id also make him make way more noise than other chompers, going bleh bleh bleh and stuff so any vigilant zombie could avoid him. Also when a zombie is latched onto by the count they would play their dying yell over and over until one of them dies.
Some unnecessary stuff, take it or leave it
Give him a weak double jump because of his bat wings
He doesnt show up in reflections
Sunflowers dont heal him as much because vampires hate sunlight, this would make him the independent chomper along with chomp thing
Expect my vampire sunflower changes when that video comes out. (I swear im not obsessed with vampires i just think they could have done more on those specifically)
I’m all for the “makes sense in a roundabout way” changes, so the mild double jump I like. Probably nothing too spectacular, but enough to let him cross further distances without gaining all that much height. The latching attack might be a little too much when combined with everything else, since that would be giving him upwards of four gimmicks depending on your POV (lifesteal, double jump, homing secondary).
The not showing up in reflections thing could actually be really fun, and it inspires me to design a map that has a bunch of mirrors in it!
@@TwilightChomperEnthusiast
Well id lump the latch on in with the regular bite's lifesteal as one gimmick. I thought there was precedent for alt primary attacks seeing as you gave toxic chomper an alt primary ability to one-shot
@@zemufinman1639 The reason I gave Toxic Chomper the additional attack is because he’s otherwise a very simple character mechanically, something that cannot be said about the vampire mechanic, double jump, and homing secondary. The tongue also directly ties into what all Chompers do, with that being swallowing. In reality, he’s not getting anything entirely new, just a fancier way of achieving something everyone else has.
@@TwilightChomperEnthusiast
Yeah, all right. If I were to let go of anything, it would probably be the homing shot. I just thought it would be interesting for him to spit a bat, but really I don't care at all about it homing.
I love that most of the Chompers have something special about them, like Armor Chomper, who is very strong but very slow, and Hot Rod, the fastest character in the game Chomp Thing can bite from afar
So if I will add something, it will be one of the chompers will have a long and strong tongue
1 you can stab with it to do 2x the normal damage Or
2 You can use it to hit groups of zombies, but the damage will be less than normal
I think the best chomper would be the Armor Chomper to make him fun. If it is 1 he can wipe out a zombie Out of existence if 2 he can do some serious damage to zombie groups if he get close
Having a swordlike tongue would be really funny for an armour character, therefore I like it!
Chomper variant primary and secondary weapon names:
Toxic Chomper:
Primary: Toxic lick
Secondary: Poison spit
Fire Chomper:
Primary: Fire chomp
Secondary: Flaming slobber
Power Chomper:
Primary: Cloud chomp
Secondary: Shock shot
Chomp Thing:
Primary: Swamp chomp
Secondary (if there is): Moss shot
Disco Chomper:
Secondary: Boogie spit
Armor Chomper:
Secondary: Plated drool
Count Chompula:
Secondary: Fang flung
Hot Rod Chomper:
Secondary: Oil shot
Twilight Chomper:
Secondary: Midnight slobber
Unicorn Chomper:
Secondary: Stallion shot
Yeti Chomper:
Primary (since the artic belch would be moved to the secondary): Freezing sneeze
(Reposted to make sure Twilight Chomper Enthusiast can see this)
I thought of a couple more foot soldier variants.
First is Sheriff zombie
He would work like Law pea in that it fires as fast as you can mash the trigger when you're hip firing (and maybe he uses two revolvers) but when you aim down sights you use one revolver to quick draw. When you press the aim button, you are given a short window of extremely high fully automatic fire, but it slows down over the course of let's say one second. Keep in mind you only have 6 shots
The place style is to either eyeball your shots and mash fire or to do a quick burst of damage by aiming and unloading your entire clip at once.
Obviously to balance this, his reload would be quite long, maybe even longer than Law peas and he would have super low ammo (either 6 shots always or 12 when not aiming and 6 when aiming) and if you aim but dont shoot immediately your fire rate will be abysmal.
The other one is riot cop zombie.
He's slow and has a lot of health like an armored variant and he fires low damage rubber bullets that cause a light slowing/ stunning affect like the turbo twister used to.
His goal is to soak up damage while crowd controlling by spreading has damage over an entire group of plants.
he could also have slight damage resistance when being hit from behind because he has a riot shield on his back, although that isnt vital to the character at all.
Alternatively, I've seen someone else make something like this but instead of rubber bullets, they had a close range taser but otherwise did basically the same thing
I originally wanted to make him ironic in that the character description says he fires non-lethal rubber bullets but in game he does a crap ton of damage, but he turned out to just be identical to tank Commander.
The sheriff would need a bunch of tweaking because of how polarizing Law Pea is as a base to begin with, so getting proper damage, especially with all of the add-ons would be tough.
The riot cop was also something I was thinking of doing, especially since it’s the perfect opportunity to give him a shield like the shogun-guard.
@@TwilightChomperEnthusiast
I specifically didn't mention anything about damage with the sheriff because I knew that even though he only has six shots, giving him even medium damage would definitely tick certain people off
@@zemufinman1639 I saw, which is why I elaborated on that fact!
Im kinda disapointed on about how you balanced count chompula, but its your opinion and i respect it
If you saw my level with him, you can tell how little experience I have lol
I love the idea of turning Chomp Thing into a full on monster, I now want it so bad ! Ideas on how to prevent sauce-burrowing is also great !
About the critical hitbox, I would just get rid of it entirely since mouth is also a big part of the Chomper model
Now HodRod Chomper, I actually had the exact same idea for him ! So i'm glad you also think it's a neat idea
Lastly, I think life steal effect on Count Chompula should be bigger, 5HP would rarely make a difference
Otherwise, I really liked all the changes you proposed, keep up the good work !
Thanks! I was toying around with healing 10 HP per bite, but I thought it would make him too difficult to KO in close quarters. 7 might be the best middle ground if 5 doesn’t do enough.
I disagree when it comes to removing the critical hitbox because thats where a lot of the reward for skill comes in.
I think the healing for count is just fine since it has the exact same risk as normal chomper but with more reward and the bites add up even in a single encounter. Its certainly more healing than the enemy is getting
@@zemufinman1639 I'm sorry but I don't see how shooting such a big target requires a lot of skill
When it comes to the healing factor, only playtesting could really tell us the truth
And since Chomper needs to be close to enemies to damage them, they also get their maximum damage ramp up, so 5hp still isn't that much
@@sockblouse9259
I didnt say it required a lot of skill.
Im saying if you remove head shots from one character entirely what's stopping people from removing them from every character and then at that point it doesn't matter where you hit people so gun fights will be away less interactive if no matter where you hit it does the same damage.
I do think that the Chomper having such a massive head hit box is a little too easy to get head shots on, but I definitely don't think that it should be removed entirely
@@zemufinman1639 Now I understand better and I get your point, however, when it comes to Chomper and other plants such as Peashooter and Sunflower I feel like removing their critical hitbox would be for the better, their models make it so easy to land said shots, moving their critical hitboxes to stem for example would feel weird and making said hitboxes smaller would make them feel really inconsistent
That's gonna be all from me
I thought about nerfing the Chompers accuracy to consume zombies from below or behind. Also taking the processing time enough to get the zombies in its mouth at a slower pace. I also think the sparks from the Armor Chompers bites should inflict damage. Also the Disco Chompers should have lasers that get omitted from disco fever should flick damage which fires and taking a fire unleash pause to keep it balanced. Overall, this a good balancing update regarding the Chompers. Keep up the good work. 👍🏻
By nerfing the accuracy, do you mean like giving them a chance to miss and fail the swallow? Or do you mean making the range less generous.
Making the range less generous.
To quote something I said during the premier
"Chompers! Also known as: glorified fishing, without a fishing rod"
Doing it the old fashioned way!
(Pre-video, might edit or add reply later)
As someone who’s been mastering Chompers for a bit in GW2 (and popped off with armour yesterday) I’d say they’re kinda weird from a design and gameplay standpoint. What do you mean they get a ranged AoE stun projectile with an inexistent cooldown, but have hitboxes (especially head hitboxes) so big they put Moji Paladins to shame, rendering them op AND underpowered in long distance fights at the same time? They’re just so extreme, and rely too much on your team not sucking and the enemy team not being too competent
Though I will say that if you really just want a streak rather than just trading a kill with the zombies, trying to be stealthy works out pretty well if you have good positioning and timing. And pray that there’s no Engineers, especially mister earrape. Seriously, why does he have knockback?!
If you can goop a zombie, even an Engineer, before they see you, you win. Roadie Z is a bit more annoying because of what you describes, along with his extra HP.
@@TwilightChomperEnthusiast HE’S GOT EXTRA HP TOO? No wonder I chomp cannon him and he still survived long enough to kill most of the time, that’s insane
@@titadogelo5090 Yeah, Roadie Z has 150 HP unlike the 125 the other Engineers have.
Did not mention Yeti and it's been a while since I watched the previous videos so I don't remember what you did to him.
But other than that, pretty much agreeable
The chomper is the most fun characters in any shooter, beacuse it's a just a massive plant that eats people.
The problems are the jank and the overall weakness
I may start putting a little disclaimer in my videos reinstating something from the start. I basically said that if a character is balanced, or if said character’s required changes are something boring like a simple damage adjustment, I’ll skip over them.
Twilight family have been always hit or miss yet they share one dumb thing
✨Chomper logic✨
Much to our dismay when the game decides to make them swallow a zombie from the front.
You should make an animation of the abilities of the new chopers
I have tried animation before, mostly with that little subscribe promo at the end of the video, and to a degree the Chomp Thing bite. If I could do it faster, then I could try and put them in, but it’s a lot of work for something that will take up such little time in a video. I’ll see what I can do!
Season 2: PvZ GW4 Ideas
Prequel: PvZ GW0 Ideas
I think it'd be neat to see an alt burrow that lets you climb walls, maybe in exchange for your ability to attack from below.
Cool? - as hell (In my somewhat biased opinion)
Well designed? - probably not
@@CosmicTaco4 I’d refrain from that, because not being able to effectively get onto high surfaces is what keeps Chomper’s OHKO move in check. I designed Sprint Burrow in part eight to give you a slightly boosted jump when you exit, if that works.
@@TwilightChomperEnthusiast That feels extremely obvious now that I think about it, guess I should leave these things to someone who actually mains chomper and consequently would have an idea on how to balance him.
Also I completely forgot about the sprint burrow change, my bad
I feel like doing so it’ll feel my set out and more less of a pain to play as a character and instead you actually have fun with them
Sorry?
@@TwilightChomperEnthusiast ohhhhhhh wait sorry there’s typos, what I mean is that it’s fleshed out and it’s fair balanced
Yay,it launched,good video as always
But what is armored chomper long range weapon?you said everyone would get one except yeti chomper
Huh, I guess it never made it in. What I had in mind is him shooting these metal shrapnels that have piercing properties!
@@TwilightChomperEnthusiast good,also i was thinking chomper spitting the zombies don't really make sense to his porpuse
I think if he just poops the zombies would be funnier and make more sense
Where they gonna get out idk but it could happen
@@MateusLanaro How would it make more sense for the zombie to go through the entire digestive system first when the Chomper is killed when chewing? Plus, I’d hate to see what the community formulates with that… concept.
@@TwilightChomperEnthusiast was suposed to be kinda of joke,but tbh i don't think it would make sense to chomper spit the zombie,principally since in the tower defenses she doesn't do it
@@MateusLanaro In the tower defence games, Chomper can’t use burrow, goop, or Spikeweed, either.
i think all chompers CAN be good, depends on the player, and the enemy team. personally i love chomp thing (wow, crazy) but all chompers are kool
I feel like they’re underrated and underpowered at the same time for the most part.
Rip to the twilight memberships for now.
I feel it's for the best!
Finally
Please switch fire and toxic chompers ideas fire breathing chomper better
You want Fire Chomper to be the one with the tongue attack?
I have a question about your 80’s action hero’s variants from part 7
How would they use the can’t miss-ile effectively if, from my assumption, they don’t have tracking? Better question, how they use the rocket ride or can’t miss-ile if the crossbow from the original is what those abilities are changing from? Again, I’m just assuming that those abilities are something that the crossbow can change into, but really, how would the variants use either?
Yeah, I guess I didn't really think that all the way through. In my head, I sort of imagined that just landing attacks in general would grant a tag, but I would probably have to give each variant different tag values to not make it too easy to do. I'll talk about it when I balance the 80s class!
@@TwilightChomperEnthusiast alright cuz it was bugging me for like a week when rewatching your vids
Forgotten yeti moment
I said in the previous video that if I don't have anything to say about a character, or if the changes I do want to make aren't very interesting, I'll leave them out. It just to happened to be that Yeti was the only one here lol
4:20 I don’t get why people think disco chomped requires five full swallows to activate. Unless you’re only eating Ai spawnables it’s only four, in fact it’s the same case for scallywag imp only three kills for yohoho mode
The on-screen text in that exact timestamp addresses my mistake!
Ok, thanks
Also love the editing style specifically the imp using impkata and the super brains flying full speed into a potato mine
@@tobdayoutuber3246 Even though I'm mainly a commentary RUclipsr, I like to make it look like the gameplay is just as engaging with those edits!
Is nobody gonna talk about how horrifying chomp thing looks?
I wanted to make it more like some demonic swamp monster/black lagoon creature, but still boiling down to just a Chomper with a long neck!
For GW3, would you bring back the teleporters in turf takeover? And if so, would you be improving upon it in some way like buffing the turrets or anything?
With sprinting being a thing, I don't think they'll be all that needed. However, I'm wondering if I can do something with the concept in general in those maps.
@@TwilightChomperEnthusiast ok
Unicorn chomper should be buffed by making him actually able to be obtained
True!
I know you've already been including some peoples really good suggestions but I'm wondering if you are planning on doing a suggestion video not necessarily ones that you'll include just good ideas.
Since I have a lot on my plate, it’s not the first on my priority list. However, I’ll make a community post for people to list their ideas on where I can access them. I’ll also scour my other videos to see if there’s anything I like.
If amour chomper was in bfn he'd be alot better
Probably in part because of sprinting lol
@@TwilightChomperEnthusiast Yeah he's main drawback is his slow speed however sprinting fixes that problem
1:02 then give it 150 - 125hp since it makes it harder to hit him and chomper ain't no tank class he's an assassin (no bias)
I’m specifying their *critical* hitbox to be moved. They’ll take normal damage on their head all the same. They’ll be just as easy to hit, but harder to deal critical damage, as things should be.
@@TwilightChomperEnthusiast yeah but he's a really mobile assassin maybe to compensate with the 150 hp his hitbox should be just slightly smaller, also corn has a huge hitbox already way bigger than chomps and has 150hp
@@Tesseract-dimensions-63527no I actually agree with him and besides that will make it worse.
@@sammyhorace7523 yeah
5:05 ok that was pure comedy
Going, going, gone.
Chomper: they made me less annoying by only being able to eat from burrow but however they forgot to nerf my ranged attack and this new grody goop is going to be the new type of annoying, I am only a melee character when someone gets close to me, but in actuality ima sniper
And if that wasn’t enough I deal now almost as much damage as armour chomper with a fully automatic bite
No I am not op
BFN logic
Are you going make more classes for this. I have a idea if you do.
I have a plan to design some more classes, but I have a lot to do in between!
@@TwilightChomperEnthusiast so do you want to heard my idea. You probably never think of it.
Ight so I have this crazy idea for a vamp chomper named count chompula it will be red and glowing and it’ll heal by eating
Considering the breakfast cereal brand “Count Chocula,” the name becomes simultaneously more and less obscure.
You should add 3 speed upgrades for hot rod lol
That sounds... terrifying.
3:10 I don’t know why but I always feel like power chomp for he’s actually might be the same as Godzilla I don’t know
I haven't watched any of the Godzilla films, so I couldn't say lol
@@TwilightChomperEnthusiast LOL
Chomper is a "high" skill character, change my mind
Low skill floor, high skill ceiling. It’s just nobody really uses them to their full potential and settles with a K/D of exactly 1.
Not to brag, but the Gw3 main theme could be Plant vs Zombie by 7Grams & DieSi
Hmm, never heard of that one. I’ll give it a look!
@TwilightChomperEnthusiast So, what do you think?
I love chomper but yes this good balancing
Thank you!
Twilight has been quiet after he posted this...
Something is visible in the horizon...
I feel like hot rod is going to be op
In the right hands!
Yeah the one characters who got badly designed is Chomper in concept he's supposed to be a sneaky character that Vanquish one zombie by himself but in execution it doesn't work that well because people bumming a lot of the time and you can't do anything unless you go to the crowd and you get one kill just call suicide chomping and even if you didn't do that like me who don't do that you swallow one zombies and then there's another zombie around the corner and then by the time you finish swallowing you're dead also when you look at his design he doesn't look like a sneaky character you look like a brawler well at least for me overall the dev really done Chomper dirty.
This is why I feel like he needs to rely less on swallowing, with the exception of Disco.
@@TwilightChomperEnthusiast yes, that's why I think Chomper is better in battle for Naperville.
what kind of characters do you want for pvz garden warfare 3
Same as before, but you’ll see when I make a video about it!
Are you ready to propose to Piranhas on Parade?
Is this about the Odyssey Central Video?
@@TwilightChomperEnthusiast yes
@@happyaccidents523 I’ll see where I can reference it in a later video
i main him but its a love hate relationship
You love to cheese fights, but you hate when the game cheeses you.
@@TwilightChomperEnthusiast yes
Armor chomper is balanced
Nobody can agree on that!
@@TwilightChomperEnthusiast valid
u forgot about yeti chomper
I said in the last part that if I have nothing to say about any individual character, whether if it's the cause of it already being balanced, or just having boring changes in general, I'll skip them.
@@TwilightChomperEnthusiast oh sorry then
@@Shadow_trap14 No issues! It's my fault that I didn't reiterate it in this video lol. I'll start doing it for each new part now.
Braiinz!!! how will u balanc me???
Probably increase close range capabilities mildly in order to properly nerf long range, including dealing less fire damage at range and removing splash damage.
@@TwilightChomperEnthusiast fair, my frind. may brainz be with you!
@@TwilightChomperEnthusiast big brain idea: what if the porcupine's revenge shot out those projectiles as far as the normal goo, but like the way a shotgun would so they all continue off as individual damaging pellets
@@MichMood72 The reason why Zoologist doesn’t have a projectile is because of his obscene damage up close, so having no range is the way of balancing it.
@@TwilightChomperEnthusiast ah
Hi I. Back and I have ideas
Round Two: BEGIN
@@TwilightChomperEnthusiast so I want too introduce variants for the character ideas
@@TwilightChomperEnthusiast so first huge giganticus first variant light speed a lower health lower damage speedier version with a third hover
Second Neptune a splash damage character slower fire rate
Third Jupiter adds a charged attack that deals a huge splash damage less option less ammo
I replied btw
No offence.... never ever make one of these again
But they're fun to watch no tho no matter how bold you could be 😅
0:47. The sans reference.
I don’t play Undertale, but I knew I had to use that reference.
Because duh. It's a shooter game. We Dodge like sans we learn his moves.