Chomper Rework 2

WARNING: **THIS IS Crazy Chopsticks IDEA!!!! So only he can edit this page!!**

Chomper is a class in the Garden Warfare games, and is notorious for being annoying, cheap, and most importantly one of the worst classes in the game. On this page, I will be going over how I would buff the Chomper class in order to make it more viable. This rework will try to focus on making Chomper better as a stealth class and remove some of the cheesy attributes of it, and this will only be applying to the regular Chomper in order to make things less complicated. Make sure you read all the information, because everything is very important.

## Primary Ability

### Primary Ability 1

* 70.1 damage instead of 25. (2.804 times more damage depending on the Chomper)
* ROF decreased to 70. (1.92857142857 times less ROF depending on the Chomper)
* Auto fire.

### Primary Ability 2

* Just like in Battle for Neighborville, Chomper will have a secondary primary ability when zooming in called Slobber Shot.
* Does much less damage than Battle for Neighborville Slobber Shot (Mere 25 damage), and does only 10 damage when used 46 meters apart from it's target. So it wouldn't be relied on too much.
* This ability should be used to finish off low health players that are making a last ditch effort to run away.

### Back Chomping

* Back Chomping isn't automatically done. Instead, the player has to click on a separate button for Back Chomping.
* Chomper is only rewarded a vanquish from eating a zombie after fully digesting said eaten zombie. If the player is vanquished before eating said zombie, the said zombie will be spat out but gooped.
* Digesting a zombie is reduced to 2.4 seconds.

## Other ability changes

### Spikeweed

* Doesn't disappear after usage.
* After usage, because vulnerable for 2 seconds before becoming active again.

### Goop

* Goop is removed from the Chomper, because it's cheap and makes fights unfair and not skill based.

### Burrow

* The stamina for burrow never runs out.
* The player takes 50% less damage during burrow instead of being fully invincible.
* Burrow doesn't recharge.
* If the player eats a zombie with Burrow, the ability recharges for 5 seconds.
* Burrow has an enlarged hit radius on the ground.
* The player can't move in Burrow.

### Speed Burst

* Replaces Goop,
* Chomper quickly abrupts into a very fast state before slowing down to normal speed after 4 seconds.
* This ability has 2 charges.
* This ability has a 15 second recharge.
* 2 times boost in speed.

## New class gimmick

### Wall Jumping

* Like some other characters in video games. Chomper will be able to stand on walls or wall jump from wall to wall forward (fortunately not upward) so it could become a harder target to hit (Since a player constantly wall jumping would make it hard for enemies to hit it).
* If 2 walls are more than 4 meters apart or more, Chomper can't wall jump.

### Very silent

* Chomper makes no noises whatsoever when walking.

## Other stats (VERY IMPORTANT)

* Health is decreased too 135. (Health is 1.2962962963 times less for every Chomper)
* Physical height is decreased too 1.95 meters.
* Physical radius is decreased too 0.6 meters.
* Base speed is increased to 8 meters per second. (Speed is 1.14285714286 times more for every Chomper)
* Damage upgrades now are only 1.06 multiplier.
* Digestion time takes 2.5 seconds.

## Spotting Icons

Spotting Icons should be removed from Garden Warfare 1 and 2, since it makes stealth classes much less effective and gives snipers too much of an advantage.

## Specific Chomper changes

### Disco Chomper

* Needs 4 vanquishes to get disco fever instead of needing to specifically eat 4 zombies. But, the meter lasts for only 20 seconds.
* Has 1.5 times boost in damage during legendary mode.
* Instead of doing 30 damage with less ROF as a gimmick, Disco has a bigger near and far width with it's primary but less spray damage. (Direct damage stays the same)

### Yeti Chomper

* Primary changes to a spray attack (Really sad because I main Yeti Chomper), but, the spray is really weak, and the spray only freezes zombies once the spray starts overheating.
* Arctic Belch, which will be changed to the secondary primary, will do 40 damage instead of 25 with no damage drop off.

### Count Chompula

* Regenerates only 38 health after eating a zombie. (this is still about the equivalent to 1/3 health of Count Chompula, because it has 115 health in this rework)
* Regenerates 19 health after vanquishing a zombie in any other way.

### Chomp Thing

* After using Swamp Spray. The attack creates a cloud similar to Toxic Citron and Alien Flower.

### Armor Chomper

* No damage boost or ROF decrease. (Equivalent ROF and damage to the reworked regular Chomper)

### Hot Rod Chomper

* Unlike the other Chompers, Hot Rod's speed isn't 1.14285714286 times the original speed, and stays the same.
* Unlike the other Chompers, Hot Rod's health isn't 1.2962962963 less. Instead, the health is 1.08695652174 times less (115 HP).
* Instead of gaining a speed boost after eating a zombie, Hot Rod gains extra Speed Burst charges by vanquishing zombies. But, Speed Burst charges generated by vanquishes can't be recharged.

### Fire Chomper

* Name changed to Magma Chomper.
* The primary ability, which is now renamed magma spray, is a light blue color that does massive damage before the spray quickly turns bright orange and weaker before overheating.
* The secondary primary ability, fiery blast, has a similar gimmick with magma spray.

## Buffs and Nerfs in this Chomper rework

### Buffs

* New ability called Speed Burst. Which is a reliable ability for movement,
* Makes no sound whatsoever. (depending on what it's doing)
* Faster. (8 meters per second)
* Smaller hitbox. (1.95 meters tall, and 0.6 meter physical radius)
* Can Wall Jump forwards.
* Does more damage with chomp. (70.1 dmg)
* Has access to a new, but weak, secondary primary ability called Slobber Shot. So it isn't helpless against opponents out of range.
* Spikeweed doesn't disappear after use, but has a 5 second recharge before it becomes active again.
* No Spotting Icons. So catching victims by surprise is much easier.
* Users have to click on a separate button in order to back chomp prey, so players won't accidently eat a zombie and get vanquished in the process.
* Auto fire with Chomp.
* Burrow has infinite stamina.
* Burrow has no recharge.
* Burrow has an enlarged hit radius on the ground.
* Digesting zombies takes 2.4 seconds instead of 4.

### Nerfs

* Only 135 HP.
* No access to goop. Which was one of the most broken abilities in the game.
* Lower ROF. (70)
* Damage upgrade now only multiplies the primary ability's power by 1.06.
* Eating zombies only gets you vanquishes once you finish swallowing them. Making suicide chomping nearly impossible.
* Can't move in Burrow.
* Isn't fully invincible in Burrow. The player is only 50% less vulnerable to enemy fire.