Apparently Rose is likely to receive a rework soon in GW2; while some are hoping this will bring Rose back up to 125 hp, I'm a bit skeptical about this. Size-wise compared to the rest of the GW2 plants, Rose is one of the three smallest in overall hitboxes. Compounding that, proportionate to the rest of her body, Rose's head, the critbox, is relatively close to the size of the rest of the body, unlike the zombie equivalent, the engineer, who has a much larger frame to justify his 125 HP.
Furthermore, Rose has two stun abilities; the Time Snare and Goatify, compared to the Engineer's sole stun ability in the sonic grenade/mine (depending on which the player has equipped). This gives Rose more ways to press an attack, and the homing shots that Roses are known for will only further compound this issue, especially if a zombie player is vanquished under the effects of a Goatify as this is another way plants can force zombies to wait for the full respawn timer, on top of destroying imp mechs and chomper's swallowing. The rose's main movement ability, the Arcane Enigma/Lotus also grants Rose invincibility while active to any incoming damage that isn't a lingering DOT such as Burn, or an insta-kill part of the map such as deep water or bottomless pits, unlike the Engineer's jackhammer which only gives a one-time immunity to a Chomper's swallow, forcing the ability into cooldown in the process.
And while some people are suggesting to increase the size of rose's hitboxes to compensate, if these were enlarged, former rose mains would still be turned off from going back to playing Rose due to a concept known as Hitbox Dissonance
- complaining that Rose's hitboxes are too large or too disjointed compared to the model, and anyone who plays games at any serious level will know when hit detection is being janky.
The only way I see this working out is if they take away her invincibility during Arcane enigma and nerf the Rose's time snare to reduce the effectiveness of her approach and escape options.