Hello,
I would like to report a balance concern regarding Bebop's bomb ability.
The Issue:
The damage from Bebop's bomb permanently increases for the rest of the match whenever it detonates on an enemy hero or gets a kill. This damage buff appears to stack indefinitely with no cap or diminishing returns.
Why This Breaks Game Balance:
By the mid to late game, after accumulating numerous stacks(approximately 130-150), Bebop's bomb starts dealing disproportionate damage, often capable of one-shotting heroes. This leaves little counterplay for the opposing team other than trying to focus Bebop before he can use the ability. The problem is severely exacerbated by items like Echo Shard, which allow him to apply a second bomb instantly, drastically accelerating stack gain and burst damage.
A Simple Fix:
This mechanic needs a limiter. The most straightforward solutions are to either introduce a maximum stack cap (e.g., 50-100 stacks) or make the stacks decay over time. This would preserve Bebop's identity as a late-game scaling hero while preventing him from reaching an uncontrollable one-shot state.
I kindly ask the developers to look into this issue. In its current state, this mechanic disrupts game balance and creates a frustrating player experience.
Thank you.
I would like to report a balance concern regarding Bebop's bomb ability.
The Issue:
The damage from Bebop's bomb permanently increases for the rest of the match whenever it detonates on an enemy hero or gets a kill. This damage buff appears to stack indefinitely with no cap or diminishing returns.
Why This Breaks Game Balance:
By the mid to late game, after accumulating numerous stacks(approximately 130-150), Bebop's bomb starts dealing disproportionate damage, often capable of one-shotting heroes. This leaves little counterplay for the opposing team other than trying to focus Bebop before he can use the ability. The problem is severely exacerbated by items like Echo Shard, which allow him to apply a second bomb instantly, drastically accelerating stack gain and burst damage.
A Simple Fix:
This mechanic needs a limiter. The most straightforward solutions are to either introduce a maximum stack cap (e.g., 50-100 stacks) or make the stacks decay over time. This would preserve Bebop's identity as a late-game scaling hero while preventing him from reaching an uncontrollable one-shot state.
I kindly ask the developers to look into this issue. In its current state, this mechanic disrupts game balance and creates a frustrating player experience.
Thank you.