Balance Issue: Infinite Damage Scaling on Bebop's Bomb Ability

noxaronf

New member
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.
 
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.
looks like a hero feedback specific and not a bug report, your post might be moved to there but in meantime you can use those private threads below the main page.
 
Just buy counter spell or spell breaker and you could also just try to silence/curse bebop and kill him...
A mandatory 6400 souls tax just to avoid being one-shot by a hero's basic, infinitely-scaling ability is not healthy counterplay—it's a symptom of a broken mechanic. Counter items should be a tactical advantage, not the only way to survive a support's spammable skill. True balance means the ability itself has reasonable limits, not that it requires the entire enemy team to build specifically against it every single game.
 
A mandatory 6400 souls tax just to avoid being one-shot by a hero's basic, infinitely-scaling ability is not healthy counterplay—it's a symptom of a broken mechanic. Counter items should be a tactical advantage, not the only way to survive a support's spammable skill. True balance means the ability itself has reasonable limits, not that it requires the entire enemy team to build specifically against it every single game.
this game is about itemization though, you wont win by simply surviving the time. Infuser on Victor is extremamely strong, yet counterable by curse, another 6.4k item. Carry characters can buy Vampiristic burst and have an immense damage output, yet counterable by either disarm hex(3k) or curse to cancel the buff. Everything is about item and thats the nature of the game.
Alternatively, building resists will overall make you survive more.
 
this game is about itemization though, you wont win by simply surviving the time. Infuser on Victor is extremamely strong, yet counterable by curse, another 6.4k item. Carry characters can buy Vampiristic burst and have an immense damage output, yet counterable by either disarm hex(3k) or curse to cancel the buff. Everything is about item and thats the nature of the game.
Alternatively, building resists will overall make you survive more.
You're right, itemization is core. But there's a key difference: proactive power vs. reactive scaling.

Bebop's bomb isn't a bought power spike. It's a permanent, infinite stat gain earned passively just for using his basic ability. Forcing the enemy to spend thousands just to survive his default scaling isn't the same trade. It's paying a permanent tax to counter a reward he gets for free. That shifts the itemization game from "countering builds" to "countering a single character's inherent design", which is different. The nature of the game is countering purchased power, not funding an arms race against infinite passive growth.
 
this stupid scaling bomb makes the players play like retards just running around the map bombing and dying 25 times to get stacks, it should be proper spirit scaling so that people can play the game as intended. problem isnt how to counter it problem is the gameplay is so retarded that I dont think it belongs in deadlock.
 
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