Bebop Change- Hook Upgrade Tweaks

RainbowTurtle

New member
With the advent of Bebop hook now applying melee damage, there's opportunity to shift bebop towards more of a frontliner (which we are somewhat lacking in, character count wise).

Currently, Bebop is pretty much either loved for his semi-freestyle and combo heavy playstyle or despised due to his long ranged hook-pick nature. Part of this is due to how long ranged his hook is- it can reach excesses of 80m in length (considering both AP and item upgrades revolving around range), which is a lot for an ability with such a short cooldown and so little you can do to work around it beyond avoidance strategies.

Instead of having Bebop's hook have a range AP upgrade (or at least such a large buff to his range- 30m increase is quite crazy all things considered, getting the hook from 30 to 60m in length), have the 2ap upgrade go from "+30m range" to "increases melee scaling" (or, if the hook is too short ranged without some sort of AP upgrade, reduce it while adding improved melee scaling). This way, melee brawler bebop becomes a bit more viable; his melee damage matters more beyond just how well he can hit Q around enemy parries and his uppercut damage, and it turns hook from more of a pick tool (initiating fights or punishing "bad" (read: in line of sight) positioning) to a "you are staying in this fight" displacement tool (as you can't wait for them to try and get away before firing it off; you need to be proactive in getting your target to stay near you).

It can still be used to initiate fights and punish poor positioning in a fight, but in this way it becomes a little less annoying to fight against (why can he hook me from blue bridge and I'm actively leaving the lane near walker) while adding something for bebop's build diversity (beyond meme builds). It also reinforces bebop's fighting characterization, someone who is in an illegal fight pit (that likely is some sort of "underground boxing" ring a la Fight Club), which is nice for the lore junkies.
 
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