Bebop Rework: The Bearpit Brawler

Helidon

New member
For someone named after a genre of jazz made after swing was consider too formulaic, he currently has some of the most formulaic gameplay in the entire game. Combine that with the fact that he can never seems to be balanced, with him being nerfed 3 times in a week, it's high time for a redesign. Here's a link to a google doc that contains my idea for a Bebop rework, the contents of which will also be pasted in this post: https://docs.google.com/document/d/13Ttis0KIjp63c8hO_aCxNm11j5s5WkPnM0LNMeg-5Jc/edit?usp=sharing
Obviously, numbers can be changed, but I list them to give the reader a general idea of how the numbers would look.
Feedback is appreciated.
The google doc will always be the most updated version


Sparknotes:

Uppercut no longer has landing explosion, is now more geared to a close range sustain tool with high melee damage

Bombs no longer have permascaling, and now are throwable projectiles that stick to players and surfaces, and apply a damage vuln to subsequent sticky bombs for a short duration, encouraging chain reactions with bomb charges to encourage maximum damage, rather than being entirely dependent on spamming bomb in lane.

Hook's upgrades have been tweaked, locking away the long range hook behind tier 3, to encourage close range combat, whilst not removing the possibility for long range skill shots if the player is will to sacrifice AP points for it.

Hyper Beam is mostly the same, with some minor tweaks to make it a bit better, such as removing the hidden close range 25% damage penalty.

Doc contents as of posting:

Bebop base stat changes
Increase heavy melee damage from 116 to 128, there is no reason why the club arm does the same damage as a regular melee.

Explosive Uppercut:
Deals 1.4x light melee damage (no weird landing explosion)
Upon hitting an enemy hero, heal 5% max hp, gain +2m move speed for 5 seconds.
Cooldown: 15 seconds
Tier 1: Hitting enemy hero also grants self barrier that scales with boon (50 barrier + 10 per boon)
Tier 2: Heal +5% max hp, -7 second cd
Tier 3: Now counts as heavy melee, Improved scaling to x1.75 light melee damage. Enemies hit are stunned for 0.25 seconds. All melees, including Explosive Uppercut, are performed 33% faster. If an enemy is hit with Explosive Uppercut while parrying, their parry is interrupted, launch is changed to be a short distance upwards instead of away, they are stunned for 1.5 seconds, any bombs on them explode within 0.5 seconds.

Sticky Bomb:
Sticky Bomb is changed to an aimed lobbed projectile that sticks to enemies, allies and terrain. If the bomb is stuck to terrain, it will latch on to any player who touches it, be it ally, enemy, or even Bebop himself.
The bombs are thrown in an unarmed state, and are manually armed by hitting it with a melee attack (which includes abilities that deal melee damage). Bombs can be alternate cast to be thrown immediately armed. Armed bombs will explode in 3 seconds. Bombs will instantly explode when hit by other bombs, or Hyperbeam.
The bomb will break and despawn if left unarmed for more than 30 seconds (can be increased with duration items). Bombs on surfaces or on Bebop can be launched by Bebop’s explosive uppercut.
Enemies hit will gain an additively stacking 50% vulnerability to sticky bombs for 2 seconds, with the debuff duration refreshing upon increasing stacks. Bombs gain a stacking 20% radius increase for each other bomb within 5 meters.

Bombs start with 3 charges
75 spirit damage with 1.25x spirit scaling and 1.25x weapon scaling
12 meter radius
2 seconds between charges
12 second cooldown.(no perma scaling)


(Vulnerability Scaling Example: If a sticky bomb does 100 damage, second will do 150, third will do 200, fourth will do 125, etc etc.)

Tier 1: -4 second cooldown, - 1 second between charges.

Tier 2: +50 damage, improve spirit and weapon scaling to 1.5x

Tier 3: Unarmed bombs last for +15 seconds, +50% sticky bomb damage vulnerability, +8 second debuff duration.

Hook:
22 second cooldown
30 meter range pull
Can no longer pull minions
Can be cancelled
No more delay between grab and pull (so teammates stop dying in hook)

Tier 1: Enemies hit by Hook are slowed by 25% for 3 seconds.

Tier 2: -12 second cooldown.

Tier 3: +45 meter cast range

Hyperbeam:
11 second channel
105s cds
160 spirit dps 2.5x spirit scaling
25% slow on hit
Unlimited Beam Length
3 Meter Beam Width (now scales with ability range)
Remove the hidden 25% damage penalty for being too close

Tier 1: -25s cooldown, Improved Turn Speed
Tier 2: +55 dps, improved spirit scaling to x3, +0.5 meter beam width
Tier 3: Bombs detonated by Hyperbeam now form an energy field (radius same as explosion) that deals an additional 25% of hyperbeam’s dps, slows for 10% , and lingers for 5 seconds.

The focus on these changes are to make bebop more focused on both close range brawling, as well as giving potential for set play, to encourage a more active, close range, and creative playstyle. Bebop is the Bear Pit Brawler who makes sure nobody escapes his grasp, not a terrorist fisherman that bitches out after doing his one trick.
 
Back
Top