Can we revert the echo shard without cooldown?

morglfree1

New member
hard nerf to beebop as that small delay makes it more likely to echo the hook or ur bomb not procing inmediatly bc they either just warp stone inmediatly or some item/ability to prevent them, come on, the echo shard nerf was not needed, who cried about it???
 
The .3 second delay on echo shard effectively nerfs the double bomb build as heroes can just dash away out of range before you can get the second bomb off. Makes bebop a useless hero against any team that knows how to play the game.
 
I think that was the point. it was not fun to have to specifically buy debuff remover just to avoid a touch of death combo from bebop. at least you now have a chance to escape with half your health
 
I think that was the point. it was not fun to have to specifically buy debuff remover just to avoid a touch of death combo from bebop. at least you now have a chance to escape with half your health
To be fair, countering with items is part of any moba style game like this. I don't want to have to buy metal skin to counter haze but more often than not that is what I have to do.
 
To be fair, countering with items is part of any moba style game like this. I don't want to have to buy metal skin to counter haze but more often than not that is what I have to do.
once she has unstoppable ya. not much else you can do to counter her, but that's an entirely different problem that needs to be addressed on its own. dota 2 has already solved a lot of the problems this game is now having, so i trust valve to eventually resolve the balance issues in this game. this is just one of those steps to bettering the game
 
I like this change. Makes you actually able to buy something else than Debuff remover just for Bebop. Not to mention the amount of abusing macros for Bebop was being used.

Bebop got other builds than double bombs but hey we are all different, some like the change others don't at the end of the day we can't please everyone.
 
I agree please revert it. I am not sure if this was changed purely for Bombop, but if it was I'd honestly prefer if they just nerfed bomb damage or amount of stacks I get rather than an entire item for every hero. Feels super clunky on high APM combo characters like Bombop and Viscous.
 
Bebop bomb simply needed a cooldown on how often stacks can be gained from the bombs. The problem from double bomb was how quickly it scaled from double bombs, not the double bomb itself.
 
There are plenty of heroes that have natural counters to bombs; Pocket, Ivy, Mirage, Yamato. Having a Dyanmo or a Viscous on the team can protect other teammates and themselves from bombs without purchasing an item.
 
simply no reason to play bebop after like five consecutive nerfs, hero is garbage and way too high risk for too little reward against people that know how to dash once they hear the hook is fired
 
simply no reason to play bebop after like five consecutive nerfs, hero is garbage and way too high risk for too little reward against people that know how to dash once they hear the hook is fired
lol like firing a hook from the safety of 60 feet away with his whole team nearby is high risk. or having a death laser with the highest range and dps in the game, or a hit scan laser and passive bullet resist. they just made him less brain dead broken
 
The .3 second delay on echo shard effectively nerfs the double bomb build as heroes can just dash away out of range before you can get the second bomb off. Makes bebop a useless hero against any team that knows how to play the game.
Counterpoint: Self Cast -> Echo -> Hook -> Bomb.

Of course that will give your hook a warnin, but weren't we pro bebops anyway?
 
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