rescue beam (completely stops hook if used in time), some stamina (dodge hook), eth shift (time for your team to follow up)
you keep bringing up being hooked into the other team, with any of the items above you could turn if your team is there.
Shift is a good point as most of the time it will be a direct counter. But no, those items do not make it so that you can turn. If you Shift after you're hooked then you're forcing your team to initiate and there's probably a reason why you weren't already initiating. Rescue Beam is a discussion in of itself but for the sake of this discussion I'll just emphasize that it's really, truly not fun to have to rely on your teammate being close enough within range to put Beam on you then pull, anticipate you're the one to be hooked and Beam before it lands, and to rely on not simply dying before you're pulled to safety.
that's sorta his whole thing lol.
This is a serious oversimplification. Bebop is a hero that excels at picks in his regular abilities but his "whole thing" is no more his hook than his bombs or uppercut. Having said that, it
does feel like his hook is his whole thing because of how overwhelming it is. How many other basic abilities in the game are both game winning while also being at peak use no matter how much of a deficit you're at so long as you're not behind by like 10+ AP? I'm not suggesting that the hook needs to be gutted or removed or anything of that nature, but I am suggesting that its risk-reward is nonexistent and there is very little counterplay aside from "just dodge lol".
the hook can only be as consistent as the enemy allows.
This argument drives me crazy because it can be said about the most literally overpowered shit as long as it's not a near-instant KO. It's such an asinine argument. The fact of the matter is that the vast majority of the playerbase plays extremely inefficiently and the top tier players still don't play perfectly because they're human. We're going to make mistakes and we're going to lose to things we otherwise could have played around. The point of contention is a matter of to what degree you have control over it and how it honestly feels to play against it outside of the immediate tilt of losing.
When someone has such a strong displacement ability as a part of their basic abilities that comes with no drawbacks and no consequence to missing beyond a short cd, that's not a fun experience. His uppercut has a particular range, his bombs have to stack, his ult leaves him stationary, and none of these things are nearly as easy to be as ridiculously impactful as his hook.
to me this seems similar to the issues people had with haze before, too op, too much dmg etc and the solution was to change playstyle and itemize against her.
I understand the point here but pre-change Haze had the most obvious counters imaginable that people simply did not utilize while also having far more counterplay even to this day. Haze's ult on a much longer cooldown than Bebop's hook and requires her to be in close range as a squishy target and is extremely vulnerable until Unstoppable to this day. Pre-change Haze was even worse when you could simply buy Metal Skin and call it a day. There is a high potential for counterplay and at least Haze has to follow up on teammates, utilize her stealth + the map, and whatever else to make a play outside of 1v1s. Bebop can just sit back and mash hook until he lands one.
none of these fix what you're talking about. [...]
My point wasn't that they're good fixes, my point was that I don't care how absurd the countermeasures are so long as it makes it feel like there's at least a hint of risk. Having a longer cooldown means there's a clear period of time where you can pressure, having a slow after a hook (which would feel awful to play with and I'm not saying is a good idea) leaves Bebop in
some sort of vulnerable position after missing, and so on.