[Rework Idea] Old but New Bebop

qneetsa

New member
Problem: A lot of players do not enjoy facing Bebop and find him noninteractive (judging by my own experience and r/Deadlockthegame). Hook is a 0 risk, 0 investment win condition and the bomb stacks reward taking bad trades while still being effective.

Solution: I propose a rework that aims to:
  • Keep the Hook-Bomb-Punch headline
  • Keep the reposition tool
  • Keep as many interactions untouched that already have voiceline reactions recorded (like characters reaction to a sticky bomb)
At the same time it aims to:
  • Reinforce Bebop lore identity as a pit fighter who is not afraid to skirmish in melee
  • Add risk to his rewards
  • Give counterplay to his tools

Exploding Uppercut
Deal melee damage to nearby enemies and apply knockback. Hitting a target that already has Sticky bomb attached triggers the bomb explosion, causing a much greater knockback distance, velocity and locks the target out of air control.
22s cooldown
  1. -11s cooldown
  2. On hit: heal for 80hp (scales with boons)
  3. Now deals 100% Heavy Melee Damage

Sticky Bomb
Load in a sticky bomb that will be attached to an enemy with your next Exploding Uppercut, Grapple Arm or Melee. Once attached, the bomb explodes after a delay
18s cooldown, 1 charge, 6 second recharge (time between charges), 4s duration (loaded in to be attached), 3.5s fuse time
  1. +1 charge
  2. On cast: +2m/s move speed
  3. +80 damage and improved spirit scaling

Grapple arm
Shoot forward a mechanical arm that attaches to the enemy and pulls them the ground, slowing and disabling movement abilities. After attaching, the arm clenches, dealing %2 max health/second Spirit damage. The victim can use Heavy Melee to break free from the shackles once it has clenched.
This Heavy melee is performed in place and can be parried
25m range, 33s cooldown, 25% slow, 3.5s total duration, clenches after 0.5s

  1. -12s cooldown
  2. +30% weapon damage against victims for 6s
  3. +1.5% max health as damage

Hyper Beam
Aims the beam at the ground next to Bebop and splits the world in half all the way to the skies with a powerful beam dealing Spirit damage and leaving a trail of plasma on the ground. Plasma explodes after a short delay dealing heavy Spirit damage and creating Wall of smoke that Blocks vision and Line of sight (similar to old steam vents)
160s cd, 2s fuse time, 30m wall length, 6s wall duration. Visuals: first part of
Darkeater Midir laser combo
  1. -0.5 fuse time and +100 explosion damage
  2. -40s cooldown
  3. +15m wall length and +4s duration

This way bebop keeps his ability to reposition with a Hook - Bomb - Punch combo but has to put himself out here to do so similar to Holliday and Paradox. It gives him an option to go for a melee build with Uppercut being Heavy Melee, and if Bebop doesn't want to send the opponent away with the Uppercut (when they have a bomb already attached) he can first Punch then Grapple Arm to bring the target back to the ground cancelling Uppercut Knockback effect. He also gets an ultimate that enables his close range (either bomb or melee) playstyles while being an option for a heavy spirit damage nuke.
 
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