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so rather than add a counter item the cooldown should just be lengthened? that sounds like a reasonable alternative since I believe that cooldown is the core issue with the heroI remember you talking a bit about this in your Anchor item idea.
Bebop's hook is only strong under very specific circumstances. Unless he's near a friendly objective, near multiple teammates, or is generally stacked on souls, then Bebop usually needs to put in a lot of effort to kill you after grabbing you. If he grabs someone ahead in souls, then he just killed himself.
Like the other guys said: Ethereal Shift or Debuff Remover shuts down the entire grab-bomb combo he has.
I agree that the late-game hook can be strong, mainly due to the short cooldown it has, but the mentioned counterplays still work then.
Would you trade cooldown for projectile speed?so rather than add a counter item the cooldown should just be lengthened? that sounds like a reasonable alternative since I believe that cooldown is the core issue with the hero
no projectile speed would have little to no impact on the spammability of hook, the more you can spam a 'skillshot' the more often you'll hit ones you don't deserve to just based on luck (which is easily 50% of bebop hooks)Would you trade cooldown for projectile speed?
They nerfed the hook!no projectile speed would have little to no impact on the spammability of hook, the more you can spam a 'skillshot' the more often you'll hit ones you don't deserve to just based on luck (which is easily 50% of bebop hooks)
No they didn't. Only the tier 1 weapon buffThey nerfed the hook!
because it doesn't count as a melee nor looks like one? im not the biggest fan of puddle punch being parryable anywaySince you can parry Viscous punches I don't see why can't we parry hook.
The uppercut being parryable by itself would reduce his potential a fair bit, would also give a way to make melee bebop builds that bait an after-hook parry.because it doesn't count as a melee nor looks like one? im not the biggest fan of puddle punch being parryable anyway
The uppercut is parryable. It cancels the damage.The uppercut being parryable by itself would reduce his potential a fair bit, would also give a way to make melee bebop builds that bait an after-hook parry.
viscous punch procs melee effects. abilities that don't interact with melee effects shouldn't be able to parry.Since you can parry Viscous punches I don't see why can't we parry hook.
Bebops don't uppercut for the damage though. It should cancel the throw of the punch as well as the damage. Otherwise you will negate 70 damage and the Bebop will continue to beam you in the head with his gun.The uppercut is parryable. It cancels the damage.