We need a proper counter for bebop hook

Debuff remover and spirit armor both destroy his bomb damage. Debuff remover can entirely remove bombs.

If he builds gun bop though and he's fed, you're screwed. Sorry, don't feed.
 
I 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.
 
I 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.
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
 
Would you trade cooldown for projectile speed?
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)
 
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