#1% needs to be completely reworked
382 messages · Page 1 of 1 (latest)
Just to make my point. Stuff like this should never happen. Feels extremely bad to be on the receiving end and the Beebo probably doesn't feel satisfied with it (I'm sure they find it funny af). To add there are times where they may not want a super zeep but instead a purple/green zeep but they get screwed over because they rolled the 1% (THIS SHOULD NEVER EVER HAPPEN).
1% needs to be completely reworked
He rolled 2 in a row in this clip as well. Again not okay
Mandm traumatized you so hard you had to make a thread 😭
I've held back long enough. I'm a certified beebo hater now
even if they don't remove it, there need to be a cooldown for a super zeep. I was thinking something like "your next 10 zeeps can't be super zeeps"
Idc what they do but I'd prefer an actually rework to the ability. I think adding a internal cd to it like you said would be fine for now if they don't have the resources to completely rework rn
also I think that it is bugged because when I was playing beebo there were too many time that I got 2 super zeeps in a row which should be 0.01%
I'd prefer it to not just be luck to get something strong like that. Ik that's kinda his whole thing tho.
It’s actually closer to 5%
1% is a lie in testing
there has to be some separate roll that makes it give 2 of the same zeep in a row
you get 2 supers in a row like 50% of the time
make it like shrike armorpen thing if you get a kill you get a super zeep
but also nerf the actual superzeep
I don't even think the super zeep itself is insanely strong tbh. Just the rng aspect and whatever mechanisms they have working behind it. I wouldn't mind a knock being the condition to getting it. Could be interesting
The issue imo is that the rate is low enough to never expect it but high enough for you to need to expect it
It’s not a once in a lifetime crazy one shot ability it’s like a once in a game annoying one shot ability that neither side really plans for
Like I don’t think M&M was thinking in that clip “oh I just need to double super zeep and he’s dead easy”
It was probably more like “oh nice a super zeep he’s probably dead” then “oh another super zeep he’s definitely dead” LMAO
"Oh I guess I kil him lmao" type of moment
If we want to throw the fun out of the game and make it more "competitive", Im okay with removing 1% super zeep but add the x1 damage to the void pull zeep
I feel like I lost the same amout of fights I should have won cuz I got randomed a 0dmg pull zeep mid combat, and I won the same amount of fights I should have lost cuz I got a lucky super zeep with x3 dmg
Yeah it was definitely a "beebo" moment 
TC has said how they want their game to be competitive and have a focus on the mechanical aspects of the game but when you have mechanics like this it just feels out of place sometimes. Adding more consistency to him would be appreciated by most people
sure, but dont let it go too far or youll end up in starcraft territory
100%, it's up to TC what they want for the game anyways. I just hope they keep the core which people play the game for
The main focus is casual audience/vibe so 🙌🏻
unlacky for the chads
Sadly 😮💨
shit like this would simply need constant outcry r smthng just like casual players would not quit crying about something which to many ppl is obviously not an issue 
Yeah the casual player base would have cry about it ALOT. Until that happens it'll be another oath situation
zeeped
slightly disappointed no one has rage posted about my beebo yet :(
has anyone tested the actual bomb pull % yet? like grind it out in practice with a spreadsheet
Theoretically doing it that way you could get a super zeep every roll and it'd be 100%. But in actuality it'd simply never show it's actual percentage.
The more trials you do the closer you get to the correct percentage but it only approaches it it does not reach it. Like if you flip a shit ton of coins it will almost never be 50/50 exactly.
In probability theory, the central limit theorem (CLT) states that, under appropriate conditions, the distribution of a normalized version of the sample mean converges to a standard normal distribution. This holds even if the original variables themselves are not normally distributed. There are several versions of the CLT, each applying in the c...
Lol so I basically just explained that
Pyn and some others did one I think. They tried it around 1000 times if I remember (could be more) and it came up to 5%
😳 5 > 1
I got curious and did the math. I suck at stats so take this with a grain of salt but
to experimentally verify the number of RMBs you need to test to say with a 90% confidence that the 1% value is accurate within a .25% deviation you'd need to record about 4286 RMBs
Big Theorycraft is feeding us lies
Maybe If I'm really bored one of these days I'll test it out with some people. I'll also ask pyn if he still has the numbers
Pyn got 46/1000, Tsuanani got 52/1000
I'll probably run the test when I have time
that seems pretty damning with 2k RMBs
Yeah, that's not even accounting whatever hidden calculations happen in the back. For whatever reason it seems pretty common to roll 2 super zeeps in a row or many in a short time frame
I wouldn't be surprised if there's a hidden dopamine mechanic where you're more likely to roll a second super zeep in a row
Common trick in game development is to have these hidden mechanics that fuel feel good feelings in players. An example I can give is how in first person shooter campaigns there is almost always some kind of protection that makes the first hit that would bring you down to 0 hp stop at 1 hp instead for the rush players get when surviving that situation
Ofc this is all conjecture, but I would not be surprised if super zeep has one of these mechanics considering how often I get double zeeped
engagement based zeeping
Would not be surprised at all if thats the case
just remove it how is it so hard to make that decision msn
just this on its own makes me just lose tryst in the devs
its unreal
Personally I don't hate the zeep itself. Only how it works
If they changed it to something more consistent and not seemingly random I'd be happy
make next zeep super after you knock an enemy
but also beebo needs bomb dmg + ice zeep platform nerfs
hahahahahahahah
yeah we love rng in br :batch\
Please, for the love of god having a beebo do fucking 700 dmg with 1 fucking super zeep is massive bs.
And it's even more bs cus it's fucking luck based.
I'm back to being a certified beebo hater.
My favourite part about Beebo is getting high rolled and dying because he got lucky wnough to get exactly what he needed when he needed it.
This is no shade at HIDE he is a good player, but the super zeep into the pull was disgusting. Even more so that the super zeep didn't actually send me backwards like it should have (i know I was slightly above it)
Can we talk about super zeep hit pushing in every direction? Why does it need that? It's strong enough when it knocks people away and into walls, but to be able to (in theory) insec someone from range without putting yourself in the slightest amount of danger is absurd for a hunter that already has everything in his kit.
Yes I am crashing out
I hate that runt
Beebo literally drains the fun out of every match with him in it because I know I cannot fight him. He'll just high roll a pull into cart + bomb into charged bat and super zeep
On top of that nasty ass one shot he just out trades half the cast at range???
And has disgusting healing if you leave him alone for a picosecond so trading him is pointless unless you have the cd's to dive him after
And good luck diving him because then you're in range of his cart
Gotta love beebo 🙂
yeah you didnt take any damage or knockback from any of the super zeeps in that clip cause its buggy. stuns on contact but only does damage and knockback after a slight delay if youre still close enough to where it hit you
he also never rolled pull zeep he rotated into it
beebo is pretty bad with the ability to in literally by luck, but i got a few other hunters that are bigger issues... can't wait for nothing to change for the next few months.
Man do I love the super zeep, such a cool mechanic 
this is my favorite super zeep clip
the fact that it can stun u twice is so bs
but i would go for a full removal
beebo already has to much
I've always wanted a simple rework so it's not rng based
nothing wrong with it dw
Three in a row is wild 😭
I guess you should have … expected that
@round citrus you dislike it and you play the terrorist. Pls explain your pov
it just never works the way you want it to
which is even worse when you only get it "1%" of the time
thats the short version of my issues with it
but if it was removed and the dmg was put back on bomb the character is fine
if not for being too buggy
i hit 8 superzeeps in a row
today
it might just be my best gamble iv ever done
better then the quad 5 star 20 roll genshin better then the double hierloom crate apex
Me still waiting to hit a double 5 star on honkai 
imo he would be fine with no compensations as long as the bugs are fixed
he already is a cc machine and the worst nightmare for any melee
if super zeep removed all the skill matchups like brall and felix just become unwinnable tbh
which is clearly not what the character is supposed to be losing too
3 out of 4 zeeps fucks both brall and felix
i would agree with him being a cc character but with the knockback nerf a few patches ago and the DI changes this patch hes not much better at putting someone in a corner than a lot of the scary melees
dont really see the need for a 4th
if beebo is 'winning' by mashing zeeps its not good
it just means you can temp outrange
which is needed because disengage on this charater feels awful
ngl it feels like we are describing 2 different games here
whenever i fight beebo im always under some form of cc
Characters balance identity and gameplay is just fckd cos devs focus on targeting casual audience just like other areas where this focus with the wrong approach trickles into makes it so its a never ending nightmare. All it takes is a snap of ur fingers to remove the 1% shit and it instantly makes the character more rewarding to play and play against. If anything and if this kind of rng just has to be included in the eyes of tc why in the hell is it on a character like beebo which already has nice amount of variety in what he can do? Why is it so complicated for them to just balance the character around its core identity rather than this 1% 4fun mechanic that makes the entire character both harder to find its place in comps/game and to be properly balanced < once more due to the amount of utility/things he can do
And this comes from me, yeah the dude that doesnt even play the game anymore but has 600/700 hours + still and to me the games issues are easy to spot and find solutions for
None of these people play Beebo Mandm and that’s the issue
0 people offer any take outside of they should just make his kit better or remove rng cause 90% of there memory’s of Beebo is getting car into wall with bomb and super zeep never neutral never bomb mantle never 1v1 matchup
Cos thats where it should start mate. We give takes outside of that and chance is higher the issue gets ignored so fuck it
This does not make our input any less valid. A hunter should be both engaging to play and play against. Getting feedback from every camp can help find the middle ground between the mechanics that are fun to use, and those that are unfun to be on the receiving end of.
Also there's like 4/5 Beebo players that know how to use him in ways that exacerbate his frustrating qualities? I think it's much more likely to see outside views when the hunter has a small playerbase
The fact of the matter is that his kit is extremely divisive. There's going to be a lot of negativity surrounding Beebo until he gets addressed in some way sooner or later.
non-Beebo players will never know the pain of losing your 1v1 because you rolled 3 purple zeeps in a row when they had 1% hp left, but at the same time Beebo just has way more variance than any other hunter in the game and other players will always remember the times they get 1 shot by tonk tonk flying in off the screen or double/triple super zeeped more than the times that the beebo just gets piled and dies without doing anything
and people especially hate the ult stun radius rn (with good reason, it should def be a bit smaller)
but why is it possible for u to keep rolling the same zeep
it creates frustration for both parties i believe
i am beebo main and i hate superzeep very toxic also somehow every enemy beebo rolls more superzeeps than i do 😠 i would love to have superzeep mechanic that works like twisted fates cards it could bring some "counterplay" and make live easier
giving a champion rng for funnies is meh imo
its too important to have it as random
Not trying to be mean but this is pretty stupid.
With this logic you could ignore 90% of the playerbase for literally anything.
"These people are complaining about brall knockback? They don't play brall so let's just fucking ignore them all."
"These people find something really unfun to play against and stupid? Let's just ignore them because they don't play that character."
It's very dumb. The rng is so focused on being fun for the beebo player that it's stupidly unfun for non beebo players; and that is a problem.
people not playing enough beebo does mean that the value of the super zeep is not as known. the issue is just entirely that you cant really play around it both as the beebo player and the person on the other end. Its annoying to die to a super but I personally don't think its that much of an issue to have in the game, my frustrations about it are more because even when you roll one its still unreliable to use and being unable to cycle it so I just throw it away most the time, also just feels bad to throw a zeep at someone which knocks them off ur screen.
I think the best thing they can do tbh it make it roll more often, but do less actual damage to players and it be more something that if I roll I can use to break oath shield or smth
Having it be more of an explosive damage/knockback utility zeep seems like a pretty sweet middle ground to me
I think its a better compramise than it being funny 3x dmg zeep
seems to be the thing ppl hate the most about getting hit by it
is that it does a nice chunk of hp
That combined with the cc of being hit into a wall is a major frustration point for sure. If it was one or the other I'd feel a little less slighted by the "1%" for sure
tbh the knockback / stun i think its fine its not like its a long stun I think its only annoying because it can be used to follow up into a combo easily
maybe thats just me though
but outside of getting super into a combo getting hit by that stun is fake
I definitely feel heard by this. It opens people up to combos/extends them and that hurts my brain
Because when y'all are comboing us we're already cc locked half the time, it ends up feeling excessive
is it that the super zeep stun is bad or is it just annoying to get that particular stun to start the combo
the thing is with beebo is that he is very much combo reliant I feel. its really eh to play neutral with beebo mashing zeeps and you cant rely on bomb when it dies so easily
I think it moreso feels unnecessary if that makes sense? It feels like a step over the edge in terms of the amount of cc chain one hunter can apply. Like I've seen you guys totally rock someone without super zeep all the time, so when the super zeep rolls out it comes off as "un-earned"
yeah ok I see what ur saying its just too much
I actually might be narrowing down on a one sentence description that encompasses most frustrations with Beebo.
Despite what it actually takes to play him, it diesn't feel like we're getting outplayed
And super zeep might be exacerbating that issue
I dont think its every gonna feel like ur getting outplayed tho tbh
i dont think anyone has ever felt like that
but rolling a random "1%" and killing someone with it will always make ppl feel bad about dying
i think the REAL issue is that in br taking a death is a lot more impactful
so dying to a random super and sitting spectating just sucks
maybe thats a strech and both beebo and arena pilled ^
if im being honest tho I think they just make it roll a bit more often ("5%") 🙂 have it do maybe 2x dmg and be more of a thing you want for knockback / destruction dmg but isnt just useless to use against a hunter.
my beebo pilled timeline is remove super zeep and put bomb dmg back up
I liked beebo a lot more when he was about zoning with bomb
If they removed the utlity (revives/stomps specifically) I would not mind the damage being super high
at first wisp stomp seemed so silly and not needed
but the more you try stomp with beebo the more you realise actually its a really nice qol
since you cant chage bat on a wisp* (you'll knock it away)
if they remove the res its ok though
its nice to have as the beebo player but thats about it
its 100% just a thing for the sake if it being a thing
A little off topic but I'm of the mind that not every hunter should be able to stomp equally. I think having roles that excel at it more (tanks like kp/oath) and some hunters who can't stand far enough up to reliably stomp is a good thing for gameplay diversity overall
I personally think its fine on beebo only because I think he is the worse champ at stomping in the entire game so having the stomp on my main spell means im down my main spell for a few seconds but can kinda defend the stomp. I can see how it can be annoying but i think its too good a qol to remove.
but yeah off subject a bit
I am at work now but it's a slow day so can probably chat more
In case I can't though
Good chat! Always happy to have a good faith discussion
majority of the hunters suck at stomping
they just have a zoning tool that prevents the ress
which the bomb already fulfills very well
i would agree if my bomb isnt dead in 2s
putting bomb on wisp and defending it has p much always given me more consistent results
but thats due to a bug no?
the hp is lower yeah but bomb is still gonna die really quick
but yes the hp bug is a factor in this
difference is none of these people are actually offering a idea on how to "fix the kit" its legit just complaining about tech / parts of his kit with 0 compensation / relative balance around the loss of the parts of his kit they want removed the only person who has actually said anything nearly correct in this thread is mandm on the state of how it should change
here's some options for superzeep that don't cripple beebo but remove rng
1 lower dmg on superzeep and add it back to q bomb
2 make superzeep a prize for consecutive zeep use lets say you hit 4-5 zeeps your next will be a super
3 make the gacha feel less rigged in beebos favor a lot of the time i roll superzeep its consecutive
any of these / mix of these is enough to lower high rolling zeeps
btw @round citrus in br ik its not the same as arena but after i level mind blade off a ally and im 7 i just spam zeeps till i get super hold it and wait for cart combo
yeah thats the issue with beebo tho ^ thats the optimal play in br it seems
but its just not interesting
i say that respectfully
to you maby so but i find playing batman with 5 bottles of tequila very fun
i main bard back in lol and the bard to beebo pipeline on ult trigonometry is my favorite part of the character
I should clarify to play against this isnt interesting
i think the idea of something being interesting to play against in a moba is antithetical to what the game is trying to provide to the player
not once have i have thought man i really enjoyed fighting that kp or joule or ghost or zeph in a losing situation
the reason behind this is every character is built to feel like a "main character" to a degree where if you perform your cards right you feel like some superhuman
yeah but the thing is theres losing situations and lost situations
and getting ulted off screen with a max charge bomb and an angle to get bat
is a LOST situation
which is why ppl hate it
its 0% winnable and can feel like the classic "outplayed" feeling
if you get hit by kp hook and his sitting on the edge of a island its a lost situation
if you get hit by ghost grenade on a wall or funnel its a lost situation
yeah other characters have those states but I think its more to do with reacting to the situation
my stance is its fine personally I just dont think its an interesting play pattern
its not like beebo is the 1 character doing it
beebo plays the loudest sound q in the game when his ulty goes off
but this is quickly getting derailed so
^ true its not about zeep anymore
The complaining is why it should be changed tho. I don't think anyone came here to give solutions just to make it not feel bad. And honestly, I don't see anything wrong with that.
I hate it because it feels like all the beebo did was get lucky so I just lose. It feels unfair and feels stupid. Yes there is some skill to actually hitting it, but the beebo basically just got lucky so I lose. And being infinitely grounded or infinitely pulled back onto a charged bat swing feels so so bad. I would assume I'm not the only person who feels like thay, especially judging from how this thread exist.
And to put it in perspective on how bad it feels.
If a kp gets a hook on me near abyss and is good i'm kinda just dead, but it doesn't feel bad. Ik I'm likely dead, but it doesn't make me feel completely helpless. Unlike with beebo infinitely grounding me or constantly purple keeping me back into charged bat, which make me feel completely helpless and like I just can't do anything. Dodge kp hook is how I play against the kp into abyss dunk, but against beebo it feels like i just gotta hope he's bad and misses or gets unlucky and gets the wrong zeep so I can get away.
In both situations you kinda just die, but the kp + dunk kills doesn't feel bad; while the beebo multiple zeep kill makes me want to uninstall the game.
idk i think thats a personal hate at that point ^
purple zeep into bat its like half charge at best
and if ur getting spammed with 1 zeep it means beebo is standing there doing nothing else but cycling zeeps
true
you have so much more opportunities to interact with beebo throwing zeeps, even super zeep, than you do a kp hook through a wall over a ledge
at least kp hook on land ur only grounded so you can try and sidestep slam, abyss there is literally nothing you can do for most characters
I never said which one is more intractable just that one feels really bad while the other one doesn't feel as bad
It's kind of what other people are saying here, no?
but why does it feel better to have 0 chance to do anything, rather than actually having agency
thats why it seems more like personal hate rather than balance discussion
about super zeep maybe but i didnt think there was any discussion about the ability in general
if you are saying ice zeep and purple zeep also feel bad to play against now its just a discussion about beebo rmb (which is pefectly fine)
I kinda loved that bomb used to stick to wisp instead of stomping. Was more fun tbh
Wisps spinning around with bomb attached to them was so silly
Maybe not in this thread but I've heard a good amount of people getting frustrated at that as well.
ive heard a lot of ppl complain about brall ult we should remove that
its hopeless anyway you cant cc or dmg him when he ult too
I kinda wish beebo couldn't get the same zeep more than 3 or 2 times in a row. I feel like if he couldn't get them in a row at all might just make him too weak, I'm unsure tho since I don't really play beebo.
just giving example ^
really hard to say how that would effect it tbh i dont even know the % to roll any given zeep now
to me he shouldnt be able to roll the same zeep unless he holds rmb and try to get it
getting iced multiple times in a row is very interactive
maybe it would be ok to roll a different zeep to the one you just used tho but at that point the ability is just being overloaded
How to kill any fun a character had in a instant
Some of the best Beebo moments are crazy zeep combo strings
u guys keep talking about fun but if only one player is having fun thats bad design imo
That’s every character in the game man
idk tho I think if you make it so you cant roll the same zeep
spamming the same zeep is not comboing is just spamming
you would be forced to remove super zeep at that point
because 100% you end up rolling more of them
This is also another reason why I don't wanna just flat out remove same zeep rolling. Cus as to my knowledge it's one of the dopamine rushes of beebo.
but if you double nerf beebo rmb just beating a dead horse
It is comboing because you need to think about what zeep your throwing and what it does
the double ice makes the ground become actually good
not that 1 ice is bad
but its not a crazy long duration
agreed, just chain icing someone especially like a zeph or something who has to charge/telegraph their dash
is just brutal
Yea, it just feels mega frustrating when a beebo ice zeeps you like 5 times in a row and you just die. Feels good for the beebo but feels very uninteractable on the other end and you just feel helpless.
i can agree to some extent but whenever there is a character removing my ability to play the game is hard to keep engaged
like beebo can chain cc u for so long thats not funny
sure but then when I roll 5 purple zeeps when I want a green zeep its the same issue
especially if u are playing a melee char
80 % of the burst characters kill you with out interaction if there good
ult into 1 wall stun
ppl can get out before a 2nd bat
and if you throw and ice zeep you also dont have time to charge the bat to wall stun
just feels like people want to get rid of highrolls on beebo
I mean ideally every character has their high roll moment
doesnt have to be an rng thing
It legit does tbh. Like I want to make beebo feel less frustrating to play against while keeping the highs of playing beebo.
just happens that some of beebo highest highrolling is
changing the rmb the way you suggest would do that tho tbh
That seems to be the general feeling. People don't like it when random chance determines their fate.
Because no matter the setup that put them in that position, if there was random chance involved at any point it won't feel fair
im ok with super being removed but something would need to be done to compensate for it tbh
i mean maybe just make it so you cant get supers in combat
Who knows. It might be different in testing. Some stuff sound good but then aren't in actuality.
sounds scuffed in theory but
sure but also im sick of relearning my character
Definitely sounds scuffed lol
I've always thought about them making the super zeep beebo's 1vN thing. Like you get it when you get a kill. Cus they like 1vN a lot so I feel like they could make super zeep beebo's 1vN thing.
maybe but I think I can say with confidence it just wouldnt be good
Relatable.(hudson player here)
yeah so you should know that changing the specifics of a character isnt the first and only solution
super zeep on kill would be really bad, they should never introduce situations where it is griefing to try and secure a kill (speaking about beebos teammates)
its a pretty big problem of felix rn where if felix gets kills he straight 1v9s cuz he gets heal/dash reset/shield reset
and teammates get the last hit
Old ghost shift max be like:
That's not true they just have to account for it when they change the math
bold of you to assume they change the math
Yea i can see that. When I play Felix and need the kill to continue it does feel bad when the kill is stolen. I was honestly just throwing out ideas. Cus it just being completely luck based doesn't feel good on the receiving end, like beebo just got lucky so you lost(assuming he got it mid fight before you could even see he had it).
taken multiple patches for them to even look at the super zeep bug and its still not perfect
Hold up lemme get the clip
Bomb hp bug

i dont think it really matters what you do with super zeep theres always gonna be a complaint about beebo rmb tbh
yeah midfight super zeeps are so hard to play around both as and against beebo, so I understand the frustration
This is what frustrates people. Perfect zeep for the situation and 100% unplanned.
I know this doesn't happen all the time, but the fact that it can is incredibly unengaging and frustrating.
ok, ngl that was hilarious
Krilo commentary makes the clip lmao
getting hit by 2 supers back to back sure
I think it would still be frustrating, we'd just hear about it less
I’ve gotten 8 in a row that’s my max I don’t think I’ll ever beat it
yeah but if its happening less
its a highroll
highrolls are meant to happen
lowkey I feel like it wouldnt be discussed as much if it was labeled as a "rare" chance of getting
and not '1%'
because every time someone gets it its the first thought
1% btw
haha
Would feel less bad but would still feel like bs when it actually happens. They gotta do aomething to make it not feel as frustrating(ofc it'll always be frustrating to die but noone really complaining other hunters killing them)
I'm just not sold on high rolls being a well thought out mechanic for an online pvp game. By its nature it will always leave one party frustrated.
But tbf TC isn't really interested in balance as much as they are fun, and high rolls are clip creators and fits their vision of individual fun
sure the same way if I beebo ult into barb it does 600 dmg to me and stops my car is fustrating
but thats also what the character does
i think the thing right now is, that beebo has both high rolls and low rolls, but opponents only remember the high rolls
beebo zeep is designed to be random bs with a rare chance of something different happening (super zeep)
if you remove those beebo just has lowrolls
this is exactly the issue
This defo opens up a larger rabbit hole of whether or not one players fun is worth more than anothers in the grand scheme of vive
but understanding the beebo lowroll is a lot harder to see
especially from a non beebo player pov
I died yesterday in scrims to a low roll purple zeep
It just slows the car, the fact it doesn't completely stop it frustrates me as a hudson player
As a ghost player I understand. I low roll walls that eat my nade super often lmfao
its like a thresh ult 99% slow
^
the evil nade that hides in the wall
Well brings it to 2mph. It just feels dumb how the beebo wasn't actually stuck in my wires. I've been complaining about that for a while not just with beebo car
i took 900 dmg from a hudon barb in arena a few games ago
i got like a 1/4 of my ult off
i cant clip it sadly but I hadn't gotten much speed on it
but again this is going off topic
just make it so if you roll a super you cant roll a 2nd one instantly
ever clip I seen of ppl saying super sucks its been 2-3 of them in a row
super should not be double / triple rollable
not with the damage number it has
But 8 consecutive super zeep dopamine hit that last so long I get 500$ worth of work done in 1/5 hr
ikik
but something about game balance
says its probably bad to just have super zeeps on beebo
im completly neutral on super zeep being a thing i just want bomb to be a spell again
and im fine to sack super zeep in place of that
Game balance be dammed let my boy hit idle death gamble every healer is broke oath will never not be the best comp character
Every argument in this discord is people complaining after they died to something
Let the slots roll
I wonder if they changed the super zeep but kept it in as a 1% thing would it still have this issue
It's a shame because it is so flavourful as a 'chaos maker'
I've legit never seen a single barb do more than 600. I could only see it doing that much from one of the fast car techs.
This is indeed going kinda off topic now.
ICE ZEEP ICE ZEEP SUPER ZEEP SUPER ZEEP
I think it should either be your 100th zeep in a game is a super zeep
or just rework it completely
HAAHAH ye
This is true but it doesn't really make what they say much less true. Just gotta watch out for them simply being annoyed they died.
They could maybe make it so that after like 15 seconds of not being in combat he gets a super zeep, could have the thing that scholars has on the side of the screen to show how close.
Would allow you to just prepare for a beebo having a super zeep when you start a fight. Would for sure feel better than just losing cus he pulled one mid fight before you could react.
I'm just throwing out a random idea I had.
Sounds OP
Im inclined to agree, I think that makes car 1 shots so much more reliable, ult into a wall, then bat, then super zeep, is like easily 5 seconds of CC
but the randomness mid fight would be gone
maybe. i could especially see that being the case with beebo ults. just less randomness which even if op would prob feel less bad on the receiving end; cus it'd be easier to play around and stuff
obv ur just spitballing and trying to come up with ideas, I feel bad just shooting them all down but its such a hard thing to balance which is why we're in this situation to begin with
it's fine. i don't expect them to be good ideas anyways tbh
since its vibes based balancing and how it feels to interact with rather than strictly a power level balance discussion
i honestly wouldn't be surprised if tc is already looking into changing how the super zeep works. we kinda just gotta wait and see what they do. well we wait we shall complain 
Ik this post is old as fuck, but I wanted to bring it back uo to ask:
Hiw do we feel about superzeep now with the increase in ttk and all?
It no longer does half my hp so 🤷♂️
Still annoying as shit