#1% needs to be completely reworked

382 messages · Page 1 of 1 (latest)

golden pawn
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I cannot count the amount of times where a beebo has rolled a random 1% (closer to 5% in tests) which either won him the fight or almost made him win it. It's a stupid mechanic that should've never made it into the game. Rework so that there's some actual consistency and not whatever this is.

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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).

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1% needs to be completely reworked

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He rolled 2 in a row in this clip as well. Again not okay

scarlet crater
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Mandm traumatized you so hard you had to make a thread 😭

golden pawn
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I've held back long enough. I'm a certified beebo hater now

scarlet crater
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Welcome to the club

obtuse merlin
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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"

golden pawn
obtuse merlin
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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%

slate badger
scarlet crater
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1% is a lie in testing

tardy lagoon
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there has to be some separate roll that makes it give 2 of the same zeep in a row

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you get 2 supers in a row like 50% of the time

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make it like shrike armorpen thing if you get a kill you get a super zeep

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but also nerf the actual superzeep

golden pawn
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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

scarlet crater
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The issue imo is that the rate is low enough to never expect it but high enough for you to need to expect it

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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

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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”

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It was probably more like “oh nice a super zeep he’s probably dead” then “oh another super zeep he’s definitely dead” LMAO

inner barn
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"Oh I guess I kil him lmao" type of moment

zinc plover
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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

golden pawn
golden pawn
zinc plover
golden pawn
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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

empty widget
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yup

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#1354203119055016199 message

fresh gust
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unlacky for the chads

golden pawn
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Sadly 😮‍💨

fresh gust
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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 LULE

golden pawn
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Yeah the casual player base would have cry about it ALOT. Until that happens it'll be another oath situation

golden pawn
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Another one to the list

inner barn
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zeeped

empty widget
weary thicket
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slightly disappointed no one has rage posted about my beebo yet :(

slow girder
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has anyone tested the actual bomb pull % yet? like grind it out in practice with a spreadsheet

slate badger
slow girder
# slate badger Theoretically doing it that way you could get a super zeep every roll and it'd b...

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...

slate badger
golden pawn
slow girder
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😳 5 > 1

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I got curious and did the math. I suck at stats so take this with a grain of salt but

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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

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Big Theorycraft is feeding us lies

golden pawn
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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

golden pawn
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I'll probably run the test when I have time

slow girder
golden pawn
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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

remote comet
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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

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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

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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

slow girder
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engagement based zeeping

golden pawn
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Would not be surprised at all if thats the case

fresh gust
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just remove it how is it so hard to make that decision msn

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just this on its own makes me just lose tryst in the devs

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its unreal

golden pawn
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Personally I don't hate the zeep itself. Only how it works

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If they changed it to something more consistent and not seemingly random I'd be happy

tardy lagoon
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make next zeep super after you knock an enemy

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but also beebo needs bomb dmg + ice zeep platform nerfs

proper delta
fresh gust
slate badger
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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.

slate badger
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I'm back to being a certified beebo hater.

golden pawn
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Should've died here but beebo missed

golden pawn
remote comet
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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)

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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.

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Yes I am crashing out

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I hate that runt

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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

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On top of that nasty ass one shot he just out trades half the cast at range???

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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

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And good luck diving him because then you're in range of his cart

golden pawn
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Gotta love beebo 🙂

remote comet
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The problem is I love him as a character

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But hate him as a hunter

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Crashout over

zealous zephyr
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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

zealous zephyr
slate badger
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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.

golden pawn
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Sending this here :)

slate badger
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Man do I love the super zeep, such a cool mechanic beebo_gooby

tidal yew
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its the best mechanic

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i love playing hakari

paper geyser
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this is my favorite super zeep clip

golden pawn
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REWORK 1%

round latch
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the fact that it can stun u twice is so bs

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but i would go for a full removal

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beebo already has to much

golden pawn
empty widget
golden pawn
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Three in a row is wild 😭

paper geyser
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I guess you should have … expected that

remote comet
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@round citrus you dislike it and you play the terrorist. Pls explain your pov

round citrus
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it just never works the way you want it to

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which is even worse when you only get it "1%" of the time

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thats the short version of my issues with it

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but if it was removed and the dmg was put back on bomb the character is fine

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if not for being too buggy

tidal yew
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i hit 8 superzeeps in a row

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today

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it might just be my best gamble iv ever done

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better then the quad 5 star 20 roll genshin better then the double hierloom crate apex

golden pawn
round latch
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he already is a cc machine and the worst nightmare for any melee

round citrus
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if super zeep removed all the skill matchups like brall and felix just become unwinnable tbh

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which is clearly not what the character is supposed to be losing too

round latch
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3 out of 4 zeeps fucks both brall and felix

round citrus
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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

round latch
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dont really see the need for a 4th

round citrus
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if beebo is 'winning' by mashing zeeps its not good

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it just means you can temp outrange

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which is needed because disengage on this charater feels awful

round latch
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ngl it feels like we are describing 2 different games here

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whenever i fight beebo im always under some form of cc

fresh gust
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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

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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

tidal yew
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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

fresh gust
remote comet
# tidal yew 0 people offer any take outside of they should just make his kit better or remov...

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

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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.

paper geyser
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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

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and people especially hate the ult stun radius rn (with good reason, it should def be a bit smaller)

round latch
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it creates frustration for both parties i believe

shell spire
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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

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giving a champion rng for funnies is meh imo

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its too important to have it as random

slate badger
# tidal yew 0 people offer any take outside of they should just make his kit better or remov...

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.

round citrus
# tidal yew None of these people play Beebo Mandm and that’s the issue

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.

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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

remote comet
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Having it be more of an explosive damage/knockback utility zeep seems like a pretty sweet middle ground to me

round citrus
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I think its a better compramise than it being funny 3x dmg zeep

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seems to be the thing ppl hate the most about getting hit by it

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is that it does a nice chunk of hp

remote comet
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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

round citrus
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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

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maybe thats just me though

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but outside of getting super into a combo getting hit by that stun is fake

remote comet
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Because when y'all are comboing us we're already cc locked half the time, it ends up feeling excessive

round citrus
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is it that the super zeep stun is bad or is it just annoying to get that particular stun to start the combo

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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

remote comet
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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"

round citrus
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yeah ok I see what ur saying its just too much

remote comet
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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

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And super zeep might be exacerbating that issue

round citrus
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I dont think its every gonna feel like ur getting outplayed tho tbh

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i dont think anyone has ever felt like that

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but rolling a random "1%" and killing someone with it will always make ppl feel bad about dying

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i think the REAL issue is that in br taking a death is a lot more impactful

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so dying to a random super and sitting spectating just sucks

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maybe thats a strech and both beebo and arena pilled ^

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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.

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my beebo pilled timeline is remove super zeep and put bomb dmg back up

remote comet
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I liked beebo a lot more when he was about zoning with bomb

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If they removed the utlity (revives/stomps specifically) I would not mind the damage being super high

round citrus
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at first wisp stomp seemed so silly and not needed

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but the more you try stomp with beebo the more you realise actually its a really nice qol

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since you cant chage bat on a wisp* (you'll knock it away)

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if they remove the res its ok though

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its nice to have as the beebo player but thats about it

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its 100% just a thing for the sake if it being a thing

remote comet
round citrus
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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.

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but yeah off subject a bit

remote comet
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I am at work now but it's a slow day so can probably chat more

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In case I can't though

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Good chat! Always happy to have a good faith discussion

round latch
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they just have a zoning tool that prevents the ress

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which the bomb already fulfills very well

round citrus
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i would agree if my bomb isnt dead in 2s

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putting bomb on wisp and defending it has p much always given me more consistent results

round latch
round citrus
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the hp is lower yeah but bomb is still gonna die really quick

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but yes the hp bug is a factor in this

tidal yew
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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

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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

round citrus
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yeah thats the issue with beebo tho ^ thats the optimal play in br it seems

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but its just not interesting

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i say that respectfully

tidal yew
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to you maby so but i find playing batman with 5 bottles of tequila very fun

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i main bard back in lol and the bard to beebo pipeline on ult trigonometry is my favorite part of the character

round citrus
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bard to beebo pipeline real

round citrus
tidal yew
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not once have i have thought man i really enjoyed fighting that kp or joule or ghost or zeph in a losing situation

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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

round citrus
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yeah but the thing is theres losing situations and lost situations

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and getting ulted off screen with a max charge bomb and an angle to get bat

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is a LOST situation

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which is why ppl hate it

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its 0% winnable and can feel like the classic "outplayed" feeling

tidal yew
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if you get hit by kp hook and his sitting on the edge of a island its a lost situation

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if you get hit by ghost grenade on a wall or funnel its a lost situation

round citrus
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yeah other characters have those states but I think its more to do with reacting to the situation

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my stance is its fine personally I just dont think its an interesting play pattern

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its not like beebo is the 1 character doing it

tidal yew
round citrus
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but this is quickly getting derailed so

tidal yew
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^ true its not about zeep anymore

slate badger
# tidal yew difference is none of these people are actually offering a idea on how to "fix t...

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.

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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.

round citrus
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idk i think thats a personal hate at that point ^

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purple zeep into bat its like half charge at best

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and if ur getting spammed with 1 zeep it means beebo is standing there doing nothing else but cycling zeeps

tidal yew
paper geyser
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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

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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

slate badger
slate badger
paper geyser
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but why does it feel better to have 0 chance to do anything, rather than actually having agency

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thats why it seems more like personal hate rather than balance discussion

round citrus
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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)

zealous zephyr
remote comet
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Wisps spinning around with bomb attached to them was so silly

slate badger
round citrus
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ive heard a lot of ppl complain about brall ult we should remove that

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its hopeless anyway you cant cc or dmg him when he ult too

slate badger
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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.

round citrus
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just giving example ^

round citrus
round latch
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getting iced multiple times in a row is very interactive

round citrus
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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

tidal yew
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Some of the best Beebo moments are crazy zeep combo strings

round latch
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u guys keep talking about fun but if only one player is having fun thats bad design imo

tidal yew
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That’s every character in the game man

round citrus
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idk tho I think if you make it so you cant roll the same zeep

round latch
round citrus
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you would be forced to remove super zeep at that point

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because 100% you end up rolling more of them

slate badger
round citrus
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but if you double nerf beebo rmb just beating a dead horse

tidal yew
round citrus
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not that 1 ice is bad

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but its not a crazy long duration

paper geyser
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agreed, just chain icing someone especially like a zeph or something who has to charge/telegraph their dash

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is just brutal

slate badger
round latch
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like beebo can chain cc u for so long thats not funny

round citrus
round latch
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especially if u are playing a melee char

tidal yew
round citrus
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ppl can get out before a 2nd bat

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and if you throw and ice zeep you also dont have time to charge the bat to wall stun

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just feels like people want to get rid of highrolls on beebo

tidal yew
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^ how it feels to high roll on Beebo

round citrus
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I mean ideally every character has their high roll moment

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doesnt have to be an rng thing

slate badger
round citrus
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just happens that some of beebo highest highrolling is

round citrus
remote comet
round citrus
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im ok with super being removed but something would need to be done to compensate for it tbh

round citrus
slate badger
round citrus
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sounds scuffed in theory but

round citrus
remote comet
slate badger
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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.

round citrus
slate badger
round citrus
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yeah so you should know that changing the specifics of a character isnt the first and only solution

paper geyser
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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)

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its a pretty big problem of felix rn where if felix gets kills he straight 1v9s cuz he gets heal/dash reset/shield reset

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and teammates get the last hit

remote comet
paper geyser
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hes fucking worthless

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ya same idea

zealous zephyr
round citrus
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bold of you to assume they change the math

slate badger
round citrus
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taken multiple patches for them to even look at the super zeep bug and its still not perfect

remote comet
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Hold up lemme get the clip

round citrus
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i dont think it really matters what you do with super zeep theres always gonna be a complaint about beebo rmb tbh

paper geyser
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yeah midfight super zeeps are so hard to play around both as and against beebo, so I understand the frustration

remote comet
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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.

paper geyser
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ok, ngl that was hilarious

remote comet
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Krilo commentary makes the clip lmao

round citrus
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getting hit by 2 supers back to back sure

round citrus
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i think if the super zeep was actually 1%

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this would be a much smaller issue

remote comet
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I think it would still be frustrating, we'd just hear about it less

tidal yew
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I’ve gotten 8 in a row that’s my max I don’t think I’ll ever beat it

round citrus
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its a highroll

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highrolls are meant to happen

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lowkey I feel like it wouldnt be discussed as much if it was labeled as a "rare" chance of getting

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and not '1%'

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because every time someone gets it its the first thought

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1% btw

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haha

slate badger
# round citrus this would be a much smaller issue

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)

remote comet
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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

round citrus
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but thats also what the character does

paper geyser
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i think the thing right now is, that beebo has both high rolls and low rolls, but opponents only remember the high rolls

round citrus
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beebo zeep is designed to be random bs with a rare chance of something different happening (super zeep)

paper geyser
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if you remove those beebo just has lowrolls

remote comet
round citrus
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but understanding the beebo lowroll is a lot harder to see

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especially from a non beebo player pov

tidal yew
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I died yesterday in scrims to a low roll purple zeep

slate badger
round citrus
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just slows is an understatement

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a turbo understatement actually

remote comet
paper geyser
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its like a thresh ult 99% slow

round citrus
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^

round citrus
slate badger
round citrus
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i took 900 dmg from a hudon barb in arena a few games ago

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i got like a 1/4 of my ult off

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i cant clip it sadly but I hadn't gotten much speed on it

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but again this is going off topic

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just make it so if you roll a super you cant roll a 2nd one instantly

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ever clip I seen of ppl saying super sucks its been 2-3 of them in a row

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super should not be double / triple rollable

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not with the damage number it has

tidal yew
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But 8 consecutive super zeep dopamine hit that last so long I get 500$ worth of work done in 1/5 hr

round citrus
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ikik

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but something about game balance

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says its probably bad to just have super zeeps on beebo

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im completly neutral on super zeep being a thing i just want bomb to be a spell again

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and im fine to sack super zeep in place of that

tidal yew
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Game balance be dammed let my boy hit idle death gamble every healer is broke oath will never not be the best comp character

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Every argument in this discord is people complaining after they died to something

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Let the slots roll

round citrus
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I wonder if they changed the super zeep but kept it in as a 1% thing would it still have this issue

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It's a shame because it is so flavourful as a 'chaos maker'

slate badger
scarlet crater
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I think it should either be your 100th zeep in a game is a super zeep

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or just rework it completely

slate badger
slate badger
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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.

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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.

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I'm just throwing out a random idea I had.

zealous zephyr
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Sounds OP

paper geyser
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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

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but the randomness mid fight would be gone

slate badger
# zealous zephyr Sounds OP

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

paper geyser
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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

slate badger
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it's fine. i don't expect them to be good ideas anyways tbh

paper geyser
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since its vibes based balancing and how it feels to interact with rather than strictly a power level balance discussion

slate badger
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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 rocketW

slate badger
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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 🤷‍♂️

remote comet
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Still annoying as shit