hensoldt:
Yeah, but the reason they’ve had to tune Reaper’s damage so much is because they originally made spread totally random so he’d occasionally deal one-shot damage, or do absolutely nothing depending on where the pellets landed on the three rings. As soon as they changed his spread pattern to the current star-shaped one, they realized that his damage output is bonkers and had to dial it back a handful of times.
Actually i was there, i made a thread calling that out at the time, they tuned down his damage because they decreased his spread in fact, not cuz they fixed the weird ring problem.
All of this started when i faced a D.va in Comp D.M and just couldnt deal enough damage to her to win duels, specially when low , just seemed like i couldnt headshot her at all, as it turns out…
Reaper's perspective n2. - YouTube
D.va's perspective n2. - YouTube
As you can see, most shots Reaper does to D.va does 70 damage on her armor and 140 damage to her non-armored , meaning, every single pellet is doing 7 damage, not headshotting, as to how this works… as i said on the title, Re…
hensoldt:
When you start from a place of consistency, it’s much, much easier to dial in HTK/TTK thresholds and figure out what needs to be buffed/nerfed and by how much. Critical hits randomly turning a hero from a meme into a magic eraser is a huge problem because you can’t really balance around it–this is something that will quickly become an issue with Kiriko, but people haven’t really gotten good enough with her kunai yet to start complaining about it.
Hmm i dont think its really that difficult to balance just two different variable dmg numbers that one is easier to hit and the other harder, its very much balanceable in fact, harder to? sure but thats the sacrifice to be made for a higher skill-ceilling design.