Have reaper’s shots ignore yellow armor and do direct dmg

Problem solved, series over.
(Cookie to who gets the reference)

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No??? Reaper’s Biggest weakness (lack of midfight abilities) is what should be looked at first, not turning him into someone who has an OP primary fire, with a terrible base kit.

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YELLOW armour.
He is a tank buster. That’s his primary niche. Midfight can be looked at as well I agree but he should not be prominent at it

But he should have a weakness, and it should be armor. Maybe decrease armor effectiveness against him, but not outright ignoring armor.

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Tanks should be afraid of reaper. Not be able to outright ignore him or even fight/dive him :man_shrugging:

Reaper’s weakness against armor is by design. Because armor is designed to be most effective against his type of damage.

The more sensible direction for the game is that the next several heroes, tanks or otherwise, should not have armor.

Less armor on the field = the less relevant Reaper’s weakness to it is.

Overwatch should not be “I am hero, I win.”

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No? Reaper should not hard counter tanks just by existing. Reaper should soft-counter tanks, meaning in a 1v1 he has the advantage, (by REDUCING the effectiveness of armor) but if the tank is skilled enough, it can win.

But if the raper is very skilled and the Tank is equally skilled. The tank can still win.

reaper* that is a very important difference.
And that is a problem, which is why reaper should have the advantage, but not the EZ win. Ignoring armor is EZ win. REDUCING effectiveness, is advantage. See what im saying?

I’d say make it so that instead of Reaper doing 50% damage against armor, he should 80% against armor.

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:heart:

why do people keep thinking one specific change to one thing will fix reaper?

it’s not just shadowstep. it’s not just armor.

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The problem is that Reaper only destroys tanks when they’re completely out of position or in a 1v1 situation. As long as they have a proper backline, Reaper won’t be able to do anything else than shoot at the shield or flank.

He has shotguns and his weakness is range and open areas, which is already a lot. I also agree that armor could be used against Reaper to reduce his effectiveness, but the game has reached a point, where armor can stack to ridiculous amounts which negates Reaper to the point of unplayability.

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Yeah that’s fair.
Make a full ignore is too much.

armor + large hp pools + constant healing / burst healing

he can’t do enough quick enough

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Also, Reaper shotguns can calculate fractional hitpoints of damage.

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Large HP pools and Healing aren’t any more a problem for Reaper than any other damage hero. Less so since he can deal more damage in a single shot than anything short of a Repair Kit + Biotic Grenade. That’s his theoretical advantage over heroes like Tracer, Sombra, and Soldier when going up against high sustain.

He has more than enough potential damage. The problem is his pellets turning in to marshmallows outside of sneezing range, which is more than easy for a lot of heroes to stay out of.

I agree that Reaper should have a stronger impact against enemies with armor, but not just downright ignore armor entirely. I think Reaper’s damage should be calculated as a flat 140 damage per shot, then calculated by how many pellets actually hit and how far away the target was.

Right now he does 140 with all pellets hitting and 42 if all pellets (somehow through some miracle) hit a target passed 20m.

His damage is calculated as 7 damage per pellet with 20 pellets. This is what screws him with armor. Armor halves each pellet’s damage, thus halving his damage output.

What I believe could fix him is that he does an immediate 140 damage if all pellets hit up close. Armor will then reduce it to 135 damage. If he only hits half his pellets up close, then he’ll do 70 flat damage, 65 against armor. They could even nerf his damage to 125 per shot, and increase pellet count to 25. Maybe even reduce his self-healing a bit.

How does everyone feel about this? Would this make him broken even with the damage nerf?

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i still think they should tighten his spread a bit and halve the pellet count and double the damage of each pellet

20 --> 10
7 --> 14

note this isn’t too unrealistic either. i think buckshot irl has 8 pellets

We should just give him what the other tank shredders have: quick dmg

A quick fire SlugShotgun round that shoots around 4 or 6 of them that has high dmg but is 1 bullet