Moira and Reaper, Rework ideas

So, I did return to this burning pile of a game after more than 2 years of being out. And I am dissapointed, Blizzard, very dissapointed… Back at OW1 I loved to play Moira or Reaper, cause they have one trait common - they are a “counter to their role counter”.

Reaper was the tank shredder. One clip could kill a Hog without much problems and you always have the second one from shift. Moira was, and still is, a flanker’s nightmare - no aim damage, good sustain, quick disengage… And they should be that, no less, no more.

From my perspective, their kits are quite alike, yet they use it very differently and this idea of their rework is trying to point this out with a couple of new mecanics.


New status effect: Decay

Decay is more a “damage type” than an effect. When you are inflicted with Decay, part of your white health becomes “infected”, from bottom to top. Decayed health has 2 properties:
– Damage dealt to decayed health multipies to x1.5.
– Healing and regeneration resived will not heal you but remove decay first with a half rate.
Decay is always applied after the damage if they are mentioned together and can be cleansed with a Protection Suzu (Kiriko’s E) or a similar cleanse effect.


Moira:

  • RMB: Biotic Grasp Alt
    – Basic self-healing is removed.
    – Now deals 40 damage+25 decay per second.
    – Excessive decay is transformed to self-healing.

This trade-off makes Moira pretty useful against tanks and makes it easier to finish off almost dead enemies, but basically cuts in half her damage in 1 on 1 scenarios. Should be mentioned, only this ability lets Moira to suck health from the enemy

  • E: Biotic Orb
    – Damage is changed to 25 damage+10 decay per second (150 max).
    – Healing is changed to 40 per second (150 max).
    – After max damage/healing is reached, orb explodes at 5/4 meter radius, dealing 60 damage+25 decay / 100 healing.

Again, some trade-offs. More power during a teamfight, less power at 1 on 1.

  • Q: Coalescence
    – Damage is changed to 50 damage and 20 decay per second.

This is a small buff as 50 dmg+20 decay are harder to heal than 70 damage. Let’s be real, Moira’s ulti never was decent.


Reaper:

  • The Reaping
    – Removed

This remark is important and applyes to Moira as well. Pure, simple vampirism mechanic just does not work. Never. You either become unkillable (Moira), or vampirism just does no impact (Reaper). Unconditional no-aim (or almost no-aim) vampirism is a bad unballancable game design and will make game less fun for at least one side. Do not use it. Ever.

  • LMB: Hellfire Shotguns
    – Damage is changed to x0.7 old damage+x0.4 of old damage as decay.
    – Excessive decay is transformed to self-healing at x1.3 rate.

After breaking tank’s healthbar down to decayed health Reaper becomes really, really powerful. He still can’t “shredder” a tank from literaly nothing, but makes dealing with them much easier for the whole team.

  • Shift: Wraith Form
    – Applies 50 decay to enemies Reaper had passed through.

This can’t kill, but will make it easier to pick enemy at 1 on 1. Especially with a fresh ammo.

  • Q: Death Blossom
    – Damage is changed to 100 damage+70 decay per second.
    – Instakills enemies if all their health is decayed and heals Reaper to the amount of decay at their death.

Those changes+Shifts 50 decay make it easier to pick out support with a hard control before pressing Q.

No just no… pass next

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