The state of Reaper in season 12

I’m making this so that people don’t have to go through the strenuous effort of going to the Overwatch wiki, as it has been proven to me that this is clearly to demanding of a task to do.

All final number stats are surrounded by [brackets] to be easily identified. That way, you can just glance through without needing to read every single word.


Damage

Just his base damage stats.

  • Reaper shoots [20 pellets] in a single shot.
  • Each pellet does [5.4 damage].
  • Reaper’s max damage without headshots is [108 damage]. (Bodyshots)
  • Reaper’s max damage with headshots is [216 damage]. (Headshots)
  • Reaper has a fire rate of [1 shot per 0.496 seconds].
    (Wiki says he can output 216 per second, so I’m assuming the travel time/hit registration for his hitscan bullets isn’t fast enough to allow for a 3rd shot)

Against Armor

Armor affects Reaper’s damage on a ‘per pellet’ basis. Since his damage is 5.4 per pellet, it can’t be reduced by 10, otherwise, he’d be doing 0 damage. Therefore, it is cut in half, resulting in a meager [2.7 damage per pellet]. With that being said:

  • Reaper’s maximum damage against armor without headshots is [54 damage per shot].
  • Reaper’s maximum damage against armor with headshots is [108 damage per shot].
  • Reaper’s life-steal is also affected by armor, since it is tethered to his damage.

Self-Sustain

Reaper’s life-steal is his only form of Self-Sustain, other than the global healing passive. It is tethered to his damage and is near instantaneous. If something effects his damage, it’ll also affect his life-steal.

  • Life-steal percentage: [35%]
  • Life-steal is affected by the 20% DPS passive.
  • The value life-steals provided to Reaper as a unique trait was severely gutted by the global healing passive.
  • For every 250 damage Reaper outputs into another characters base health, he receives [87.5 healing] in return.
    (Barring some exceptions like damage resistance, armor, etc.)

  • Life-steal is affected by armor, reducing it’s effectiveness in half. If Reaper does his maximum damage with headshots against an armored target (108 damage, no headshot reduction), he receives [37.8 HP] in return.

  • Life-steal is affected by headshot resistance. If Reaper does his maximum damage with headshots against a target with headshot resistance (162 damage, no armor), he receives [40.5 HP] in return.

Range

Reaper’s greatest weakness is his range. Without a reliable tool to close the gap consistently, Reaper can not effectively get kills against enemies of equal skill.

  • Reaper’s falloff range begins at 10m and decreases from [5.4 to 1.62], which stays a consistent 1.62 from 20m and beyond.
  • Reaper’s spread is at a [6 degree] angle.
  • If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [32.4 damage] without headshots from beyond 20m.
  • If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [64.8 damage] with headshots from beyond 20m.
  • If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [108 damage] without headshots within 10m.
  • If Reaper’s spread was minimized to 0, he would be capable of doing a maximum of [216 damage] with headshots within 10m.

Effective Range

This part deserves it’s own chapter, since I’ve had to repeat it so many times in several different posts.

  • Reaper’s effective range is within [5-6m]. (Previously 5m, but the change to his spread from 6.5 to 6 has increased this range by 1m)
  • Reaper can only do maximum damage (216) from within 1m. [Outside of 1m, Reaper misses too many pellets to be able to one-shot even a Tracer].

  • [At 5-6m, Reaper is capable of landing enough shots to two-tap/three-tap most squishies at and below 250 HP]. This number varies depending on the variation of the random spread landing more/less pellets on the head hitbox.

  • Reaper is [no longer capable of one-tapping previous-200 HP] heroes with the global health pool changes of season 9.
  • Reaper is still [incapable of one-tapping 225 HP heroes], as his maximum damage does not breach 225 (216 damage).

300 HP

Many people believe Reaper has too much health…

Many people would wrong.

  • Reaper previously had 250 HP, alongside the other characters who had 200 HP and 150 HP respectively (outside of a few exceptions and Tanks).

  • With the changes to Health pools in season 9, Reaper’s health (alongside other 300 HP heroes) was disproportionately increased. A flat increase of 50 HP begins to dramatically decrease in value the higher the starting health pool is.
  • 150 HP characters got a flat increase of [33.33% to 200].

The math being 200 (New health) subtracted by 150 (Old health) to get 50 (number of health buffed). Divide 50 (number of health buffed) by 150 (Old health)-> ((50/150 = 1/3)) to get 0.33 x 100 = 33% increase. For simplicity’s sake, I will just type the conversions of the other two without math.

  • 200 HP characters got a flat increase of [25% to 250].
  • 300 HP characters got a flat increase of [20% to 300].

A Proper Rescaling

Since the point of the global health increases was to slow down the game and NOT to screw over higher HP characters, here’s how it should’ve been done so that everyone scaled up proportionately.

  • If we were to use the same numbers from the lower end with 150 going to 200, the scaling would be [200 → 266.66] and [250 → 333.33].
  • If we instead want to calculate from the higher end, going from 250 to 300, the scaling would be [150 → 180] and [200 → 240].

So, regardless of all you nay-sayers saying Reaper has too much health, he proportionately has LESS HEALTH than he did when he was 250. You never complained about it when he was 250, so why start now? Is it because he’s once again equally as balanced as your favorite hero who can now no longer decimate him? Hm…


tl;dr

Reaper bad.

That is all for now. If you think of something I didn’t (if you even bothered to read this mountain of text that I’m going to link every time someone says something factually incorrect about Reaper), please tell me so I can add it later.

Edit #1: More brackets
Edit #2: Removed “(Against both armor and headshot resistance, if Reaper does his maximum damage with headshots (81 damage), he will receive [28.3 HP] in return.)” as it exceeds the max cap of 50% on global damage resistance. (Thank you mn99 for pointing this out)

13 Likes

I mean hes braindead easy hes the moira of dps no need for any buff

22 Likes

He feels pretty good to me. He’s just not a tank buster anymore and thats ok.

14 Likes

He feels better against squishies, but by how much is debatable. To me, it is only better by the slightest of increases to his damage when within lethal range.

Getting within that range is still the big problem that the spread increase didn’t succeed in improving nearly enough.

Also, this is more or less just a stats post for reference than it is a hit-piece for how bad Reaper is.

3 Likes

As for me, this is a very useful post! However, I consider Reaper to be weak. It actually takes skill to play in his effective range, but the outcome is not worth it

1 Like

None of this told me that Reaper is bad

He doesn’t have the tools to properly close distance if the enemy is aware of and looking at him and already fleeing. Reaper’s whole shtick is that he could come from any angle, including the frontline with his tank since he’s got the bulk and damage to play there. His range is fine.

His damage is great, 216 per second without headshots is higher than average and is headshot capable and he heals himself while dealing damage. No matter how insignificant, healing while dealing damage is a straight up bonus that other characters don’t have.

The global passive healing does not hurt Reaper’s healing passive in any way whatsoever, not sure where you got that from. He also has and benefits from it, he can potentially(but not expected to) benefit from both his passives at the same time, and other characters obviously will not be healing with it if Reaper is healing with his own damage passive off of them.

And against armor? Reaper isn’t any different than any other character affected by armor in a notable way, better or worse. Plus, it’s the same effect as it was in the past, if you could deal with it then then you can deal with it now. Is there more armor on stronger tanks? Sure, but Reaper has gotten stronger alongside them and doesn’t have to worry about getting jumped by two tanks anymore either.

And lastly, his self healing being effected by the damage passive used against him hardly matters at all. That is 35% lifesteal down to 31.5% lifesteal.

8 Likes

Reaper is in a perfect state no need for buffs or nerfs he is basically dps moira.

1 Like

Reaper is eating good against squishies. Sucks he can’t duel armored tanks anymore but whatever

Easy A+ tier

S is still reserved for Tracer

6 Likes

Multiple sources of damage resistance don’t stack past 50%. If Reaper scores a headshot on an armored tank, he faces 50% flat damage resist and that’s it.

At one point dr and armor did stack multiplicatively, but that was patched out ages ago. Now they’re additive to a max of 50%.

2 Likes

yeah i’m remembering it now ramattra was getting 87.5% damage reduction instead of 75% on his block

His ultimate was so braindead broken when it was infinite. Nemesis block is still so strong for those afk blockbot stall strats

2 Likes

I agree. If people are going to accept Ana and Mercy as skillful, they need to accept that Reaper is too in the same sense.

As stated above, he does not have the bulk. He is less bulky than he previously was (proportionately), so his chances of winning fights is less favorable.

Because of the fact that he has to endure disproportionately more damage (a 16% smaller amount of HP) while needing to do even more damage than he had to previously (because a majority of other heroes got proportionately more), he is at a severe disadvantage.

Doing that amount of damage requires him to be within 1m, since the second he steps out of that range, he miss 2-3 pellets per meter. At 5m, he’s already dropped down to half of his max damage (and 5m is a lot closer than you would think).

Also, quite a few characters are also able to heal while damaging. Soldier, Sym and Venture to name a few other DPS that can.

It is a direct negation of his value as a self-sufficient character (as well as many other characters who have self-sustain in their kits). Characters that were previously unable to heal passively would be forced to either retreat or risk going for health pack. Now they can simply live in the backline by hiding in hard to reach places.

Why would you pick Reaper over any other character when Reaper’s one niche of being able to self-heal is readily available on every hero?

Also, proc’ing global heal passive while shooting an enemy who is, for some reason, not shooting back is like a 0.0001% scenario.

He has not gotten any stronger against tanks… like there’s no way to possibly even conceive that idea. He was literally addressed directly in the season 10 patch notes as the character being punished against armor.

His damage is lower than it was in OW1, his range is more limited than it was in OW1, Tanks have more health and more armor than in OW1 by a country mile, his ultimate is weaker than it was in OW1, and his life-steal is significantly lower than it was in OW1.

The only thing Reaper got more of in OW2 was ult charge gain. Even his spread buffs in OW2 are just a revert from the nerfs he got going in to OW2.

Still a net nerf that, when combined with all the previous nerfs, makes him weak.

I wasn’t aware that armor was considered damage resist. I’ll do some double checking later, then change it when I have a chance.

2 Likes

This is dps cal by lotto GDYN7
using roadhog shooting for 20 secs and dps includes reloads, he does melee dmg at range,but close range is good especially there is more room than you think, also its decent dmg at close midrange too not dps level but support level dmg.

anyway just adding this as i tried it

3 Likes

They aren’t gonna look to significantly buff or nerf him until the mini-rework comes out more than likely.

4 Likes

Reaper is braindead easy to play, and i find him to be too good right now.

5 Likes

Could you tell us then why champ/GM people put him in the garbage tier when you put him in the A+ tier? :slight_smile:

2 Likes

This. Also everything else they said.

Funnily enough, the only real thing thats changed between S11 and S12 for Reap is the game around him. Blizz has not changed him at all since S11 launch.

Its a shame OP thinks Reap is bad. Been having a blast with him for awhile now. Sucks to suck.

4 Likes

What? Both Flats and Samito ranked him very highly at the start of the season.

If we’re at a point where the top players are saying that Reaper is at least A-tier then you know we’re cooked. Reaper is too braindead a champ for high-ranked players to be saying “he’s good.” If he’s good at those tiers then it just means he’s a menace in lower ranks. Plus, his winrate is decently above average right now.

4 Likes

Well, let’s just take this logic step by step from your point of view.

  • Reaper has only had a few changes and has been predominantly static.
  • The only real changes that happened were around the meta of this season

If Reaper was trash for a majority of Overwatch 2 and then this season, a season where he got no changes, he is suddenly S-tier, there is only one realistic reasoning to believe. And that is…

Reaper hasn’t gotten better, the characters around him have simply shifted in an order that favors him, which is what I’ve been saying. In a vacuum, Reaper is horrible, but with 4 of his best pocket heroes being buffed into the meta, of course he’s going to be useful.

Also, my performance with the character has nothing to do with my opinions on his balance state. If that was the case, I would’ve been satisfied with him across every season of OW2, including season 10.

Flats has been putting Reaper in or above B-tier for every season of this game except when he was forced to recognize how bad he was in season 10 (and even then he was still hesitant to put him there because of his tank-brain trauma from 5 years ago in 2019).

As for Samito… he thinks Sombra is weak this season… so… there’s that.