It's seems like it to me. Losing Gallows and Gibbet has put a damper on Reapers overall damage. Was this the right call or should they have buffed the damage of Guillotine to make up for the loss?
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It's seems like it to me. Losing Gallows and Gibbet has put a damper on Reapers overall damage. Was this the right call or should they have buffed the damage of Guillotine to make up for the loss?
Shouldve literally just kept the 2 stacks and Guillotine at the same time, god forbid smh my head.
I get the idea to add more AOE to reaper, but dang is a single stack shit considering your 123 combo doesnt grant stacks either.
I respect your opinion but Reaper was already suffering from the lack of dmg and burst capability. Now, this takes away 8k potency from our kit. They should have added either 2 charges of Guillotine, have the target of set Guillotine suffer 12k dmg while enemies suffer 8k dmg, or as our friend just mentioned just have all three(Gallows, Gibbet, and Guillotine) combo and have Guillotine combo at the end with 6k potency. This would have been way better.
Then that limp get cut in half and is now worthless. But obviously I'm over exaggerating. This not the case where RPR has become come worthless. But playing frustrating and underpowered class does not automatically equal fun or satisfaction when you are working way to hard just to beat an enemy. Skill is always an important factor with how you play but when that class is underpowered to begin with and you have to work way to hard at it then it's no longer fun or satisfactory you're just glad it's over.
OK, here's the Nerf. We lost 8k potency out of our kit what else is there to explain? It was an unnecessary change they either need buff it to make up for the lost potency, revert it or add Gallows and Gibbet back along with Guillotine. That would be for the best. I'm not debating this anymore If we are going to go back and forth endlessly.
Reaper LB recharge has to be made longer. Its awful in higher rated matches because its always a free kill because you just can't do much about it unless you have healers miles away spam healing the one they will burst
Two stacks of Guillotine would be a decent change. I would love to see the burst become more accessible. I still don't like the gap closer being one button and one charge. Give us two charges and two buttons so we can use it dynamically. Hell even then option to go backwards instead of only forwards initially would be nice.
This was a bad change.
Not only was it a nerf to overall damage, but a nerf to sustaining your skills.
It feels VERY awkward to cycle my CDs now that I essentially have one less GCD than I used to, and there's less mounting pressure I can put on an opponent because of it.
AoE teamfighting is NOT reapers game, at best its AoE's are a means of disruption. Where they shine is picking people off one by one, and this change removes a significant portion their ability to do that in favor of a very slight boost to their AoE utility.
Reaper was on the knifes edge of balance, it did NOT need a nerf-- if anything it needed buffs. Only people who were managed to dedicate time to mastering the class actually got returns out of it, unlike the other melee jobs.
Either they buff guillotine to make up for the lost damage, they revert back to gibbet and gallows as they were, or they give guillotine 2 stacks.
You also realize a reaper can get their LB wihtin 10-15 seconds of a match starting. IF anything removing one less GCD makes the reaper players have to think mor eon what GCD to use and what opponent to focus. Plus the spammable LB with a very low guage to fill up might i add. Their nerf was needed.
IF they buff reaper's damag ein pvp then the people who can use them well will just be dealing high damage quickly. I'd say nerf their PVP LB charge speed or remove the ability to increase the gauge
I sincerely hope all you people squealing for rpr nerfs one day wake up in a purgatory where rpr is the only job you can use. Defensively, rpr is gold. Tankable shielding, and the warp (which would be nice to go backwards) is a lifesaver. Offensively though? For the amount of work you have to put in a drg or mnk could do double. Yes, the numbers ARE there if you’re aoeing crowds properly and such, but rpr is currently TOO dependent on a solid team to get its damage going. It’s like a locomotive that takes too much coal to get up to speed.
I dunno. Speaking exclusively about CC rpr. Frontlines is just a big pot of silly right now. 24-man dreams of yesterday…