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Thread: Reaper feedback

  1. #1
    Player
    Cabalabob's Avatar
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    Sep 2013
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    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90

    Reaper feedback

    Mostly fine with reaper in pvp but there’s just a few changes I’d like to see.

    Harpe should give soul gauge. Every other melee generates gauge with their ranged attack, so why doesn’t reaper?

    Soul reaver needs a duration buff. In pve it’s 30 seconds, but in pvp (where you’re more likely to have to sit on it) it’s only 10 seconds, why?

    Enshroud should give a movement speed buff. This is more just my personal wishlist, it would just be nice to have a little movement speed during enshroud to help keep up with people that are moving around without having to use bolt. Every other melee can deal with retreating enemies with ranged attacks but during enshroud we can’t even use harpe anymore.

    Fix regress on hills. It’s sad when I teleport up a slightly elevated surface and then can’t teleport back because apparently the one weakness of the forces of darkness is a gentle slope. This is particularly noticeable in frontlines due to the uneven terrain.

    Add soulsow. Would just be another nice addition at range to give us something to do in situations where we can’t get in close and it would be nice to have something we can prime for instant cast at range later.

    Basically what most of my changes boil down to is reaper sucks at range, and while yes it’s a melee job, that doesn’t stop dragoon and ninja having powerful ranged arsenals, even samurai has some decent ranged tools and better defensive moves for when they are up close. The only other melee that has it as bad as reaper is monk and at least they have 3 charges on their gap closer.
    (3)
    Last edited by Cabalabob; 01-24-2022 at 07:00 PM.
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  2. #2
    Player
    Esmoire's Avatar
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    Dec 2018
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    Gold Saucer
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    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Reaper is finicky in PvP. Engage and disengage and closing any kind of gap is on a 20 sec CD which is a great ability but feels kind of over-taxed with how many needs it has to fill. Especially in FL/RW where recalling doesn't really work with any kind of slope. It needs to be better rounded-out in this regard.

    I do think a better projectile and/or more flexible mobility would help a lot. Even SAM, who likewise has to think very carefully about when they use their teleport, was blessed with an instant 1200 potency spammable projectile that grants meter. 1400 on Harpe is cool though if it's going to have the limitations of a cast time yeah gauge on hit would be cool.
    (0)

  3. #3
    Player
    MonteCristo's Avatar
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    May 2011
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    446
    Character
    Lamonte Cristo
    World
    Seraph
    Main Class
    Reaper Lv 100
    Bump....been in pvp with reaper heavily lately and to be bluntly honest...it feels very discombobulated
    (1)

  4. #4
    Player
    Cabalabob's Avatar
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    Sep 2013
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    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    I thought maybe I’d feel differently after playing it for awhile, but no, everything I originally said still stands and I’ve found more things that are annoying.

    Enshroud duration is so short, why is every duration on reaper in pvp so short compared to pve? You have about a 5 second window to play with for downtime, if an enemy moves out of range for a few seconds you can kiss your communio goodbye. If you even use communio… it’s only 200 potency stronger than void/cross reaping, sure it’s AoE but who cares when you’re likely just focusing a single target? I’ve pretty much dropped communio in favour of just using another void/cross reaping, the cast time just means your target has a chance to heal before it goes off or your enshroud duration just runs out mid cast anyway because it’s too short. Everything about enshroud just needs a buff.

    I think I’d rather they just remove regress from pvp and instead make ingress and egress a 10 second shared recast. Maybe even give it an effect like DRKs plunge where the recast is reset if you score a kill/assist using harpe or give it a second charge so you can ingress and still egress out again if you need to.
    (1)
    Last edited by Cabalabob; 01-22-2022 at 11:53 AM.
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  5. #5
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
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    Gold Saucer
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    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    I definitely think it's just half-baked. And I don't mean that to diminish the developers... I know they QA things hard and put in a lot of thought and effort.

    But SGE and RPR are new jobs, so they needed kits to be programmatically functional in PvP. At the same time, they know they are completely re-evaluating the jobs for 6.1, and everyone including these jobs will be included. To that end, I imagine they banged out something fast. There's definitely all kinds of strange tuning errors, and it feels like QOL was made for PvE that was not made for PvP in development. For example, while Phlegma has a short range, it's even shorter in PvP than PvE which I have a hard time coming to grips with, since due to netcode and all that stuff it should definitely be the other way around.

    None of this is to discredit feedback. I think it's important, and if we don't see any PvP tweaks for .08 (here's hoping!), it can help inform how they take what they have to make RPR (and SGE) better in 6.1. For the time being, while a lot about the RPR leaves something to be desired, it's been fun! It is a good foundation for whatever is in store.
    (0)

  6. #6
    Player
    AnnRam's Avatar
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    Jan 2021
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    773
    Character
    Mint Goh
    World
    Balmung
    Main Class
    Black Mage Lv 100
    Reaper its garbage in Frontlines and only good against bots or afk/newbies.

    1) Hell's Ingress ; 1 charge 20 second cooldown and very slow and clunky animation vs


    -NIN blinks are immediately, 2 charges it gives you damage reduction, also you can go invisible.
    -MNK = 3 charges, very fast, deal damage and also have a better defensive tool than Arcane Crest.
    -SAM = Fast animation charge/teleport it deals damage, it needs to be charged but SAM can actually SPAM range attacks unlike Reaper, HARPER needs to be casted as a fully melee DPS job with NO OTHER RANGE SKILL.
    -DRG = Elusive jump makes Warriors cry, they have TONS of range options and can jump directly in to the enemy, they don't have to cast anything very very good job in frontlines.
    Every other tank = fast charge animation, range skills etc.

    Reaper in pvp suffers mostly because no mobility, 0 realistic range damage (have to stay in position while the entire enemy team focus on you) Fetter ward on CD? Better to stay away from every teamfight.
    Did you fail to perfectly land with Hell Ingress? well enjoy trying to catch someone until the next 20 seconds, also you can't poke them with anything unlike Nin/SAM/DRG.


    It feels like SE didn't bother testing Reaper in PVP and just copy-pasted the same job from PVE.
    (3)
    Last edited by AnnRam; 02-09-2022 at 07:56 AM.

  7. #7
    Player
    OskarXCI's Avatar
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    Aug 2013
    Location
    Gridania
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    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Don't concern yourself on how well jobs are balanced in PvP at the moment.

    All jobs will be revamped with 6.1 anyway alongside them adding Crystal Conflict and removing Feast.
    (1)

  8. #8
    Player
    AtomicBomb's Avatar
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    Nov 2021
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    Character
    Sarah Montcroix
    World
    Siren
    Main Class
    Rogue Lv 100
    Hell's Ingress/Egress cooldown should be half what it is.
    (0)

  9. #9
    Player
    Cabalabob's Avatar
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    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    So I’ve been playing the reworked reaper lately and I’ve got to say I’m not too happy with it. A lot of my complaints with the old version have not been addressed and they’ve doubled down on other bad design choices. So I want to take a look at current reaper and what I feel needs to change.

    As usual I feel like I need to preface this with I only play frontlines, so maybe it works better in CC but for frontlines there are things I feel need to drastically change.

    So I want to start with plentiful harvest. 8 stacks is far too many, either lower it to 4 but make it so they only build from soul slice, or increase the ways we can generate immortal sacrifice stacks like adding it to the final hit of our basic combo or gallows/gibbet. (side note, soul slice still has a tooltip error where it says it generates soul sacrifice not immortal sacrifice).

    Next I want to talk about arcane crest. You basically always want to pair this ability with death warrant since they have the same cooldown and duration and their effects synergise for your burst. The problem here is arcane crest is a defensive utility, yet you need to use it at a time when you’re likely not being attacked and the shield will be gone by the time you are. I feel like the 10% damage increase should be removed from arcane crest and leave that ability as purely a defensive option and the damage increase simply be added to death warrant.

    As for death warrant, I personally hate “wildfire” style mechanics because if the enemy isn’t dead in 2 seconds they aren’t gonna die, so either they’re dead before it goes off or they escape and heal so your compiled damage doesn’t help. There are 2 changes I’d like to see to death warrant. First, it should reset on kill/assist or just have a shorter cooldown. Second, we should be able to remote trigger it early. If I hit a 17.6k communio followed by a 22k plentiful harvest I’m ready for that thing to explode before the enemy has time to recover but it likely still has 2-3 seconds left on it. Maybe make it so harvest moon instantly triggers death warrant after it hits so you just use that as a combo finisher for it.

    Hell’s ingress had a nice change with increasing your movement speed. But it doesn’t stack with sprint so it’s still hard to catch up with fleeing enemies on a job with very limited ranged potential. Regress also still has trouble with any kind of elevation making it a really useless addition, I still think just giving us 2 charges and removing regress entirely would be a more effective solution and would help with the chasing situation, giving us the option to either jump forward and then jump back, or jump forward twice.

    Lastly I want to talk about the LB. While it has great damage potential it’s over too long of a timeframe giving it the same issue as death warrant that the enemy can just heal through it or escape before you can use half the combo. And you can’t even fit the entire combo into the duration of a death warrant, meaning you need to apply it towards the end of your combo which feels janky, especially with the 1.5 second recast on the reaping attacks. And the duration of enshroud is still far too short, giving you about 6 seconds of wiggle room if targets move out of range and forget about being stunned/silenced while using it. I’d say double the potency of void/cross reaping but increase the recast to 2.4 seconds and decrease enshroud stacks to 3 (one void/cross and a communio) then make it so void and cross reaping apply bind instead of lemure’s slice and make lemure’s slice extend the duration of hysteria instead. That way you’d get the damage off from the LB in a shorter time frame with less actions required, your bind can be reapplied after it is inevitably immediately cleansed and will hold your specific target still while you’re less likely to be stunned into oblivion thanks to the extended hysteria in AoE. And buff communio potency to 18-20k so it’s stronger than the new void/cross.
    (0)
    Last edited by Cabalabob; 10-02-2022 at 11:28 AM.
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  10. #10
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    I played a lot of reaper, and I think the job is good. But some things I'd like changed.

    Problem 1. Losing all immortal stacks on death is too punishing.

    Suggestion 1. Reduce the number of immortal stacks lost on death.

    Problem 2. LB feels a little weak.

    Suggestion 2. I suggest changing it so enshroud doesn't end when communion is used. Simple have to cost a stack of shroud instead of costing the whole thing.

    Suggestion 3. I also suggest making communion instant cast.

    Problem 3. Lack of meaningful cc outside enshroud fear.

    Suggestion. The slow is great but stun and silence is what really helps secure kills. Add a 2 second silence or stun to harvest moon.
    (1)