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    • Если бы) Да там не ток в двуруч. Иногда может настакаться быстро и даже уходить в кап, а многда бьешь и по нулям... Ну мне кажется что двуруч вар сейчас и так норм себя показывает. Особенно если собрать титры+кожу катакомб)... Да и сам тал даёт самую сильную стойку в игре. Так что мое мнение что штраф справедлив. Но вот если талант не юзать, то дефолтная стойка... У которой штрафы... Мде..
    • Hello, I am playing this class since it's release date until now, I can confidently say that I have tried almost every build and every gear combination in this game for reaper. I have some rare books and I have been playing arena competitively at the highest possible level, I am writing this to address some weaknesses that this class has and some potential fixes what I felt would fit this class. Please feel free to leave a feedback. Thank you, Therapist!   1. The Core Problem: Demonic Appearance (Transformation) The Reaper's strength is locked behind its "Demonic Appearance" form, which requires building up Hate via basic attacks. In a high-damage PvP environment, the Reaper often dies before it can accumulate enough Hate to transform. Proposed Skill Change: Demonic Appearance: Change: Reduce the Hate requirement from 12 units to 8 units (or a flat 50% reduction). Alternative Change: Allow the Reaper to instantly transform when its HP drops below 25% regardless of Hate, giving it a true "life-saving" mechanic. Talent Change (Partial Metamorphosis): Rework this talent to give the Reaper a passive, permanent 10% damage reduction or a small passive HP/MP regeneration while outside of Demonic Form, giving it better base survival. 2. The Defense Problem: Delayed Death This skill absorbs a high percentage of incoming damage, but that damage is then applied as a DoT (Damage over Time) called "Impending Death." Players find this skill often kills the Reaper hours after the fight, and worse, it does not absorb DoT effects like Bleed or Poison, making the Reaper extremely vulnerable to condition damage classes. Proposed Skill Change: Delayed Death: Change 1 (Primary Fix): The skill must be changed to absorb ALL damage types (Physical, Magical, and DoT) during its active duration. Change 2 (Safety Fix): Change the Defiance of Death talent to remove the Impending Death debuff AND block its reapplication for X seconds upon transformation. This gives the Reaper a chance to heal the absorbed damage without immediately taking more DoT. Change 3 (Simplicity): Reduce the damage absorbed to 50% but make the residual Impending Death debuff removeable by healers/cleanses, giving it utility in group content. 3. The Utility Problem: Lack of Control & AoE The Reaper lacks useful AoE skills for PvE and reliable CC (Crowd Control) compared to other melee classes like Chieftain (Stun + Ressistance) or Blade Dancer (Stun + Resistance). Proposed Skill/Talent Changes: Chains of the Underworld: Change: Make this skill always apply to a small AoE around the target, similar to Chieftain's AoE attacks. The debuff should also be changed from a cooldown reduction to a more impactful Damage Decrease Debuff (similar to old Paladin's Fetters). Retaliation (Revenge): Change: see below. Unwavering Will: Change: Grant 35% natural resistance at 4/4 and give a stack of Unshakable (Control Immunity) after receiving one control effect (instead of three negative effects). This would give the Reaper the high control resistance expected of a top-tier melee duelist. 4. The Stat Problem: Inconsistent Healing The current community consensus points out that the healing from Demonic Appearance is inconsistent and often doesn't scale properly with gear that increases maximum HP. Proposed Skill Change: Demonic Appearance (Healing): Change: Ensure the transformation skill's heal properly factors in the total maximum HP (including all gear, guild bonuses, and buffs) before applying the percentage heal, making the skill a reliable burst heal when needed. If these changes were implemented, the Reaper would become a high-risk, high-reward class with strong defenses and clear utility, making it a viable and relevant choice for both PvP and PvE content. The expert skill Retaliation (Revenge), which reflects a percentage of the damage received back to the attacker, as the community noted, is currently useless because: 1.     The Reaper's main defense, Delayed Death, converts 80% of instant damage into a DoT, meaning the reflected damage is tiny and ineffective. 2.     It uses up valuable expert skill points that could go to essential skills like Exaltation (Penetration/Strength buff). Here are 4 distinct rework options for that expert slot, with the goal of making the Reaper an elite melee class: Option 1: Soul Cage (Defensive/Utility Route) This approach focuses on transforming the skill into a reliable defensive/control tool that fixes the class's vulnerability to debuffs and crowd control. Expert Skill Rework: Soul Cage (New Name) ·        New Effect (Active, 4/4): The Reaper deals a large burst of physical damage to all enemies in a 3-yard radius. The burst damage is increased by a percentage of the Reaper's maximum Health. ·        Additional Effect: All enemies hit are afflicted with Soul Shock for 4 seconds. For the duration of Soul Shock, the enemy's Healing and Regeneration are reduced by 50%. The skill generates 2 units of Hate upon hitting at least one enemy. ·        Relevance Fixes: o   Addresses Utility: Gives the Legion faction a crucial Anti-Heal utility for PvP (GvG, Arena). o   Scales with Defense: Damage scales with Max HP, rewarding the player for building high survivability (essential for the Delayed Death mechanic). Option 2: Shade Leap (Assassination/Mobility Route) This approach addresses the Reaper's low mobility and reliance on basic attacks to build Hate, which is a death sentence against ranged characters. Expert Skill: Shade Leap (New Skill) ·        New Effect (Active, 4/4): The Reaper instantly vanishes, becoming untargetable for 1.5 seconds, and then quickly teleports to a targeted enemy up to 7 yards away, dealing massive physical damage. ·        Additional Effect (Key Fix): This skill instantly grants 6 units of Hate upon successful use, regardless of the attack type. ·        Relevance Fixes: o   Hate Generation Fix: Granting 6 Hate is critical. It allows the Reaper to achieve transformation almost instantly, solving the class's biggest flaw against ranged opponents. o   Mobility/Survival: Provides an essential gap-closer and brief invulnerability to initiate safely or escape lethal burst damage. Option 3: Spectral Aegis (Defensive Passive - Magic/DoT Protection) This alternative uses a passive trigger to provide essential defense against the Reaper's greatest vulnerabilities: high-burst magic damage and debuffs that bypass its core defensive skill. Expert Skill Rework: Spectral Aegis (Passive) ·        New Effect (Passive, 4/4): When the Reaper's HP drops below 50%, it gains a passive shield that absorbs a large amount of Magic Damage for 6 seconds (Cooldown: 30s). ·        Additional Effect: While the shield is active, the Reaper gains $50\%$ resistance to all DoT (Damage over Time) effects (Bleeding, Poison, Burning). The shield's activation or breaking instantly generates 3 units of Hate. ·        Relevance Fixes: o   Defense Fix: Directly counters magic burst classes and provides critical DoT protection, which is necessary for the Delayed Death skill to function reliably. o   Survivability: Provides guaranteed, timed defense, ensuring the Reaper can survive long enough to activate Demonic Appearance. Option 4: Defiance of Fate (Defensive Passive - Control & Execution Immunity) This alternative focuses on making the Reaper impossible to lock down or execute, reinforcing its identity as an unyielding melee fighter. Expert Skill Rework: Defiance of Fate (Passive) ·        New Effect (Passive, 4/4): The Reaper gains passive 20% resistance to all Control Effects (Stun, Bind, Fear, Silence). ·        Additional Effect: If a critical hit would reduce the Reaper's HP to 0, the damage is capped, and the Reaper cannot die for the next 1.5 seconds (Cooldown: 90s). While below 30% HP, basic attacks and damage skills generate 1 extra unit of Hate. ·        Relevance Fixes: o   Control Resistance: Grants essential passive CC defense, allowing the Reaper to move and attack without being instantly disabled. o   Anti-Execution: The HP Capping mechanic prevents the Reaper from being one-shot by burst damage, guaranteeing a short window to heal or activate other defensive skills. I've been playing the Reaper since it came out, and honestly, the class just feels really weak right now. It struggles a lot in both dungeons (PvE) and the arena (PvP). The suggested skill fixes I've put together are mainly aimed at making the Reaper work better in PvP, but it desperately needs help in PvE, too. If these suggestions get noticed and people are interested, I'll definitely put together a separate post with ideas for fixing its PvE performance as well!
    • Hello, I am playing this class since it's release date until now, I can confidently say that I have tried almost every build and every gear combination in this game for reaper. I have some rare books and I have been playing arena competitively at the highest possible level, I am writing this to address some weaknesses that this class has and some potential fixes what I felt would fit this class. Please feel free to leave a feedback. Thank you, Therapist!   1. The Core Problem: Demonic Appearance (Transformation) The Reaper's strength is locked behind its "Demonic Appearance" form, which requires building up Hate via basic attacks. In a high-damage PvP environment, the Reaper often dies before it can accumulate enough Hate to transform. Proposed Skill Change: Demonic Appearance: Change: Reduce the Hate requirement from 12 units to 8 units (or a flat 50% reduction). Alternative Change: Allow the Reaper to instantly transform when its HP drops below 25% regardless of Hate, giving it a true "life-saving" mechanic. Talent Change (Partial Metamorphosis): Rework this talent to give the Reaper a passive, permanent 10% damage reduction or a small passive HP/MP regeneration while outside of Demonic Form, giving it better base survival. 2. The Defense Problem: Delayed Death This skill absorbs a high percentage of incoming damage, but that damage is then applied as a DoT (Damage over Time) called "Impending Death." Players find this skill often kills the Reaper hours after the fight, and worse, it does not absorb DoT effects like Bleed or Poison, making the Reaper extremely vulnerable to condition damage classes. Proposed Skill Change: Delayed Death: Change 1 (Primary Fix): The skill must be changed to absorb ALL damage types (Physical, Magical, and DoT) during its active duration. Change 2 (Safety Fix): Change the Defiance of Death talent to remove the Impending Death debuff AND block its reapplication for X seconds upon transformation. This gives the Reaper a chance to heal the absorbed damage without immediately taking more DoT. Change 3 (Simplicity): Reduce the damage absorbed to 50% but make the residual Impending Death debuff removeable by healers/cleanses, giving it utility in group content. 3. The Utility Problem: Lack of Control & AoE The Reaper lacks useful AoE skills for PvE and reliable CC (Crowd Control) compared to other melee classes like Chieftain (Stun + Ressistance) or Blade Dancer (Stun + Resistance). Proposed Skill/Talent Changes: Chains of the Underworld: Change: Make this skill always apply to a small AoE around the target, similar to Chieftain's AoE attacks. The debuff should also be changed from a cooldown reduction to a more impactful Damage Decrease Debuff (similar to old Paladin's Fetters). Retaliation (Revenge): Change: see below. Unwavering Will: Change: Grant 35% natural resistance at 4/4 and give a stack of Unshakable (Control Immunity) after receiving one control effect (instead of three negative effects). This would give the Reaper the high control resistance expected of a top-tier melee duelist. 4. The Stat Problem: Inconsistent Healing The current community consensus points out that the healing from Demonic Appearance is inconsistent and often doesn't scale properly with gear that increases maximum HP. Proposed Skill Change: Demonic Appearance (Healing): Change: Ensure the transformation skill's heal properly factors in the total maximum HP (including all gear, guild bonuses, and buffs) before applying the percentage heal, making the skill a reliable burst heal when needed. If these changes were implemented, the Reaper would become a high-risk, high-reward class with strong defenses and clear utility, making it a viable and relevant choice for both PvP and PvE content. The expert skill Retaliation (Revenge), which reflects a percentage of the damage received back to the attacker, as the community noted, is currently useless because: 1.     The Reaper's main defense, Delayed Death, converts 80% of instant damage into a DoT, meaning the reflected damage is tiny and ineffective. 2.     It uses up valuable expert skill points that could go to essential skills like Exaltation (Penetration/Strength buff). Here are 4 distinct rework options for that expert slot, with the goal of making the Reaper an elite melee class: Option 1: Soul Cage (Defensive/Utility Route) This approach focuses on transforming the skill into a reliable defensive/control tool that fixes the class's vulnerability to debuffs and crowd control. Expert Skill Rework: Soul Cage (New Name) ·        New Effect (Active, 4/4): The Reaper deals a large burst of physical damage to all enemies in a 3-yard radius. The burst damage is increased by a percentage of the Reaper's maximum Health. ·        Additional Effect: All enemies hit are afflicted with Soul Shock for 4 seconds. For the duration of Soul Shock, the enemy's Healing and Regeneration are reduced by 50%. The skill generates 2 units of Hate upon hitting at least one enemy. ·        Relevance Fixes: o   Addresses Utility: Gives the Legion faction a crucial Anti-Heal utility for PvP (GvG, Arena). o   Scales with Defense: Damage scales with Max HP, rewarding the player for building high survivability (essential for the Delayed Death mechanic). Option 2: Shade Leap (Assassination/Mobility Route) This approach addresses the Reaper's low mobility and reliance on basic attacks to build Hate, which is a death sentence against ranged characters. Expert Skill: Shade Leap (New Skill) ·        New Effect (Active, 4/4): The Reaper instantly vanishes, becoming untargetable for 1.5 seconds, and then quickly teleports to a targeted enemy up to 7 yards away, dealing massive physical damage. ·        Additional Effect (Key Fix): This skill instantly grants 6 units of Hate upon successful use, regardless of the attack type. ·        Relevance Fixes: o   Hate Generation Fix: Granting 6 Hate is critical. It allows the Reaper to achieve transformation almost instantly, solving the class's biggest flaw against ranged opponents. o   Mobility/Survival: Provides an essential gap-closer and brief invulnerability to initiate safely or escape lethal burst damage. Option 3: Spectral Aegis (Defensive Passive - Magic/DoT Protection) This alternative uses a passive trigger to provide essential defense against the Reaper's greatest vulnerabilities: high-burst magic damage and debuffs that bypass its core defensive skill. Expert Skill Rework: Spectral Aegis (Passive) ·        New Effect (Passive, 4/4): When the Reaper's HP drops below 50%, it gains a passive shield that absorbs a large amount of Magic Damage for 6 seconds (Cooldown: 30s). ·        Additional Effect: While the shield is active, the Reaper gains $50\%$ resistance to all DoT (Damage over Time) effects (Bleeding, Poison, Burning). The shield's activation or breaking instantly generates 3 units of Hate. ·        Relevance Fixes: o   Defense Fix: Directly counters magic burst classes and provides critical DoT protection, which is necessary for the Delayed Death skill to function reliably. o   Survivability: Provides guaranteed, timed defense, ensuring the Reaper can survive long enough to activate Demonic Appearance. Option 4: Defiance of Fate (Defensive Passive - Control & Execution Immunity) This alternative focuses on making the Reaper impossible to lock down or execute, reinforcing its identity as an unyielding melee fighter. Expert Skill Rework: Defiance of Fate (Passive) ·        New Effect (Passive, 4/4): The Reaper gains passive 20% resistance to all Control Effects (Stun, Bind, Fear, Silence). ·        Additional Effect: If a critical hit would reduce the Reaper's HP to 0, the damage is capped, and the Reaper cannot die for the next 1.5 seconds (Cooldown: 90s). While below 30% HP, basic attacks and damage skills generate 1 extra unit of Hate. ·        Relevance Fixes: o   Control Resistance: Grants essential passive CC defense, allowing the Reaper to move and attack without being instantly disabled. o   Anti-Execution: The HP Capping mechanic prevents the Reaper from being one-shot by burst damage, guaranteeing a short window to heal or activate other defensive skills. I've been playing the Reaper since it came out, and honestly, the class just feels really weak right now. It struggles a lot in both dungeons (PvE) and the arena (PvP). The suggested skill fixes I've put together are mainly aimed at making the Reaper work better in PvP, but it desperately needs help in PvE, too. If these suggestions get noticed and people are interested, I'll definitely put together a separate post with ideas for fixing its PvE performance as well!
    • Жалко храмов, очень жалко... Особенно когда можешь выйти с под купола только с 50+ сопры чтобы тебя с первого тика не затянуло...Очень жалко  А рог обоссан всеми,абсолютно,,особенно когда топ ги в описании кидают "идёт набор,но если ты рог,вайпнись"  У рога есть шанс кого-то разобрать если стакнули оба стана,хоть один мимо,ты могилка press F,а тебе и press F не светит,посмотрят и поржут и сверху нагадят.  Повезло разобрать условно вж и бд и осталось 3к хп после их одноц посмертной кнопки? Думаешь выжил? Ушёл в инвиз? Лови 4-5 тиков по 800+ и всё с 1-2 кнопок,а тебе прожми всё в тайминг чтобы на удачу может и пробить.  С палами,стражами,храмами хотябы просто в веле уже совсем другая история,там как бы не хотелось, шансов побороться адекватно оч мало,не говоря уже о сбрить в целом в фулл контроле держа,Нига в курсе как мы в два рога пала с 400хп в контроле на 5сек не могли пробить под фулл забафом в соло цель урон,два профильный соло мдд.(с храмами такая возможность есть).  С тряпками-сапами проблем особо не возникает,вопросов нет.   Рей/хант,тут чисто от удачи опять же,попал в сопру,погиб,ничто уже не спасёт от ваншота. Смог забашить,скорее всего убил.
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