[SSRP] Reaper rework
4 years 4 months ago #1304612
Server Name:
SSRP Suggestion Title:
Reaper rework
How would it benefit the server:
So far the only suggestions for the reaper have been to nerf it where it becomes unusable, hopefully my suggestion could make the suit more balanced but also make it more fun.
Change Suggested:
So basically, instead of nerfing the grim reaper I think we should just make a complete rework on it. My idea is that it will be similar to the mummy, 3 lives with bonus effects for each life and also contains the life steal aspect the mummy has. And completely remove the scythe ability.
First life
Reaper has no bonus abilities except lifesteal. Lifesteal goes up to 2k hp. Base 500 hp and no armor
Second life
Reaper has the ability where if you hold F3 it slowly drains your health while adding a bonus damage multiplier. Which will go up on the HUD similar to the visor when you drain your hp to recharge the laser ammo. Maybe we could say that it gives 0.25x damage per 100/150 hp drained?
Third life
Same ability as second life but more damage multiplier per health. Maybe it could do 0.5x damage per 100/150hp drained. Or maybe it could even just get the 1 shot scythe it always had but it'll only be attainable when you're last life so you have to risk the suit getting ripped in order to be able to use the scythe.
Potential Issues/Exploits:
Don't see any, I feel that draining your own health in exchange for damage multiplier is pretty balanced.
Additional notes:
I think this rework would add more depth to the grim reaper instead of just it being a 1 tap any suit kind of thing. It offers the risk reward kind of thing where the user would ask themselves would they risk giving up hp putting their own suit at risk in exchange for increasing the likelihood of ripping another players suit. Mummy is one of my favorite suits and seeing the grim reworked in to something so similar yet a bit different would be pretty cool.
Thanks for reading my suggestion!
P.S all the numbers given for the exchange of health for damage multiplier are just quickly thought up numbers. I don't know what the best balance of ratio for giving health per damage multiplier would be.
[SSRP] Reaper rework
4 years 4 months ago #1304620
Neilsen wrote:
will this 1 tap juggs
Well maybe if you are 3rd life and drain all your hp down all the way to 100 assuming its a 0.5x multiplier per 100 hp then were talking 9.5x damage (19 x 0.5) so I wouldnt say it would be hard O__O
[SSRP] Reaper rework
4 years 4 months ago #1304646
suit definitely needs a rework and I really like the ideas here, but the 3 lives thing makes it just a mummy 2.0. sure, there is nothing wrong with that. But you’ll notice how every suit Currently implemented has a specific purpose and no suit is that similar to another. I feel as though scrapping the 3 lives and keeping the lifesteal, but making it passive (like reaper from overwatch) is a good alternative to this.
[SSRP] Reaper rework
4 years 4 months ago #1304705
Seems like this suggestion would kill off the mummy suit which already sucks we don't need 2 suits with the same abilities like i said before i think the best nerf for it will be to make it that it sets players to low hp which wont insta kill them but will make them low enough to be very vulnerable to a gluon or anything else the suit would also need to get a rework with the resistance / armor to make it more useable but the sycthe could still be effective just not as op
Obviously none of this are gonna happen considering they intended to make the grim reaper that way
[SSRP] Reaper rework
4 years 4 months ago #1304706
EviIstewie wrote:
Getting bored of saying this now. Sigh here we go, the problem isn't the suit its the rule breakers.
It encourages rdm because it makes it so much more simpler people who wouldn't rdm in the past will find an opportunity to rdm with it considering its just that easy.