Removes the cheesy knockback and does no damage; instead it blinds the units caught in the radius for a couple seconds. Sort of like blinding cloud but less duration and smaller radius (and it's not an effect on the ground - it only affects the units that were there when it went off). This would have some use in early game fights but also it would make the reaper relevant later in the game.
Community Feedback Update 23 February - Page 10
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Fatam
1986 Posts
Removes the cheesy knockback and does no damage; instead it blinds the units caught in the radius for a couple seconds. Sort of like blinding cloud but less duration and smaller radius (and it's not an effect on the ground - it only affects the units that were there when it went off). This would have some use in early game fights but also it would make the reaper relevant later in the game. | ||
eviltomahawk
United States11133 Posts
Balance Update Thanks to everyone who provided feedback on the proposed Reaper changes from last week’s update. After reading over your feedback we are increasing the cooldown of the KD8 Charge from 7 to 14 seconds to reduce the offensive capability of Reaper-heavy openers, while still allowing the unit to function as a scout in smaller numbers. At the moment, we are planning for this change to go live in an upcoming patch with the Widow Mine, Hydralisk, and Corruptor changes that have been on the balance test map. We'd like to implement this soon so that players have time to prepare and adjust to the new units before other major tournaments commence. We welcome your thoughts and feedback. https://us.battle.net/forums/en/sc2/topic/20753505814 | ||
kajtarp
Hungary462 Posts
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bulya
Israel386 Posts
Byun used it several times yesterday (I think 4), and lost only 1 of those games, so may be some nerf was necessary, but I don't consider it to be so OP. Players like Nerchio which go for roaches anyway deflect it quite easily. | ||
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