Activision Blizzard has given Reaper a significant buff and made some changes to Roadhog and McCree.
Reaper has been doing some very good damage in close quarters since its release, however, there was a bit of a problem with his survivability. While ghosting allowed him to get out, the healing from orbs was a bit of a problem. The developers changed his passive. The hero will no longer spawn health orbs. Instead, Reaper will now simply heal for 20% of all damage he deals to heroes.
This change has some exciting implications for Reaper’s strength in the metagame. His damage potential, especially against tanks, was very good for a long time due to his bullet spread and the comparatively larger hitbox of tanks. Now, Reaper will benefit hugely from shredding the tank line, especially Winston. This could be a pretty effective nerf to the dive comps using Winston as a lone tank, which were quite popular in recent weeks. Zarya, D.Va and Reinhardt will probably gain a bit more importance due to the fact that they can mitigate some of the damage.
Roadhog has also been nerfed. His head hitbox size was reduced by 20%, his Scrap Gun will deal 33% less damage but shoot 30% faster and have five rounds instead of four. This should make him a bit of a free kill for Reaper, though it shouldn’t be completely bad because of the head hitbox size reduction. Roadhog will still be Health Central for Reaper, however, it should at least be able to stay alive a little better. As far as his damage potential is concerned, Roadhog will deal roughly the same sustained damage per second as before due to the increased attack speed and clip size, however, his burst should be significantly lower. With the one-shot potential being one of the bigger reasons for the hero to be picked in the first place, this seems like a serious nerf to the hero.
The final change was made to McCree. His Ultimate, Deadeye was significantly buffed. For a while now, at least against good players, the cowboy’s Ultimate was no more than a button you press when you want your enemies to get the fuck away from you. Actually expecting to kill someone with it was a fool’s hope. Now, targets will begin locking on after 0.2 seconds instead of 0.8, allowing them less time to get away. Also, the damage accumulated over the first 1.0 seconds was increased to 80 from 20, while the numbers after the first 1.0 seconds is unchanged.