## 2.) Reaper's DefeatThe obvious issue with this structure, is that the base class does not provide many avenues into this approach, so the spec needs to make up for that by providing lots of value because otherwise you'd be playing hybrid of two playstyles where the core of the class is a distraction rather than support.
However, compared to Tenebrist gaining a sizable damage increase with skills providing 10% vulnerability/10% damage, 10/15 single target, and a 12/16 damage AoE DoT, ignoring all of those also aiding Amp Hex, Reaper gets swindled with 10/20% against chained mobs, 3 initial + 15/20% of an attacks hit in an AoE, with 9 damage on repeat casts, and a deceptive 35/55% melee boost.
Not only is the damage roughly the same, but all of Reaper's buffs have much more conditional applications. Shades and Gaze are large AoEs that are difficult to miss, with vex souls scaling with encounter size, whereas Chain is 1-3 targets, Voodoo is a much smaller AoE than gaze, albeit it spreads, and Pact is entirely buffing the player's melee attacks which is single target and comes with a hefty anti heal penalty.
With minimal help from the base class, and lacking enough benefits from the spec itself, Reaper ends up falling into a dilemma:
-Cope with a stunted, but functionally cool melee class
-Cope with playing worse Tenebrist hybrid
I think Reaper's abilities themselves are all functionally cool, but deserve a respectable damage increase across the board, especially after the additive rework, to bring it up to par and become desirable to play with, because I believe Warlock's skills are the core of the issue with not bringing anything valuable to the table when looking for a displacement brawler spec, but asking for a rework this soon, when the base class and tenebrist function so well together is depreciating the work that has gone into this class.