It's too Reaper sided. The innos have no agency in the game mode, so an inno win relies entirely on the Reapers being braindead and fucking up. There's a few things that would help fix it: Raise the cooldown on the blink/just remove it Lower their movement speed Lower the reaper healthpool Reduce the size of the smoke/darkness field to make it easier to see the reapers Or you could just remove the mode. Either way, please do something.
I think both a 3-5 second cool down like @Roy and @Humancowcakes ❀ suggested and a small decrease to the smoke effect like @Bacon w/ Toast said would be the most ideal fix IMO. I feel like both those slight changes would be just enough to make the Reaper team a bit less OP, but still OP enough for them to still be a considerable threat. I have played a few rounds where even good reapers still get mowed down based on the map played, so too much of a nerf could really skew things to where the Reaper team is not as viable. Edit: Definitely do not want this fun round removed though. I think it is one of the more fun rounds to actually play, but it could always be better.
Would like to add that I feel like these changes would only be needed on vanilla due to weapons Modded has a much higher qty of weapons that put out enough damage/shoot fast enough to counter
They could be glass cannons, basically low health and high damage and the only defence mechanisms they have would be the smoke surrounding them which would confuse long-range targets and being able to blink. Also if the innos can get a radar that can track the reaper's or remaining players I feel like it would help them avoid the reapers, and giving the innos a random item from the T/D menu every time they kill a reaper can be a way to incentivize them to try and create a plan or just going full aggro on em.