Katana OP, not Phantom


(extraordinaryEmperor) #1

So what makes Phantom OP is really just the katana. There are two main problems with the katana:

  1. Too much drag. The katana’s reach combined with its drag makes it pretty op. With one right click you can realiably hit two people, which also gives it so much leeway when you can swing, miss the initial stab, then spin and kill your original target.

  2. Chopper perk. This allows phantom to 2 shot every class as well as increases his one shot kill to include Vasilli as well. This also makes it so that every non-fragger and non-rhino class becomes highly vulerable to the slightest of damage, as the katana does 108 damage with its heavy swing.

So the two things that would balance out the katana would be: 1. Remove the drag and increase the swing speed. 2. Remove chopper on katana.


(Gi.Am) #2

I’m inclined to agree. I picked up a non katana loadout for phantom (crotzni, combat knife) and it is staggering how much easy mode the katana is compared to other melee weapons.

Personaly I think the damage is fine on the katana the stilnoto did the same damage once and is still pretty close and infact can kill in the same amount of heavy swings.

But imo the katana needs a change in handling, to make it more skillfull and closing the gap compared to other melee weapons.

So yeah that non katana loadout was kinda eye opening phantom looses quite alot of effectiveness, without the katana and feels UP without it.


(extraordinaryEmperor) #3

Yeah, I feel that the 90 damage is fine, as well as the 60 damage for its fast swing. The main reason why not using the katana makes Phantom feel underwhelming is that the cloak itself doesn’t actually help you that much in a gunfight. It goes away once you start attacking so it’s pretty much used solely for positioning, meaning that once you’re in a good position, you may as well start meleeing because of its higher burst damage along with its lack of ammo/reloading.


(KangaJoo) #4

Not really, the best phantom players hardly even use the katana. A good player can do better by just flanking and shooting people in the back while using their shield to tank anybody that figures out what they’re doing.

I still wouldn’t mind seeing a nerf to it but I think to keep things balanced they would also have to nerf the other melee weapons. Then again I’ve always felt like the melee weapons in this game were too effective. I wouldn’t mind if they did their current damage when attacking from behind but people shouldn’t be rewarded as much as they currently are for wildly swinging at someone who’s shooting them in the face.


(XavienX) #5

Idk, I feel like all Phantom’s aspect needs just a slight tweak. As for the katana, they just probably need to reduce the hitbox length of time.


(Reddeadcap) #6

They confirmed being able to move when doing the rmb stab isn’t intended.

That’ll fix a lot of issues.


(Suave) #7

He’s right, it’s definately the katana, the drag is all that needs to be fixed, at least now they can miss with their katana, often i hear/see phantom coming and i dodge the stab but he still gets me due to the drag. Try the loadout with the dagger and it’s WAY harder.

All that aside though, Phantom’s fine imo, in competitive mode nobody even picks him.


(farcicalMesh) #8

This is somewhat true
With the annoying fact that the katana is a one hit kill, it gives the other team no chance to react. It is ok to be invisible to get behind enemy lines, but giving it a weapon that is a one hit kill is just farming XP and kills which makes it unfair and annoying which leads to decrease in gameplay


(watsyurdeal) #9

It’s only a one hit kill on anything that has 90 health, like oh my God Nader can do that too and she has 5 shots to do it.


(Samniss_Arandeen) #10

Yes. Yes! All of my YES! Too many times I’ve seen Proxies and Phantoms rushing with melee weapons, turned to shoot them, and pumped half the mag into them only for them to two-shot me before I can completely drop them. Phantoms have their tankiness to back them up with such a strategy too, and the reach and drag of the Katana doesn’t help the guy on the receiving end.


(WittleGuppy) #11

I just saw a video on what you guys were talking about and while funny, still ridiculous. I don’t know if you guys have used the new katana but to me it feels soooo neutered.

The one class that has what you’d think to be the most badass melee weapon in the game (a weapon known for being able to lop off heads with ease) feels more like a pokey stick. I don’t know where or when melee weapons felt “op” i haven’t played the game very long but I can say that the phantom feels like a joke…
go up to anyone with more than 90 health poke them and wait for the ridiculously long animation and then they just spin around and jump away while shooting at you all the while you can’t swing to hit them again because of the fucking stun mechanic and within seconds your dead and salty.
Look I don’t have a problem making a backstab a difficult thing to hit that needs precise timing but seriously what the fuck is this damage??? better yet why isn’t it an instakill on all non armored classes???
I believe a change like this will bring back the class and give it some practical use.
If you think its op then put your fuckin back to the wall problem solved, “no one shot for phantom.”
ughh…I was hype for this class until I found out just how useless his signature weapon is…


(gg2ez) #12

@Faraleth @Amerika @Ardez

Necro/10.