Katana range nerf, way too much?


(ScreamLoud) #1

The single stupidest nerf to Phantom’s playstyle was to his unique melee weapon’s range. I sympathize with phantom haters, but you just can’t do anything with him anymore. People hate phantom because being “melee’d to death” is more humiliating, but now you can barely touch anyone.
If you can’t reconcile rebalancing his Katana range nerf, then I’d recommend renaming Phantom’s weapon to Machete, and not Katana so that we’re at least consistent. And probably re-do the artwork on it to match.


(Jostabeere) #2

The range is fine. The slash move slowdown is what cripples Phantoms melee. It is impossible to hit a moving target.


(ScreamLoud) #3

Yes but that change is consistent to all mercs, so you can at least get used to aiming before clicking the slash


(aRagRappy) #4

when did they nerf the range on the katana? there’s nothing about that in the patch notes


(Anaconda) #5

Range nerf is fine. Freezing you when you swing is nonsense and has completely broken Katana as a viable weapon.


(Jostabeere) #6

With that movement speed of the mercs aiming is not possible. Set your mouse sens to 0.x and try to hit a running Aura with a gun.


(ScreamLoud) #7

While the movement nerf is hard to deal with, it makes sense to prevent the “beyblade” AOE damage sweep. However the range isn’t even in line the height of the Katana anymore, it seems (the sword seems to shrink when you right-click swing).

I also noticed it wasn’t in the patch notes, but was mentioned elsewhere. It’s also definitely noticeable in game.


(Gizmo) #8

The new range of the Katana is fine, just the overall changes to the way melee works is crippling game play.