Obviously the original iteration of the Phantom was overpowered, and I would not say that the Phantom is under powered currently, he isn’t. I do believe he was gimped in the wrong areas, however. (Or with the wrong methods) I agree with everything that was listed under the Phantom section of the patch notes… however, upon playing the game melee is no longer fun. I hate not being able to turn while meleeing, the current system may reward initial aim, but that would only be valid if the swing was instant. Yes? In a game where everything is fast paced, you can’t just start a swing and assume that other player will be there for the entire time. I am under the impression that the hitbox of the katana was changed from a slash arc, to a more vertical one? I believe this would have been sufficient to fix the katana. The problem with the katana (in my opinion) was that you did not have to aim at all, you could swing and everything around you would have died… granted that you’d have to be close enough. Taking away being able to turn while swinging takes away from the fluidity of the game… and I hope something will be done about that.
As it stands, I will not play the Phantom (Nor any merc) for its melee component. I was enthused for the new playstyle that could enter the game, however, I was sourly disappointed.
tldr; The Phantom is a viable merc, but I do not like melee as it stands.