Phantom Feedback by Einde : who ya gonna call ? Phantombusters !


(Eox) #21

[quote=“Watsyurdeal;42646”][quote=“Jojack;42612”]
He’s still broken because he ruins the fun factor. Don’t judge his ability based on bad players playing badly. [/quote]

Thing is fun is subjective

I think the key here with balancing Phantom is making it so he’s fun to play if you’re a smart player, but also fun and rewarding to shut down when you can through his tricks.

Not “lol I have armor bro”, no we had enough of that shit in TF2. Even I was just resorting to Amby Spy at that point.[/quote]

Fun is subjective for sure. Yet if a huge part of the community shows it’s disappointment in such a massive way, there’s a problem. :stuck_out_tongue:

You definitely understood the goal of my rework also. :slight_smile:


(watsyurdeal) #22

[quote=“Eox;42651”][quote=“Watsyurdeal;42646”][quote=“Jojack;42612”]
He’s still broken because he ruins the fun factor. Don’t judge his ability based on bad players playing badly. [/quote]

Thing is fun is subjective

I think the key here with balancing Phantom is making it so he’s fun to play if you’re a smart player, but also fun and rewarding to shut down when you can through his tricks.

Not “lol I have armor bro”, no we had enough of that shit in TF2. Even I was just resorting to Amby Spy at that point.[/quote]

Fun is subjective for sure. Yet if a huge part of the community shows it’s disappointment in such a massive way, there’s a problem. :stuck_out_tongue:

You definitely understood the goal of my rework also. :)[/quote]

I played a lot of Spy in TF2, and Infiltrator in Tribes.

I def feel like Stealth is a game of smarts for both sides, outsmarting players and them in turn outsmarting you. That’s just how I think it should be done if you want perfect balance.


(Jojack) #23

[quote=“Watsyurdeal;42646”][quote=“Jojack;42612”]
He’s still broken because he ruins the fun factor. Don’t judge his ability based on bad players playing badly. [/quote]

Thing is fun is subjective

I think the key here with balancing Phantom is making it so he’s fun to play if you’re a smart player, but also fun and rewarding to shut down when you can through his tricks.

Not “lol I have armor bro”, no we had enough of that shit in TF2. Even I was just resorting to Amby Spy at that point.[/quote]

Definitely subjective. But according to the polls on this site and reddit, about 85% of the player base thinks he needs a rework to some degree. Right now he is the most fun to play but the least fun to play against (in my opinion of course).


(watsyurdeal) #24

[quote=“Jojack;42655”][quote=“Watsyurdeal;42646”][quote=“Jojack;42612”]
He’s still broken because he ruins the fun factor. Don’t judge his ability based on bad players playing badly. [/quote]

Thing is fun is subjective

I think the key here with balancing Phantom is making it so he’s fun to play if you’re a smart player, but also fun and rewarding to shut down when you can through his tricks.

Not “lol I have armor bro”, no we had enough of that shit in TF2. Even I was just resorting to Amby Spy at that point.[/quote]

Definitely subjective. But according to the polls on this site and reddit, about 85% of the player base thinks he needs a rework to some degree. Right now he is the most fun to play but the least fun to play against (in my opinion of course). [/quote]

Well yea, but people are catching on though. The scores I get with him are about in line with what I can get with Nader or Sawbonez so…yea.


(Jojack) #25

[quote=“Watsyurdeal;42656”][quote=“Jojack;42655”][quote=“Watsyurdeal;42646”][quote=“Jojack;42612”]
He’s still broken because he ruins the fun factor. Don’t judge his ability based on bad players playing badly. [/quote]

Thing is fun is subjective

I think the key here with balancing Phantom is making it so he’s fun to play if you’re a smart player, but also fun and rewarding to shut down when you can through his tricks.

Not “lol I have armor bro”, no we had enough of that shit in TF2. Even I was just resorting to Amby Spy at that point.[/quote]

Definitely subjective. But according to the polls on this site and reddit, about 85% of the player base thinks he needs a rework to some degree. Right now he is the most fun to play but the least fun to play against (in my opinion of course). [/quote]

Well yea, but people are catching on though. The scores I get with him are about in line with what I can get with Nader or Sawbonez so…yea.
[/quote]

I agree, the scores aren’t astronomical. They are a bit easier to get with him than anyone else though, I think. I mean, I don’t go 45/15 in an objective match as easily on any other merc. In fact, almost never (I feel really good if I can eclipse 40 kills on Fragger). I can do it with Phantom pretty regularly. The reason he needs to be looked at is the WAY he gets those scores. Namely, by pissing off the enemy team by killing them when they have no chance to fight back. It’s frustrating and it ruins their fun.


(watsyurdeal) #26

[quote=“Jojack;42676”][quote=“Watsyurdeal;42656”][quote=“Jojack;42655”][quote=“Watsyurdeal;42646”][quote=“Jojack;42612”]
He’s still broken because he ruins the fun factor. Don’t judge his ability based on bad players playing badly. [/quote]

Thing is fun is subjective

I think the key here with balancing Phantom is making it so he’s fun to play if you’re a smart player, but also fun and rewarding to shut down when you can through his tricks.

Not “lol I have armor bro”, no we had enough of that shit in TF2. Even I was just resorting to Amby Spy at that point.[/quote]

Definitely subjective. But according to the polls on this site and reddit, about 85% of the player base thinks he needs a rework to some degree. Right now he is the most fun to play but the least fun to play against (in my opinion of course). [/quote]

Well yea, but people are catching on though. The scores I get with him are about in line with what I can get with Nader or Sawbonez so…yea.
[/quote]

I agree, the scores aren’t astronomical. They are a bit easier to get with him than anyone else though, I think. I mean, I don’t go 45/15 in an objective match as easily on any other merc. In fact, almost never (I feel really good if I can eclipse 40 kills on Fragger). I can do it with Phantom pretty regularly. The reason he needs to be looked at is the WAY he gets those scores. Namely, by pissing off the enemy team by killing them when they have no chance to fight back. It’s frustrating and it ruins their fun.[/quote]

Maybe but then again you could argue that about any merc designed to get picks, Fragger, Nader, Rhino, Vasilli, all of them fall into that boat. So you really can’t say that the way Phantom gets those points is what makes him too strong, cause then the other would fall into justification as well.

The thing I think that makes him unbalanced imo, is that his effectivness does not scale well at all. Against new players or people not used to him, he’s a God. But against people who adapt and are great at the game, they shut him down way more easily. The shield doesn’t do jack but delay the inevitable, and the invis is useless if you’re not entirely invisible.

Phantom should be a character for smart and creative players, who like to trick and play mind games with their enemies. But he should also be counter by smart play as well, like sticking together, knowing what routes he like to take, knowing how to bait him to going after a single player catch him. Or just having good ears, since the cloak is audible.

I think Splash was too worried about him being useless that they made him strong in other areas, but not the ones that pertain to his role. He’s a stealth character, he’s not some tank, and he’s not just a guy with a gun either. He’s a close range ambusher, it’s what he’s born to do.


(wittyChicken) #27

IMO the katana also should be “nerfed”. Or more like fixed. I don’t think the original design was about him using the heavy attack as a more powerful version of the slash.

The high damage should come with a downside. Currently the longer animation is NOT a downside. The active frames should end the moment the blade is fully extended and it should be a thin forward hitbox instead of 360°. It’s a katana sword after all, not a lightsaber.

Currently the katana is almost purely a no low skill pubstomper weapon. Raising his skillcap would make him a lot less infuriating.

KEK nerf is hard as it indirectly affects other characters too eg Bushwanker.

  • Drop health to 110
  • Change the way the cloak absorbs damage (muh proxy mines)
  • Fix the heavy attack to make the pubs a lot healthier
  • Somehow adjust the cooldown on cloak. Maybe put it on a higher cooldown, if he or enemy breaks it.

[spoiler]I do admit this is a funny video though.


(watsyurdeal) #28

Honestly I don’t the Katana needs a nerf, especially in that video where a well placed Fragger nade or a sneaky Proxy with a Remburg would have done the same thing.


(wittyChicken) #29

Nope. It takes twice as long for Proxy to do it as Shotgun pellets can only hit one enemy, while the katana will hit everyone in range.

Fragger can do it though. He wouldn’t even need to jog around the map to get to their back.


(watsyurdeal) #30

Nope. It takes twice as long for Proxy to do it as Shotgun pellets can only hit one enemy, while the katana will hit everyone in range.

Fragger can do it though. He wouldn’t even need to jog around the map to get to their back.

[/quote]

Took him 4 seconds to kill all those guys, a Remburg can fire about 5 times in that period of time. Unloading it’s whole clip, assuming you have good aim you could kill ALL of them, aim for the head, and nail your shots, hell if you wanna be a real douche you could plant a mine there too for a safety net.

So yea…


(Gi.Am) #31

Good read. while I respect your opinion and can actualy go behind most of the points I do like to point a few things out.

KEK-10. Honestly you (and alot of other people too) are overhyping that weapon. Yes it has mostly ok - good stats and it rounds that up with very nice forgiving handling (low recoil decent spread) making it the M4 of the SMGs. I wouldn’t mind a slight nerf to make the other options more attractive (same with the M4) but it is, by no means the auto winning weapon that people sometimes claim it to be (Otherwise the bushwhacker complains would be much severe and less focused on the turret).

Phantom not fun to play against. I agree but That will never go away unless his role is changed into something else entirely.
Look at Vassili people hate playing against snipers, no matter how hard they are to play. People hate to instantly die over and over again.But its part of the role thats what they do and thats why people love playing them (click and you are dead).
Phantom is a recon he has the same job as Vassili the only difference is range. Vassili operates from afar Phantom is close combat. And thats important to notice Phantom in his zone should be as deadly as Vassili in his. One could argue, that because Phantom has to get close first, and has zero team abilities. He needs to be even deadlier (I’m not argueing that tho).

Rework.
considering that HP decreases usually go hand in hand with speed increases I’m against it. One thing I like fighting with and against phantom. Is that he is not such a frantic melee Aura/Proxy type of guy. It also forces him to relay on his cloak more to actually get close.

Personaly I’d hate to see the shield go since I think that it has the potential to make him something more interesting than the assassin stealth guys of other games but I understand the rational. Even tho I think its not a big deal. Most of the time you deal with a half shield anyways which melt easy enough under gunfire or phantom decloaks anyways since he wants to take action.

Spotterwave kinda like it. Actually when the rolecall came up I suggested that he, should have something like that. I imagined a single target spotter ability that lasts longer than vassilis ping like (say 5-10 sec.).

Not sure about the cooldown increase it hinders his oneshot DPS pretty much. I could get behind a 6 second rigid cooldown right now it has a charge up cooldown if you decloak after 2 sec you also get only 2 sec cooldown. If you face a 6 sec cooldown no matter what once you started it. Would also force you to play a bit smarter but gives a more consistent stop and go flow to him (without putting him out of his role for a half a wave).

KEK 10 well I said what I think about that weapon wouldn’t mind too much if they switch it to a smg-9 or giving him similar weaponloadouts as Sparks.

Sorry that got a bit longer than intended but just wanted to point out I do agree that making him a bit more enjoyable to play against and more fun to play with is a good goal but it will never be 100% there will always be griefing, if its not there he is not playing his role anymore.


(geronimoooo) #32

Great name of the thread ! Here is a like :slight_smile:

Also, will phantom make a noob suddenly be a pro killing machine? No. Will phantom make a pro be a completely insane nuisance that makes you throw your computer out the window ? Yes, but thats like every other class in hands of a pro.


(Jojack) #33

Give him the Blish, SMG9 and the Aunuld as primaries.
Cut the armor completely.
Either lower speed to 410 or lower HP to 110.
Give him Katana on every loadout.
Fix the cleaving nature of the lunge attack (and possibly increase damage of lunge).
Give him a spotting ability.
Have a drink and enjoy a more balanced game.

Oh and whoever designed the load out card with the KEK, Katana, Chopper and increased stealth duration should get suspended without pay.


(aSheepamongWolves) #34

Very nice to read. Job well done.


(KayDubz) #35

Eox,

Bad idea on invisibility AND sensor. He shouldnt have any extra ability combined with the invisibility. It just leads to him being unbalanced and unfairly having an advantage. Its one thing for Vasili to have a sensor and sniper rifle because hes behind his own team. And in close quarters Vasili can be handled easily despite the sensor.

But if Phantom has his invisibility AND a sensor…well he’s basically like an invisible character with a wall hack who can decimate an entire team from behind still (even without a shield).

Phantom should ONLY have invisibility…give him a side arm and no primary (or a weaker primary), longer cooldown, and decrease his HP to 100.


(KayDubz) #36

[quote=“savoryLettuce;41675”]If you have to change Phantom (while i think he is balanced as he is) leave the cloak and instead take away the SMG.
I in general think though that people just need to get used to him as long as i have him now there was a big difference when you had a team playing together and even remotly working together i had a hard time killing anything with Phantom, because you get spotted while approaching and get butchered by the enemy.
The problem is when people are not playing together, when they mistake the game for a Team Deathmatch and walk off alone, then they often die and i get nice killstreaks.

The things you say about the cloak/armor are true but we also need to be clear that this is his special ability when we think about Skyhammer with Airstrikes and Ammopacks if you take those or nerf those skyhammer loses his most important things, its the same here, Phantom has Cloak and Katana but thats all for Katana you need cloak and at least some HP otherwise you get nearly always butchered because you have to close in and die to fast, you have to have the ability to actually get out again because first you have to close in other classes just work from the distance thats the difference.
Thats why the cloak needs to be the way it is, so that you are actually able to close the distance to a target to use your special trait otherwise you are just a sawbonez without any revive or Medic capabilities.

If you raise CD of cloak to 12 Seconds you can engage once, you have no chance to leave in any fast time (12 seconds is forever) and are after ONE strike you lost your whole advantage the only thing you can do is to pray that noone sees you.
Again look at skyhammer, his airstrike can obliterate entire teams and he never has to get close to them but that somehow seems “fair”.

[/quote]

Sky hammer has a very long cooldown for his ability. Its probably the longest in the game if Im remembering correctly. As strong as his airstrikes are, and the fact that they can kill multiple people at once, you see the air strike marker a mile away, and can hear it to.

Airstrikes are balanced because a simple “airstrike incoming” from a teammate, moves everyone out of the way. When I use skyhammer I always am mindful of using it at the right time because of the cooldown. I also make sure that if I need to use it as a nade, that there definitely isnt a roof opening where I am.

And even when the airstrike kills the EV in one blow…an engineer can have it back up in seconds. This requires my team and I to really really coordinate our air support…and not make the mistake of using our supports at the same time by mistake. In which case we all have to wait a long time on cooldowns.

What does Phantom require in terms of teambased planning and coordination? None. I always see them going solo and just hacking people up…running in and out of invisible mode constantly because of the laughably low cooldown. It should be the same length as Aura’s health station.

If I drop a health station and someone gets to it right away during our fire fight, I know Im fvked depending on who they are. I know I messed up and didnt put it in a good spot. And I know the cool down ensures I have to use my gun skills to win. But with Phantom…all he has to do when spotted, is take a few hits, dodge, and jump back into invisible mode again…and kill you while he has his armor back. Fuck his armor, and fuck his cool down.

Regarding ammo…thats not a big deal…as there are Kira stations and ammo stations around the map that arent hard to get to.

Skyhammer should never be compared to Phantom. Skyhammer is not a tank, with speed, a great gun, invisibility, and a shield that makes headshots, mines, turrets, air support, and lasers meaningless.

Phantom should not be a jack of all trades.


(triteCherry) #37

Exactly how long of a cooldown are you suggesting because that determines how useful to his team he’s going to be outside of invisibility with just a side arm.


(Mayple) #38

So me and a friend have been discussing him quite a bit recently and here is what we came up with:

  1. Don’t give Phantom a bonus shield (remove the effect of shaking off big damage).
  2. Make his invisibility last longer with a longer CD.
  3. Possibly, make it so bushwhacker turrets can track and shoot him (does not reveal him though).

Honestly Phantom should play to avoid being spotted while moving into a position to do the most damage to the other team. If he’s spotted he shouldn’t be given a “Get out of jail free” card with the shield that can shake off everything. If I can spot the Phantom running toward me, I should be able to kill him just as easily as any other mercenary and the bonus is that the Phantom player is not necessarily expecting to be seen. Add on to this with changes to the katana then he won’t be as frustrating to play against.

I personally hate an invisibility mechanic and melee mechanics that allow a person to get an instant kill with one swing (backstabs are an exception). In my opinion I would also weaken all the melee attacks but give bonus damage when hitting someone from behind. Fighting head-on with a cricket bat against someone with an SMG/Rifle/etc doesn’t make much sense and they should lose that fight. But that isn’t on topic with Phantom…


(ayybailey) #39

Here are my gripes with Phantom:

  1. His cloak should just be a cloak, why does it have to be a cloak shield?

  2. As a Proxy main, I find it VERY frustrating that Phantom can basically do a mine-sweep of routes without much of consequences. Like it’s not bad enough being one-shotted by Phantom, now he has to mess with my toys too!

  3. I personally feel like he should have the damage that he is currently doing; I mean, he does bring a knife to a gunfight after all.

But if he wants to one shot me and half of my team, he should ONLY be able to do it by getting behind us and driving his katana into our backs, not our fronts. It’s ridiculous that a “stealthy” merc can rush head on into a group of people waving his blade around as much as he wants until he’s brought down like a rhino. I think if it becomes essential for players using Phantom to get behind other players, it’d raise the skill ceiling and lower the floor a bit to play him.


(babyblueFist) #40

I agree with the whole kek thing, but if they get rid of the kek what would replace it?