Phantom - some feedback (also on steam forums)


(PeachPitch) #1

okay, first off - whose dumbass Idea was it to make him no longer get knocked out of stealth by spotters? that was literally the only skill-less thing in the game that gave people a way to zone him out(aside from a good Rhino to mow him down but that requires skill).

That is singularly the worst decision I’ve ever seen in a game on steam, bar none. That buff was unwarranted and un-needed.

-Good things:

Reduced hp - sure, why not, increase the risk/reward

Nerf his better guns - sure, again, increase the risk/reward because he’s less effective at range

Reduce the hp his shield can save him - great, risk/reward thing again, love it

-Horribly stupid things:

Making his stab harder to control - Why the holy balls would you make his stab harder to control, it’s almost :heart::heart::heart::heart:ing impossible to hit medics running around at full speed normally, now the only hit that can 1 shot them before they shoot you in the face with their shotgun and teabag you is so clumsy and uncontrollable that miss and can’t turn 80% of the time. For the love of god, you have turned fighting Phantom into a :heart::heart::heart::heart:ed up Matador game. This wouldn’t even be that huge a problem if it wasnt at the begining of the stab fading away - you literally could not have placed it more perfectly to :heart::heart::heart::heart: over any hope of accuracy.

I GET THAT YOU DIDN’T WANT ANY MORE BEYBLADING - make it slow down the more you move the sword, not at the begining of the stab for :heart::heart::heart::heart:s sake…

Making Phantom even more easy to spot - I have now words for how :heart::heart::heart::heart:ing stupid this is, he was already painfully easy to spot, so easy that most everyone who tried to play phantom as a stealth character said “:heart::heart::heart::heart: it” immediately.

suggestions? - write yours below!

Mine is to simple split the shield and stealth portions of his cloak into a q and e ability that cannot be used at the same time - charge in with a shield and cloak away, cloak in and charge out, etc. no more garbage invisi-tanking, no more whining noobs, just a whole bunch of happy naders and fraggers.


(tameBagel) #2

+1


(Eox) #3

The “shield” should not be reduced. It should be removed entirely. You are supposed to be a stealthy assassin, not a tank. If you are detected, it should be painful for you ! The current Phantom is just like the pre-nerf version : you use the reflective armor for rushing at the enemy’s face, not stealthiness. That shield was introduced to allow players to somewhat teamplay by tanking damage for an ally, but it’s not used like that, and it will never be used like that. This was a very bad idea all along.

The armor should be removed. 110 hps is perfect (120 was a bit too much). More CD between invisibilities was needed. Maybe tune down the visibility nerf a bit.

Another issue is teamplay : as a Phantom even with the nerf, you don’t want to be a teamplayer. You just want to be a lone wolf and get as much kills as possible, oftenly ignoring the objective. The invisibility restricts your actions too much. Somewhat in order to compensate the loss of his armor, he should be able to do contextual actions while invisible (playing an objective, helping up a teammate, etc…) for the sake of teamplay.

And for the love of the internet gods, remove the melee turn nerf ! It just piss off everyone. You can’t even finish a downed player nicely and it makes melee play totally awkward and useless.


(watsyurdeal) #4

[quote=“Eox;52186”]The “shield” should not be reduced. It should be removed entirely. You are supposed to be a stealthy assassin, not a tank. If you are detected, it should be painful for you ! The current Phantom is just like the pre-nerf version : you use the reflective armor for rushing at the enemy’s face, not stealthiness. That shield was introduced to allow players to somewhat teamplay by tanking damage for an ally, but it’s not used like that, and it will never be used like that. This was a very bad idea all along.

The armor should be removed. 110 hps is perfect (120 was a bit too much). More CD between invisibilities was needed. Maybe tune down the visibility nerf a bit.

Another issue is teamplay : as a Phantom even with the nerf, you don’t want to be a teamplayer. You just want to be a lone wolf and get as much kills as possible, oftenly ignoring the objective. The invisibility restricts your actions too much. Somewhat in order to compensate the loss of his armor, he should be able to do contextual actions while invisible (playing an objective, helping up a teammate, etc…) for the sake of teamplay.

And for the love of the internet gods, remove the melee turn nerf ! It just piss off everyone. You can’t even finish a downed player nicely and it makes melee play totally awkward and useless.[/quote]

Am I the only one who thinks him having Mechanic or a few new augments that increase how fast you revive people, or give you a damage boost with attacks from behind could work?

I feel like the no Katana loadouts could have been amazing if the perks didn’t suck d#%k.


(Eox) #5

[quote=“Watsyurdeal;52196”][quote=“Eox;52186”]The “shield” should not be reduced. It should be removed entirely. You are supposed to be a stealthy assassin, not a tank. If you are detected, it should be painful for you ! The current Phantom is just like the pre-nerf version : you use the reflective armor for rushing at the enemy’s face, not stealthiness. That shield was introduced to allow players to somewhat teamplay by tanking damage for an ally, but it’s not used like that, and it will never be used like that. This was a very bad idea all along.

The armor should be removed. 110 hps is perfect (120 was a bit too much). More CD between invisibilities was needed. Maybe tune down the visibility nerf a bit.

Another issue is teamplay : as a Phantom even with the nerf, you don’t want to be a teamplayer. You just want to be a lone wolf and get as much kills as possible, oftenly ignoring the objective. The invisibility restricts your actions too much. Somewhat in order to compensate the loss of his armor, he should be able to do contextual actions while invisible (playing an objective, helping up a teammate, etc…) for the sake of teamplay.

And for the love of the internet gods, remove the melee turn nerf ! It just piss off everyone. You can’t even finish a downed player nicely and it makes melee play totally awkward and useless.[/quote]

Am I the only one who thinks him having Mechanic or a few new augments that increase how fast you revive people, or give you a damage boost with attacks from behind could work?

I feel like the no Katana loadouts could have been amazing if the perks didn’t suck d#%k.[/quote]

Oh no you’re not ! A perk that can speed up how fast you revive a teammate as a non-medic would be awesome, and not only for him. :slight_smile:

You other perk ideas looks very nice too.


(PeachPitch) #6

[quote=“Eox;52186”]The “shield” should not be reduced. It should be removed entirely. You are supposed to be a stealthy assassin, not a tank. If you are detected, it should be painful for you ! The current Phantom is just like the pre-nerf version : you use the reflective armor for rushing at the enemy’s face, not stealthiness. That shield was introduced to allow players to somewhat teamplay by tanking damage for an ally, but it’s not used like that, and it will never be used like that. This was a very bad idea all along.

The armor should be removed. 110 hps is perfect (120 was a bit too much). More CD between invisibilities was needed. Maybe tune down the visibility nerf a bit.

Another issue is teamplay : as a Phantom even with the nerf, you don’t want to be a teamplayer. You just want to be a lone wolf and get as much kills as possible, oftenly ignoring the objective. The invisibility restricts your actions too much. Somewhat in order to compensate the loss of his armor, he should be able to do contextual actions while invisible (playing an objective, helping up a teammate, etc…) for the sake of teamplay.

And for the love of the internet gods, remove the melee turn nerf ! It just piss off everyone. You can’t even finish a downed player nicely and it makes melee play totally awkward and useless.[/quote]

I honestly agree with everything you said lol, he should either be tanky or stealthy, the combination is beyond stupid and I can’t understand why the devs who made this whole friggin game can’t understand that it just won’t work.

I would honestly be okay with even less hp if he had full invisibility. Another thing someone in game was talking about was if he was given like a blade rush thing - some extra damage and some dodging maybe.

I think phantom’s main function, at least the way I play him, is to break up groups of campers - he can get in, kill the medics and probably not get away, but create an opportunity for teammates to clear them out. Kind of the same function as an airstrike really. I think that if he were able to perform functions while invisible you would have another outcry from the noobs because you know there’s that portion of the player base, same ones that were beyblading, that will abuse that ability and “plant spam” until they win.