Phantom suggestions?


(titaniumFalcon) #1

Yes, yes I know this is all over the forums like “NERF PHANTOM” or “JUST TAKE HIM OUT OF THE GAME”, I just want to give a suggestion to maybe a nerf or change.

  1. Cloak: I actually find if it hard to track him on darker maps such as chapel, and on brighter maps he seems is be fine, maybe just a small nerf to his cloak visibility, I also think that his cloak can act as a shield is dumb, players should be rewarded for finding the dude out of all the stuff that happening by being able to kill him no problem even if cloak.

  2. Melee from cloak: I’ve seen a few games of phantom and played against him, I think that he needs maybe some sort of punish for missing a swing from cloak. If phantom misses a swing from cloak, maybe a small punish of being unable to swing for a small period of time like 0.5 seconds to 1 second. Why this? In DB the is so much noise going on you really have to try and hear the sounds of a melee weapon and he swings his sword at and pretty fast rate, maybe that 0.5 to 1 second punish might be enough time for a causal player to realize they’re being chased.

  3. Melee swing noise: I probably know what your thinking, what kind of nerf or change is this? But phantom is carrying a Katana, I don’t think you know this, not comparing it to real life but if you swing a katana fast enough it makes a fairly loud whistling noise. I don’t iadio (japanese swordmanship) and swinging a katana fast enough makes the noise. But even to me maybe this nerf is going to far so I’m not actually too serious about this one, just a mere small suggestion.( Dunno if you have a knife loadout on phantom, maybe it should apply to his other melee options.)

  4. Health: 120 hp for an assassin character seems a bit much maybe is 100 hp good enough because his refractive cloak absorbs quite a bit of damage, maybe in exchange he gets a small speed buff.

That’s all about what I think some of phantom nerfs should be, some maybe are too extreme, let the community know what you think phantom nerfs should be or maybe change mine nerf suggestions.

Thanks you for looking at this post :3


(titaniumFalcon) #2

Bump, also after the release of phantom, dirty bomb player base drop quite a bit, to be honest I think they just nuked their game with phantom. They tried to deliver fan service for a faster phantom release, ending up killing the player base.


(savoryLettuce) #3

I wouldn’t put it on Phantom, its summer and holidays a lot of people are outside and not playing normally all videogames lose players over the summer and regain them afterwards.


(titaniumFalcon) #4

I wouldn’t put it on Phantom, its summer and holidays a lot of people are outside and not playing normally all videogames lose players over the summer and regain them afterwards.[/quote]

You do have a point though, but gamers that remain for most of the summer, I think they still tried too hard for something they can’t response so quickly on.


(Inucune) #5

Ok, i’m going to toss a potential solution out for ‘Fixing’ phantom that shouldn’t be too drastic.

When phantom is not cloaked, his damage reduction shield is active.
When phantom IS cloaked, his damage reduction shield is inactive.

The idea is that the powersource can only power one or the other. If you are visable you are afforded the protection of the shield, but when you are invisible, you take the risk of normal damage. The delay for shield turning on after cloak is interrupted should be short but tangible in a fight, around 2 seconds, and 1-1.5 seconds if the cloak is turning off passively. This leaves the character very vulnerable for ‘messing up’ and makes switching and using abilities a more tactical decision.
This still allows the character to cloak and kill as long as they avoid being spotted, while being able to still support via their gun when cloaking and getting in close are not immediately feasible.