THIS THREAD IS FOR THEORYS FOR PHANTOM VIABILITY, NOT THE USSUAL “DEVS PLEASE BUFF PHANTOM” THREAD
This is a theory I want to discuss. Hopefully, this gets people thinking about new methods to fix what is really wrong about Phantom.
Most of us understand, the flaw in Phantom’s viability comes down to his lack of contribution to the team. His combat is fine, but he has no real utility for his team. Trying to fix his lack of utility, with utility, may not be the correct choice. And, that is what the Dev’s may have been trying to get at.
THE THEORY:
If Phantom’s team can’t rely on him for utility, maybe he shouldn’t rely on theirs. Ussual competitive team composition stands as 2 groups ( 1medic/1other and 1medic/2others). This creates 2 fronts, with the only down side being 1 medic has a heavier support load. If Phantom was on the team, disrupting the enemy from behind, this now creates 3 fronts and more chaos for the enemy team to control. Both medics would then have the same work load, but Phantom wouldn’t have support in his location.
MY IDEA:
What if healing and/or ammo changes to Phantom were implemented. Changes with no in-combat benefit, but kept him sustained behind enemy lines as long as he survived skirmishes.
Discuss mine & think up more.
IDEAS: (mine and contributors)
- Looter like drops (healing done overtime, interrupted by damage)
- Faster regeneration (out of combat)
- Heal upon use of RA (out of combat, overtime, interrupted by damage)
- A long cool down that allows for escape, possibly full invisibility with no cancel or ability to attack.
- Lose the armor and actually disappear
- Visibility of RA dependent on enemy distance.
To note for balance:
- Heal changes could result in lower Max HP for Phantom.