- No delay between when Phantomunter can decloak and attack.
- No footsteps when Phantom is running, the merc is invisible, not weightless.
- Phantom can kill Aura with one katana cut.
- Hunter doing 80 damage body shots = instant Aura kill.
Answers for you!!
- We did try this, but every implementation we did felt really janky and wasn’t comfortable to play with
- Phantom’s quietness is a bug and will be increased with the next update. He’s also becoming more visible
- With the above changes Aura (and the other Mercs) will have an easier time telling where Phantom is so they can prepare and engage
- Passed this on to the dev team for comment, but it does take skill to hit a fully charged shot on a moving target. If the aura (and other Mercs) are stationary they deserve to be shot!
I’ve never not heard his footsteps, so I have no clue what you’re going on about; and I can hear his de-cloak audio cue just fine, most players just aren’t used to having to listen for ability-based audio cues in casual matches and so they often won’t connect the dots on that one. Phantom killing Aura in one hit is only possible via a heavy melee swing, something that is admittedly more cheap feeling currently due to the overdone buff to his cloak (and the slight quirks that make it extremely hard to pick out from the backdrop with lower graphical settings). His footsteps and cloak have always been very quiet with the 1st Edition cards with the Sneaky Augment, almost the exact same as it is now, so in the end the only thing that’s going to save people is actually learning to keep an ear out for the audio cues. Making him more visible and louder is only going to force players to play him more carefully again, with a heavier focus on camping spots and ambushing; ultimately making the planned change worthless if players don’t bother to develop a habit of listening for the audio cues associated with him.
Nothing against you folks and the Dev team, but no matter how much you tweak Phantom he’ll always be a source of belly-aching from the casual scene if you intend for him to be viable in competitive; so you really should “stick to your guns” this time, so-to-speak, with regards to how you balance him. The casual scene’s whining over anything that can 1-shot them, or forces them to take the game more seriously, is nothing new to Dirty Bomb or any other game with a competitive scene (even when the action that would do this is blatantly telegraphed via audio cues/warnings, etc.). It will always be easier to whine and complain about something, as opposed to actually having to make an effort, both in games and in life; something that we’ve seen is the status quo time-and-again, throughout history, but seem to have trouble acknowledging and learning from.
With regards to Hunter’s crossbow, my only complaint is the damage returns for hip-fired shots isn’t justified considering how easy it is to spam the weapon; not to mention that is basically Grandeur headshot damage without the requirement of spread or recoil control, something that every other gun of that kind requires of you. Its rate of fire is far too high on hip-fire to justify the damage, especially without there being any drawback to spamming shots; it needs to be brought into line with the alternate options that it competes with, namely guns like the Grandeur and Dreiss AR, instead of blatantly outshining them (something very basic in concept that every other weapon in the game seems to abide by).
P.S. @stayfreshshoe I have no clue how this got overlooked during play-testing, because this is something that should’ve been impossible to miss, but it’s in the game now so the damage is done; best thing you folks at Splash Damage can do is take a closer look at it and adjust it accordingly, because it currently requires only aim to shoot from the hip (this is something no other gun of its category, or of similar handling, has).