Cloaks. Pubs hate them. Competitive laughs at them. Competitive cries with the saddening but anticipated disappointment when a cloaked character just can’t perform compared to an explosive, combat-oriented monster known as Fragger, Thunder, Soldier, Demoman…
The list goes on.
So what’s the big deal? Why do we have to have a cloaking character be built exclusively around going invisible?
Taking a look at these voice lines, Phantom’s character being closely tied to his cloak is an understatement.
Phantom’s primary problem in competitive play is that he is given a very incohesive, highly coupled role. His identity is reliant on his cloak in the extreme and this makes balancing his character difficult if not impossible.
Because of this Phantom gets utility that makes his cloak incohesive and a jumbled mess that is less of a cloak and more of a lawn sprinkler. Sitting in the arctic tundra, shooting human urine over a runway.
I think that Phantom needs to be refactored and cleaned up so that the abilities he has works together in a more useful way. Countering deployables is great and all, but I think that Phantom should not have one ability do two things that are counterproductive to each other and have that ability’s effects be coupled to a certain style of play (which was Phantom’s existing problem).
Decoupling Phantom from the style of play currently encouraged for him (“sneaky” moron with close range equipment) which was proven to simply not work is the best way to get Phantom off his ass and employed for once by serious interests. (Competitive.)
This is my main opinion on this matter and I might add more to it as I go.