TL;DR below. Here’s the implementation that I have in mind:
- Give Refractive Armor a half-second decloak animation, coupled with sound, in which Phantom is unable to use his weapons.
- If the attack button or the ability button is pressed, he goes through the decloak animation before being able to attack again.
- The extra HP from Refractive Armor remains in play while decloaking, but is completely lost upon finishing the process.
- If more damage than neccesary is dealt to take down Refractive Armor’s HP (ex. sniper or shotgun shot), then the damage DOES NOT overflow into Phantom’s base HP. The decloak animation activates and plays normally.
- NO invulnerability while decloaking.
- Phantom says “BOO!” while decloaking (jokes)
But why does Phantom need this in the first place? Because the current problem with him is that he’s essentially a tanky Spy.
Refractive Armor is already an awesome ability for getting behind enemy lines. It has the cloaking, an extra layer of HP, and a short cooldown. Top that off with the achievable speed and verticality in this game through long jumping and wall jumping, plus the many alternate flank routes in different maps, and it makes Phantom a damn near-perfect stealthy infiltrator, mechanics-wise that is.
However, Refractive Armor is also great for straight-up bumrushing people with any powerful choice of Katana, KEK-10, or Crotzni due to said extra layer of HP given. This is why he’s the most frustrating, most hated Merc in the game. It’s one thing to get killed or crippled weak because you didn’t spot Phantom’s silhouette. It’s another thing to get killed or crippled weak when you HAVE spotted the silhouette, but then you fail to chew through his crazy high effective HP in the time it took to close the distance, WHILE he was barely visible. This is a terrible counterplay experience, and it completely breaks the flow of the game. Plus, if we account for his access to the melee damage buff augment and extended ability time augment, then it ultimately makes the Phantom experience a living hell, discouraging inexperienced players and decently skilled players alike from continuing to play this game.
All of the nerfs and tweaks suggested so far have been along the lines of reducing his HP while bumping up speed, removing Refractive Armor’s HP layer, replacing SMGs with Machine Pistols, nerfing the Katana, and others of the like. I have not seen a single mention of a key mechanic that’s vital to Phantom feeling like a fair fight: decloaking.
Adding decloaking mechanics is what can separate Phantom’s infiltration capabilities from his combat potential. A separate, slightly vulnerable decloaking animation can penalize Phantom for making dumb rushes, because if he has to shed his Refractive Armor to attack, that also means he sheds the tankiness from when he was cloaked. Engagements with Phantom will be shifted into a battle of positional advantage and reaction timing (and, of course, aim), where he may have a slight, not game breaking, advantage in both. Decloaking is eve n how the freaking Spy in TF2 is kept in check from having an otherwise overpowered ability.
With these changes, Phantom can keep on at it with staying under the radar and getting behind enemy lines. He’ll just have to take more care with how he strategically approaches his potential victims, and in the end, he’ll have fights that aren’t completely one-sided anymore. Heck, they could even do BUFFS by deleting the logic of Vassili’s heartbeat sensor uncloaking Phantom, or even make him 100% invisible. It wouldn’t make difference in fairness because as long as the decloaking delay is there, he’ll HAVE to expose himself, both audibly and visibly, before engaging in combat.
TL;DR: Current Phantom is a living hell to fight. Of all nerfs and tweaks suggested, no one has mentioned decloaking. TF2 Spy has it, so it’s a good idea to give it to Phantom since he’s a Spy on steroids. Decloak mechanics separate infiltration from combat. They penalize dumb rushes and enforce more strategic play. Phantom has to expose himself BEFORE engaging in combat. Implementing these changes will provide more satisfying counterplay, which greatly reduces frustration and makes gameplay fun again. They are vital to correcting the experience when playing against Phantom.
Also, pardon any sloppy writing that you might spot. I wrote this past midnight and I don’t function well at that time.