Was introducing Katana the biggest mistake?


(Szakalot) #21

i think DB’s phantom’s cloak is done fairly well. its pretty hard (but not impossible) to spot stationary phantom and easy to see (but not as easy as no cloak) sprinting phantom.

taking the first shot within 0.5sec after walk-peeking will surprise even the veteran players; but we dont get any of that ‘invisibly assuming position for backrape’ bullshit


(Reddeadcap) #22

Not really.
Phantoms high health, even more so when his shield was activated, along with it’s lack of overkill damage applying to Phantom after it destroys his shield, piss-use of detection tools since Vasilli’s for the most part had been just gathering dust for most players and the lack of a an EMP tool and other Recons is what made Phantom how powerful as he was before.

SD could’ve released him with the Cricket Bat, Beckhill and Stiletto as the rest of the cast and people would’ve still complained about him as no hard counters and a powerful ability were the main culprits.

That said, I still do stand by his health being lowered along with lengthening the recharge time on his cloak weren’t necessary.
His ability could be changed a bit, have an EMP and stealth set to two different abilities, shield and cloak to two different abilities, better cloaking if it means he’ll have to actively uncloak himself before firing his weapon, Maybe have the EMP given back to Thunder and Have a Stealth and Shield to Phantom if his health stays at 110. maybe give him a passive ability where he detects an enemy if he aims down sights at them for a small duration or my comms hacks suggestion with a downed or recently killed enemy, similar both which were done in Brink.


(TheStrangerous) #23

I’m curious what SD is up to. Since balance patch will be in August, they could release a preview of balance changelog.


(BloodySin) #24

Introducing melee as a viable alternative for shooting in a first-person shooter was the biggest mistake. If anything, melee weapons should only serve as an alternative finisher to save bullets and nothing else. Taking a dozen bullets to the chest and walking it off, but dying to one cricket bat swing will likely forever be the top ridiculous game mechanics choice they ever made.


(Gire) #25

This is a little off the fps style change, but what if they would give Phantom some kind of a “Melee Mastery” passive ability that he does not slowdown when swinging the katana/knife or bat. Plus maybe just a litttle bit some swing sweep.


(Sorotia) #26

Phantom doesn’t have a problem dealing melee damage, especially if you have chopper…the problem is this game isn’t balanced around melee well, he isn’t a rogue…to many people charge groups in the open like he is completely invisible.

The only way that he would be effective if is they made him completely invisible and unable to be heard. But than that would make him OP…


(TheStrangerous) #27

@Sorotia said:
Gire wrote: »
The only way that he would be effective if is they made him completely invisible and unable to be heard. But than that would make him OP…

TF2 did that right long ago, with Spy’s default watch:

  • Full Ghost mode.
  • NO INTERACTIONS
  • Makes a sound when cloaking/decloaking

SD tries to make Phantom more complex

  • Slightly visible when moving <—Scale—> Fully invisible when stationary
  • Instantly turned off when interacting (attacking, defusing, repairing etc.)
  • Always makes a sound, volume dependent on previous scale.

Sometimes less is more.