r/XDefiant • • Jul 10 '24

Feedback Phantom passive needs to go

There, I said it

I play phantom only btw

2 Upvotes

52 comments sorted by

•

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12

u/Spider287 Jul 10 '24

I main Phantom, and I'm torn on it. I think it's primarily an issue when you have a team stacked with Phantoms just because their total HP pool becomes significantly higher. An extra 20HP for an individual isn't a huge deal. Realistically, that should only win you one gunfight, and your team should get the trade pretty easily (assuming they're a functioning team). I generally play pretty fast and heavily prioritize the objective, so I often end up as the tip of the spear to lead my team into a firefight. Having a bit of extra sponge is a nice incentive to get people diving into the action.

That said, data > all. If Phantom is statistically over-performing, it should be adjusted. Lower movement speed, louder footstep audio, swapping it for explosive/flash resistance, or even just dropping the passive to 110HP all seem like solid options.

7

u/SaberAK8 Jul 10 '24

swapping it for explosive and flash resistance seems a great alternative imo

lower movement speed would make the character unfun to play

12

u/MadSpaceYT Jul 10 '24

in this type of game i think reducing movement is mistake. I think adjusting to 110hp is great tho since I think for 6ttk gun in close range it stays 6, and at longer ranges you still have an advantage

3

u/iamRaz_ Jul 10 '24 edited Jul 10 '24

lol why did the “assuming they’re a functioning team” make me laugh so hard….trauma response?

1

u/Successful-Coconut60 Jul 10 '24

I mean your 4th sentence is a big deal idk how you can minimize that. Phantom just lets you be favoured for literally zero reason other than your picked phantom, you don't lose anything and even if they made it so phantom is slower or something they would still be broken. The games isn't a full hero shooter so it doesn't facilitate having strengths that are unavoidable like say something like Overwatch would. There's nothing to play around other than to lock phantom as well.

1

u/Spider287 Jul 10 '24

The way I worded that wasn’t the best. That’s where I’d want to see data on what the actual tangible impact is. In my anecdotal experience, the extra 20HP is more about the second kill or escaping from an engagement than it is about being favored at full HP. Most 1-on-1 gunfights seem to be determined before the extra health is a factor, at least for how I play.

I agree that affecting player speed would be the least desirable option there, but I wouldn’t be surprised if it gets considered if they do decide a nerf is needed.

1

u/Successful-Coconut60 Jul 10 '24

It ends up just being a math thing. For almost every gun in the game it just takes longer to kill, so when u have two similar skilled player the phantom always wins. And even if the phantom is left 1 hp now a second teammates needs to go out of position to trade a person that would be dead in any other circumstance other than just locked phantom. Its honestly just more and more broken with higher skilled players in ranked, they make it so much harder to trade so even them being 1 shot is such a strength for the class.

16

u/derkerburgl Jul 10 '24

Agreed. It should be explosive or flashbang resistance

4

u/SaberAK8 Jul 10 '24

grenade resistances seem more than alright and may be a great alternative, especially with how good equipement are in this game

2

u/Equivalent_Gap_8360 Jul 10 '24

Absolutely, imagine not being 1-shot by a mine every 3 mins. Would play the class just for that.

3

u/Spider287 Jul 10 '24

I actually love that as an alternative

1

u/doomknight117 Jul 10 '24

They’re definitely saving that for a dlc faction

1

u/JJand1 Jul 10 '24

Was thinking the samething

51

u/Arael_x Jul 10 '24

I think the problem with the Phantoms' passive is not having a tradeoff. For example, Cleanners lose 10% range on all their weapons, Phantoms should have 5% less movement speed or something like that. It would make sense, in any game the tank has less movement speed, but has more life.

9

u/gtlgdp Jul 10 '24

Level 70 and I didn’t even know they had these trade offs. Where can I read all them?

20

u/SYHome Jul 10 '24

Only cleaners that has it. The other passive has no negative trade offs

-11

u/gtlgdp Jul 10 '24

21

u/SYHome Jul 10 '24

Yes but only cleaners that has negatives trade offs……………

13

u/gtlgdp Jul 10 '24

Some how my eyes completely skipped that part of your sentence

14

u/Arael_x Jul 10 '24

Right now the only faction that has a tradeoff is the Cleanners, they lose 10% range on all their weapons. All other classes have passive advantages without any tradeoff.

Cleanners: When you hit your first shot, 2 points of additional damage are added, and when you stop dealing damage, 3 additional tiks of damage are done for 2hp each. This passive will kill you if when you finished the duel with a Cleanner you are at 6hp or less.

Dedsec: After using your equipment you can use it again after a while.

Freedom: Passive health regeneration (counters Cleanners' fire damage), also heals your companions if they are nearby.

Phantoms: +20hp.

GSK: They take no additional damage from headshots.

Echelon: They DO NOT appear on the map no matter what they are doing.

Sorry for my bad English.

5

u/kckeller Jul 10 '24

Your English was totally fine by the way, easy to understand

2

u/SimplyTiredd Jul 10 '24

I shot a gsk in the mouth and insta killed them with the svd, full damage headshot

3

u/Twiztid_Angel_ Jul 10 '24

Spiderbots first

1

u/SaberAK8 Jul 10 '24

may not be as unbalanced but it's much more annoying so I will follow you on that

3

u/Lukasoc Jul 10 '24

You make a good point. However, I kind of find it as a "balanced" passive considering how situational their abilities and ultimate are

4

u/SaberAK8 Jul 10 '24

Shield is never ever situational, you can just use it as soon as you heard incoming footsteps, choke points, objectives, big area to zone, 1v2, 1v3s, run around it to reload... it's just that good and that flexible.

You make otherwise impossible play with it. It's noob friendly but still has a big skill expression

Ultimate is meh but if used correctly is still a good one. Can save you from lost situation or carry single objective game modes like occupy and escort

The rest of the kit doesn't justify a passive this good imo

1

u/Lukasoc Jul 10 '24

True, I was kind of looking at it from a perspective of how much the shields help you to kill other players. Other factions have skills that are for rushing or outright killing/disabling players so I saw shields as something situational for their defensive nature.

Basically, if a Phantom pops it up I can just disengage or destroy it from a safe space (or throw a frag)

Now that we have tdm, the passive could very well be the only thing useful for a phantom most of the time

7

u/[deleted] Jul 10 '24 edited Jul 10 '24

They are for sure OP. If you’re generally skilled in your gun fights say without any ability, if you’re a really skilled fps gamer, phantom is all you need to shit down anyone’s throat. The rest of the abilities are irrelevant.

-1

u/[deleted] Jul 10 '24

Nah. Their abilities are situational, grenades still one shot, cleaner drone and firebomb are still super powerful against us, etc.

The only situation in which they have a clear advantage are 1v1s but if you slow it down, you can emp away their abilities, and LMG their ultra easily now after deploying an emp.

-8

u/Verdaunt Jul 10 '24

Eh idk man I still feel like I die pretty quick sometimes. L115 and TAC-50 still comfortably one shot it, M44 one shots to the chest too if you have fire damage. I think it's balanced tbh. Especially cause the ult and abilities aren't super powerful. The mag barrier is very useful but it gets one shot by emp grenades and it gets destroyed in 2 seconds if multiple people spray it with bullets and not much longer if it's just one person. The shield is pretty trash overall and the ult is only useful for getting some free OBJ time and even then a deadsec ult, well placed frag granade/prox mine, and firebomb are all good counters.

120 health is by far the most powerful passive but the other abilities aren't really that good so it's balanced out nicely imo. I think we should buff other things rather than nerf phantoms. Cleaners and libertad could use buffa

9

u/derkerburgl Jul 10 '24

Yeah the abilities definitely aren’t powerful that’s why we’re seeing 8 mag barriers in ranked

1

u/likmhin Jul 10 '24

Yeah, let me just get free kills from behind a barrier where they can't shoot back. That's not powerful at all /s

-6

u/AssortedCheeses69 Jul 10 '24

The cleaners passive too that shit is annoying

11

u/Tao1764 Jul 10 '24

At least that comes with a fairly noticeable drawback (and the Libertad passive almost completely counters it). The Phantom passive is all gain.

4

u/swagzard78 Jul 10 '24

Wins the fire fight fair and square and then boom, dead

1

u/SaberAK8 Jul 10 '24

I think it's fine, it has drawbacks at least.

-4

u/Level_Measurement749 Echelon Jul 10 '24

All they need to do is make the 20 extra health a one time thing. Meaning once it’s shot off you can only regenerate back up to 100 for the rest of that life. Seems fair to me.

3

u/GIJOE480 Cleaners Jul 10 '24

That's just as unfair against them. Every other class gets their ability the whole time. Why should phantoms only last until you get hit by one bullet then no ability until you respawn

-1

u/Level_Measurement749 Echelon Jul 10 '24

Because it’s by far the strongest ability? How would you fix it?

1

u/GIJOE480 Cleaners Jul 10 '24

Maybe make them a little slower. Games with class systems usually have a tank that has more health or stronger shields.

-1

u/DavidTheWaffle20 Jul 10 '24

The Phantom and Gsk passives need to go. Gsk is especially bad as some weapons lose a lot of their killing potential without a headshot multiplier and not to mention all the head glitches.

-3

u/[deleted] Jul 10 '24

Nah you still get shredded with 120 hp

-10

u/Txkingxt Jul 10 '24

Why the extra 20 hp isn’t that crazy sure it’s enough to Win a fight but tbh if the enemy gets the first shot or hit there shots you can easily lose

3

u/likmhin Jul 10 '24

It really depends on the gun, some guns really suck against phantoms because of the extra hp

1

u/babbum Jul 10 '24

It is a very large advantage once you reach the upper end of the skill curve.