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.
Why should Guardian's revive have to complement a healing ability?
I mean, if it either revives or heals, it's a medic to my book.
We don't know if spotting abilities define recons yet. We only have 4. If the 5th recon doesn't spot then I'd say it's just coincidental. (I really hope we don't get another spotting ability)
What is the point of Recons being their own classification if they don't spot?
Take the other types for example.
Fire Supports provide ammo.
Medics provide healing/revives.
Engineers work on objectives through some passive.
Assaults don't have abilities that directly help another player do things.
If Recons aren't defined by an ability that directly helps their team in some way, then they are just an offshoot of assaults. Which is what Phantom is.
I would like to define merc superclasses in the following terms:
Medic - heals OR revives (things that make humans last longer)
Fire Support - ammo OR makes abilities last longer (abilities oft use "ammo")
Recon - gives information (phantom fails at this)
Engineer - complements defensive kit with offensive passive (or inversely an offensive kit with a defensive passive) (biased idealism)
Assault - high physical stats but no support ability
Hybrids would be combinations of support abilities, like a healer/ammo provider for example.
Never before have I disagreed more with something somebody said.
It would be more balanced to give Kira the PDP. FYI that's OP. Redeye's already good enough.