*** UPDATE ***
Okey, we had a poll, these are the results. Wishlist sorted after priority.
Complete poll results: http://forums.anarchyonline.com/show...hreadid=256498
*** UPDATE ***
- We would like our SL damage buff proc effects to stack with each other to help increase our damage.
- We would still like more availability of good rifles. This is our main tool, and both more alternatives and alternatives that are possible to get for "regular" players are wanted. Change to turn spirits was good, but we still need higher, or more reliable droprate on Inamorata rifles up to QL 300.
- SL damage buffs need to scale better at higher levels, there is currently no use spending IP on using the nanos past Sickening version of each line. The damage increase and/or proc effects are not comparable to the nano skill cost.
- Duration on mimic profession is a big problem in longer fights, and often kills us in mid-combat when it runs out. We would like either increased duration, but cancelable after 20 mins (for example by letting the hostile nano auto-cast a 40 mins friendly nano on termination), or a new line of mimic nanos that increase in duration.
- Assassinate and Death Strike could use some tweaking to make them more useable, especially in teams where mobs die fast. What we would like is 1 second attack time, and/or HP cap increased.
- Would it be possible to increase perk special range to 40 meters? Or make them depend on current weapon range, so you can use items to extend them? Very annoying being a ranged profession that needs to stand at 20 meters to work properly.
- Please take some serious action regarding our profession's role. Are wespecialized damage dealers? Are we jack-of-all-trades? We need to know what you want us to be, and we need you to make us what you want us to be. Currently we are a bit of everything, but not really good at anything, and we do not progress in power past level 210.
- Snipe Shot 1 and 2, Called Shot and Night Killer shouldn't depend on other profession specials to be used. The entire perkline is mostly left alone by agents because of this, and it is a well known fact that so called "profession combos" have been a huge failure.
- SL evac nanos could use longer duration and better scaling on the duration. The fix that was done to them helped a lot, but they still lack a bit of useability due to extremely short duration. And there is little to no use spending IP on using the higher versions because the run speed increase is hardly noticeable. If duration scaled better on the higher ones, this would be the main reason to upgrade.
- A complete fix to concealment in PvP and PvM would be very desired. Currently it is too unstable in PvP to be used at all. It mostly works in PvM, but has a few minor bugs.
- The detaunt nanos currently have a 12 meter range. Could they be raised to for example 25 meters? That way they are still useful to us as a ranged profession, and we can use items to get it to 40 meters if desired.
- Many have suggested letting Aimed Shot be dependant on concealment in PvP (but not sneak-mode). This could help the problems with Aimed Shot in PvP, by making it rely on one more skill.
EDIT: Old **** written by Mattie here:
What issues need the most attention?
What things need to be changed for the agent?
What would you like to see added to the agent's toolset?
What changes would ya like to see funcom put into place in regards to our profession.
Post your ideas and thoughts!! Please keep them realistic though, and try to keep the discussion down to a minimum.
The top of my wishlist would be to make the proc functions on our damage buffs stack. It would make investing ip in them at least a little more usefull, and help our damage problem all at the same time!