The positive:
I like it how they make the XP perks accessable at lower levels (60 instead of 110 and so on).
The fact that lower levels get their hands on the better evade buffs a tiny bit sooner sounds okay too.
Both of these changes lets the player get a better feel of their toolset at a lower level, instead of feeling like playing a disabled class untill level 125+.
I like the idea behind the change in the Loophole perkline. Changing Puppeteer from relying on the pets level, to relying on the character level, makes sense. The extra AAO and Damage is greatly needed for the pets, too.
Question: it looks like the suggested changes to puppeteer will make it usable on two types of pets.. Did I misunderstand something?
Also, to all those talking about them adding psychology; Note that they move the +120 psychology buff from Directorship to Bureaucratic Shuffle, and moved the +80 psychology from Insurance Agent to Commanding Presence.
They did however add +60 psychology to Loophole (AI perk line).
This means that they moved the psychology buffs over to perks that everyone perks anyway, instead of just the XPstick perks. This is, in my opinion, an improvement.
Am I the only crat on all three servers that like using my crat as a Psychology tradeskiller? And I don't mind getting free AR to charms and whatever else which might use psychology as a attack skill.
Edit: The additional 99 nano init, 9 pm/si, 60 mc/ts/bm and +3% nanodmgmodifier in the Loophole line is really nice, too. It should help reduce the complete dependency of +nanoskill items (and/or provide better AR on nanos).
The suggestions:
To further reduce the feeling of the crat profession being a totally empty shell below level 125, they should add lower level malaises (the lowest one is lvllocked 135), and *maybe* add more defensives at lower levels. I always had the feeling my crats were utterly gimp on the evade side at lower levels, considering all the IP tend to go into abilities, hp, nanopool and nanoskills.
Fear nanos seem to be rather useless at higher levels due to the psychic check. How about adding some new ones, improving the existing ones; or add some fear perks? Wouldn't a fear perk using psychology (:P all you psychology haters!) as attack skill make sense? I mean.. fear is all about psychology.
SL AoE calms. Duration: 20 seconds. Lockout (on each and every target that it lands on): 50 seconds. Lockout should be checked on the calming nano, not the nano that casts the AoE effect, to prevent having to actually target something that doesn't have the lockout running in order to cast the AoE nano.