I seen some proposed perk-changes for agent and it looks great!
Some of it seems to be a bit out-of-the-loop with how the profession plays out live however.
How will/should the future repetoir of the profession be balanced? Will it be easier to play the class in accordance with the description and the design-wise intent of the class? Some of the changes is hurting the class if so.
They way I played mine was doing vicious stealth-strikes (not meaning PE and Full Auto alphas now) that left the player snared, wounded and debuffed from the opening assault, and were able to succesfully do swift in-and-out attacks using the SL-Escape nanoline in group-encountes for hasty retreats, singling out my targets with consentrated coreography, tactic, back-up plan and attempted finesse. I customized the charracter out from the green skills, perception and concealment and equipped it more offensively. Healingwise, HP-wise my agent was... less effective.
So, the current changes seems to force agent into a caster-setup to be viable.
It WILL be harder to strike fast and hard, and land attacks if the proposed changes go live.
And a nerfing change to casting-calculations on top of that would make AR/Damage-focused agent obsolete to fight with since we loose so very much more edge and viabillity than the players who designed their agents to be more outlasting in combat and modest in damage/attack-rating.
Without CH (and some other fp'ables) agent got less defence (barring detaunts) than shade, which outdamage the agent by far.
So what is the future-direction of agents, and how should it be?
Thats how the previous GD described us, and certain FP's maybe limits that to hold true?
Some agents wants CH to be removed from our toolset, some wants a new defence, I want a damage penalty added to mimic doc, and some (ch-clanners as I call them ) wants to continue with the defensive setups buildt and played around CH.
I REALLY wanna see a more deadly, vicious stealth-class were the sophisticated agent-only toolset gets enhanced and adjusted more to correspond with the agent-in-action-needs, while the fp-abillity gets toned down a little in importance when you do the actuall fighting with the profession.
It (False Profession) still should work as a _poor_ replacement for the fp'd profession, but a fair replacement. And of course, as it has been since launch, a great way to get buffs from for both the agent and other players.
What is FC's view and direction, and what do you other players think?