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Thread: v1 Agent Nano Document!

  1. #1

    Funcom employee v1 Agent Nano Document!

    Go read Lupusceleri's summary posts located here and here for a summary including information on perks actions, the Visual Profession change, and more!
    Last edited by Kintaii; Nov 22nd, 2011 at 07:59:48.
    Brad L. McAtee / Kintaii
    Former Senior AO Designer & Jack of All Trades
    (2007 - 2012)
    ~~ Twitter :: Facebook :: Norse Noir ~~

  2. #2
    Hurrah!
    Darkempire 220/30/70 Agent
    {edited by Anarrina: see me if you have questions}
    When specifically asked for positive words, responding with a personal attack is incredibly rude and inappropriate. Please do not repeat such behavior.
    Quote Originally Posted by nums214 View Post
    If my wife never got preggo omni wouldn't have lost their fields. 2009 is pretty much when I quit.

  3. #3
    Quote Originally Posted by Alternity View Post
    Hurrah!
    Damn right!

    Also, it looks rather nice so far.
    ----------------------------
    Showing why AO forum is not to be trusted - on S10 inflation

    Quote Originally Posted by Raggy View Post
    Multiple players in my org can make 200-300m maybe even 400m depending on lucky drops in 2 hours of farming the place. If you cannot see this as being an issue, then I don't know how to help you.

  4. #4
    15 sec on pvm for the evade debuff nanos is kinda short (for pvm), but then again this is also true for many other nanos for the rest of the profs in pvm, don't like it at all.

    Also, i though scale was going to be seperated from conceal buff?
    Might also want to rename "Agent Damage Buffs: 635" to something like "Agent Detaunt Buffs: 635"

    line 636 are the real damage procs.
    Last edited by nanoforcer; Nov 18th, 2011 at 22:16:28.
    Don't you just hate this kind of ppl
    http://redwing.hutman.net/%7Emreed/w...rouscranus.htm

  5. #5
    The death to low/mid level agents twinking fun ...
    // Break time //

    /\/\ Newcomers Alliance General and LMAA co-founder /\/\
    Froob for 3 years :
    Gridpain, Nfurter, Slayie, Forcedevente, Asafart, Theshrike, Whipingwillow, Malaucrane, Karmapolice.

    Sloob since 2009 :
    Coredumped,Needleworkr,Weepinwilljr,Gridpainjr,Bet amale,Lackwit,Dusttodust, Ouvreboite,Boohoohoo,Asafurt,Whatsthat,Aziraphale
    220, 220, 200, 164, 150, 116, 110, 82, 70, 57, 40, 21 ...

  6. #6
    Quote Originally Posted by Gridpain View Post
    The death to low/mid level agents twinking fun ...
    What did I miss? Can't ready that document. It hurts my eyes and my brain.

  7. #7
    Wow. At a glance? I'm very sad I deleted my agents.
    Towerblock, 220/30/70 Engineer
    President of Steadfast

    And way too many alts...

  8. #8
    Quote Originally Posted by Noobius76 View Post
    What did I miss? Can't ready that document. It hurts my eyes and my brain.
    FP doesnt time out, but can be canceled or replaced by another FP ... but if you cancel / replace, all your NCU is wiped...

    so ... no more fun with trader / MP / Odin or Advi / MR buff / trader or trader / drains / CL / fixer etc etc
    // Break time //

    /\/\ Newcomers Alliance General and LMAA co-founder /\/\
    Froob for 3 years :
    Gridpain, Nfurter, Slayie, Forcedevente, Asafart, Theshrike, Whipingwillow, Malaucrane, Karmapolice.

    Sloob since 2009 :
    Coredumped,Needleworkr,Weepinwilljr,Gridpainjr,Bet amale,Lackwit,Dusttodust, Ouvreboite,Boohoohoo,Asafurt,Whatsthat,Aziraphale
    220, 220, 200, 164, 150, 116, 110, 82, 70, 57, 40, 21 ...

  9. #9
    I'm a bit concerned with the restriction of Agent nanos once we Mimic something else. Since we aren't getting the complete, entire toolset of the mimic'd Profession, will it be enough with restricted Agent toolsets?

    Suppose we Mimic Soldier to provide the team with Reflects. Does this mean we will no longer be able to buff ourselves with Unexpected Attack/Take the Shot?

    I'd also like a bit more clarification on the workings of Snipe Shot, please. It appears to be a two-round Burst. Burst, as we know, fires three "instant hits", each with a crit chance. But if one of them crits, the other two are discarded. Will Snipe Shot discard the second hit? Or will it count both, enabling it to score as a double crit?

    Also on Snipe Shot, Backstab does not lock Sneak Attack. It is possible to do both in succession. Will Snipe Shot lock Aimed Shot, or will we be able to use both at once?
    Last edited by Arlanon; Nov 19th, 2011 at 00:35:04.

  10. #10
    burst bullets don't crit.

  11. #11
    Is it just me or are the visual profession debuffs a little harsh.

    Doctor for example

    +20% heal mod
    -15% cost
    50 Nano delta
    -500 aimshot
    -1000 concealment
    -500 all dmg types
    -450 aad
    -300 all evades

    Sure we will be able to heal a little better but won't be able to perk anyone with AS checking perks and will be doing alot less dmg with reg hits, won't be able to hide from anyone that raised perception and will be perkable by every gimp around. Might still be able to solo in doc but with less dmg it will take much longer.

    Its similar on most professions... It looks like FC doesn't want agents to have any defence. Agents have been delegated to minor team support.

  12. #12
    Quote Originally Posted by Hectik View Post
    Is it just me or are the visual profession debuffs a little harsh.

    Doctor for example

    +20% heal mod
    -15% cost
    50 Nano delta
    -500 aimshot
    -1000 concealment
    -500 all dmg types
    -450 aad
    -300 all evades

    Sure we will be able to heal a little better but won't be able to perk anyone with AS checking perks and will be doing alot less dmg with reg hits, won't be able to hide from anyone that raised perception and will be perkable by every gimp around. Might still be able to solo in doc but with less dmg it will take much longer.

    Its similar on most professions... It looks like FC doesn't want agents to have any defence. Agents have been delegated to minor team support.
    obviously fp-doc isnt ment for soloing. try soloing with another FP or even without.
    You hit Tarasque with nanobots for 18280 points of melee damage.
    First shade with Blades of Boltar
    ---
    How much is enough?
    Member of Halinallet!

  13. #13
    Can someone post extended details please?

    Quote Originally Posted by Kintaii View Post
    Critical Decrease debuffs have been increased

    Skill-Lock Modifier debuffs have been increased
    Whats this?


    Quote Originally Posted by Kintaii View Post
    Added new AoE Root line
    Sounds op.

    Overall, this is underwhelming and omissive. You are disrespecting 10 years of the profession.










    FP-proposals.



    If Shaddowprofession ever makes it live it should be as an addition. Agent is not an vicariate (the way agent is intended of adapting, is for the purpose of inflicting damage or circumventing conventional consequenses/evading rules) ... and where is all the stealth, the subterfuge and the sniping-features?

    You basicly deleted agent and create your own profession. This is lame.

    What you should do is work hard on the unique repetoir, extend the fp-abillity (while balancing some nanos, 20 sec cooldown on Complete Healing while boosting the regular single- and teamhealing for example) so that the purpose and intended gameplay of the agent-profession is achieved.



    This is NOT balancing, it's destroying and making up a simplified copycat.

    You take the purpose and idea of adventurer and apply it to agent, wrong move. The proposed FP fails.





    Loosing-buff mechanics

    ...why? That should only apply to a select few nanos.

    "Hi, lemme cast GSF on us b4 we start ops, it terminated on self"...what kind of balance is this?





    PS/
    Do not forget the 'Coating-line' which was ment to make us more adaptive as assassins.

    Agent is a very sophistcated damage-dealer, subterfuge-specialist and sniper. SP fails imo. Make it an addition, NOT a replacement please.





    Quote Originally Posted by Kintaii View Post
    Visual Profession nanos will alter the Agent's stats and abilities to be more in-line with the profession they are mimicking. As an example, Visual Profession: Doctor will now raise Heal Modifier and reduced NanoCost Modifier, while lowering Aimshot, Concealment and overall damage.



    But why...we go undercover to do the job/fill in the role of someone else?

    Now you are confusing things. Bonuses is nice, but...






    Quote Originally Posted by Kintaii View Post
    Agents will not be allowed to combine their 'vanilla' Agent nanos with the nanos of the visual profession they choose. The incoming v2 nano documents will include all information on what nanos may be used while under a visual profession effect.

    Quote Originally Posted by Kintaii View Post
    On casting or cancelling a Visual Profession nano, all buffs will be wiped from the Agent's NCU

    This proposal has an absurd lack of argumentation.

    Unless this only applies to the newly added bonuses from Visual Profession. Clarification please.

    Being self-sufficient in buffs has in effect very little effect on balance. Other FP-able features (tms and ch for example) has greater effect so those are the things that needs finetuning imo.





    Quote Originally Posted by Kintaii View Post
    Perk action choices may be restricted while under the effect of a visual profession nano.
    Why couldn't you extend FP-repetoir and then make us less effective playing as that profession which was the actuall intention of the FP-penalities...penalties that were mitigrated due to game-evolution?

    I think this is what players are actrated to.

    Lots left the game because agent became an 'assaultdoctor'.




    Thanks for attempting to increase damage-capacity and snipeshot tho
    Last edited by sabotender; Nov 19th, 2011 at 00:00:26.
    Disclaimer: My posts should not be read by anyone.

  14. #14
    Quote Originally Posted by Hectik View Post
    Is it just me or are the visual profession debuffs a little harsh.

    Doctor for example

    +20% heal mod
    -15% cost
    50 Nano delta
    -500 aimshot
    -1000 concealment
    -500 all dmg types
    -450 aad
    -300 all evades

    Sure we will be able to heal a little better but won't be able to perk anyone with AS checking perks and will be doing alot less dmg with reg hits, won't be able to hide from anyone that raised perception and will be perkable by every gimp around. Might still be able to solo in doc but with less dmg it will take much longer.

    Its similar on most professions... It looks like FC doesn't want agents to have any defence. Agents have been delegated to minor team support.
    Also i think in the perk document they changed all perks to check rifle skill

  15. #15
    Quote Originally Posted by Arlanon View Post
    I'm a bit concerned with the restriction of Agent nanos once we Mimic something else. Since we aren't getting the complete, entire toolset of the mimic'd Profession, will it be enough with restricted Agent toolsets?

    Suppose we Mimic Soldier to provide the team with Reflects. Does this mean we will no longer be able to buff ourselves with Unexpected Attack/Take the Shot?
    It looks like what you can always use under visual profession are the ability buffs, the rifle/AS buffs, damage buffs (635, 636, 4), long-term crit buffs (182), and the conceal ones.

    At first look, I'm not sure how that's going to play out with the limited toolset of the visual professions - it seems similar to what my agent has now all the time, with the exception of the lost snares/roots. I appreciate that some nanolines are useful under other visual professions though, and there seems to be a lot more tools for an agent who is playing just an agent.

    Also, it looks like the top conceal buff is still less than the level 200 concealment debuff from visual profession. Seems like too much conceal loss to me.

  16. #16
    It seems like a raw deal, and overly nerfed, as usual.

    Getting rid of the Mimic penalties was great. That was to be the benefit of being a level 220 Shadow Profession Agent. But now you've simply replaced them with a whole slew of other penalties instead, and we once again are in the same boat as we currently are: why bring an Agent into a team instead of some other, specialized Profession, that will perform their role much more efficiently?

    I think most of us were expecting a non-penalty Mimic, with increased nano availability from the other Professions. What we appear to be getting is something else. This seems like more of a nerf than an improvement.
    Last edited by Arlanon; Nov 19th, 2011 at 00:18:30.

  17. #17
    I must say I have waited a very long time to see this document. I prefer to observe how things play out anymore but these proposed changes are ridiculous.

    The ncu wipe on changing profs will destroy us even worse at lower tls it will make agents unplayable.. The debuffs are extreme to the max and buff(s) provided are crap. I only see one perk per VP not 4 as was planned. Incomplete or laziness?

    The top dmg+ nanos skill req are still much too high to even self...

    Locking improved parts or our toolset to just VP=agent? WTH?? If its going to go that far then just remove VP and make us a ranged shade.


    Where is our defense? Were not meant to have any or forced to vp something with huge debuffs to just stay alive and half gimped?
    If 1aad= 1 to all evades -450+-300= -750 loss
    Last edited by x999; Nov 19th, 2011 at 00:30:50.

  18. #18
    A chance to be able to ballance the agent profession no less. I like it alot. I know some of you disagree with me but the current affair of beeing able to combine multiple FPs is impossible to ballance. This will be a clean start with FP and agent toolset separated. If one FP is too weak/strong its as easy as to boost/nerf a single mimic or that special action which is associated with it.

    Also Hi 'Sabo' :P


    edit: Think of it. With FP out of the picture the agents own toolset can be much stronger than it is now without other profs crying nerf. So more sneaking/alpha/roots and less having to CH in between. I cant see how that is not win.
    Last edited by mawu; Nov 19th, 2011 at 00:40:31.
    For every complex problem, there is a solution that is simple, neat, and wrong. - H.L. Mencken

  19. #19
    I don't even really play an agent and I find it silly that their NCU would be wiped after the FP ends, please do work around this somehow, change buffs or whatever, but do let them play around with more than 1 profession at a time. I'm sure you can think of a couple of ways to keep that possible while not overpowering things.

    This has so far been the most unsatisfying document and it saddens me to see what agents could turn into after the rebalance. I love AO and I have been around for long enough, some things you just don't go around messing with. And this is one of them.
    General of Horizon. Member of Unity. Frequent visitor of Free Spirits and The Last Element.

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    Rafeg
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  20. #20
    The comments regarding numbers in the references to the docs seems to imply we should take the new nanos as indications of intent. For example: when you're in FP Doc, you will not be evading as much. Is that correct?

    If so, then all the numbers will need to be tweaked (up or down), as the nano doc is just directional.

    That said, the only thing that is a little frightening is the buff cleansing. Mawu brings up a good point on the ability to balance around this, but this feature is one that is personally a core of the agent toolset. This change would fundamentally change the class of agent. It may actually be for the better, but I think many of us would feel like we lost our profession. I understand that it is just an opinion, but I wanted to put it out there.

    It may be a matter of us being overpowered with higher access to nanos, but it seems that could be remedied with a separate type of FP nano that gives higher nano access with the ncu wipe. The drawback is that this may be an overly complicated solution.

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