Okay, lemme me explain the situation, as an agent. I'll go over a
small bit of what needs work, and why. I hope I gain an audience
with not only someone who can have an impact on agent
development, but my fellow community members for support.
I'll try and be realistic.
1)Agent damage potential.
Why is it that I scrape the barrel too much? I run a stack of agent
damage nanos at all times, and yet I hit many times for 10-20,
though my damage buffs exceeed that? I've hit as low as 4.
This is with an X-3, by the way, not over equipped. Point is, our
damage buffs apparently are not doing their jobs...
Martial artists should not be the only ones with stable damage
income. That's primarilly why we can't solo, aside from us not
being able to TAKE damage. What should be done?
That's a tough one, involving your half..
One thing that COULD be done? Agent only armor, that adds
to projectile damage. Like Baclavas, but a full set. I could draw it
out, but that's a lot of space. I will, however do it upon request.
Also, more armor with crit %'s. MA's rely on crits MUCH less than
us! They can HEAL, and have REGULAR damage income...
I use them as example because they are our crit cousins...
I'm not saying every piece of armor, but a few to get us more..
This is too assure a slightly more stable critical income, as well,
which we almost completely rely on, with bad base damages..
An example, though: (Stats variable. Not sure what's correct.)
Morthotech Grip-on Gloves:
QL200
Modify:
Crit%: 2.
Projectile damage: +20.
(Average AC's up to you. Full protection.)
Descrition:
The ultimate in ranged combat apparel, Morthotech Grip-On
Gloves are hand sewn, made from a special polymer combining
the unparalled flexability of Senpai, with the brute durability
of Omni-Pol Issue Metaplast. The embedded nano circuits in
the palms are made specifically to increase stiffness, or
decrease, based on the users current firing status, with the
intent of improving accuracy, and durability in ranged combatants.
And make sure the DMG bonuses WORK! No more hitting for 5.
Have the full line add a good 4% crit for lower QL's, starting at QL
75, and higher end crits, 6%, at QL140, or so... the damage, have
a full set at QL126+ add a total of 60-80. Good base DMG.
Keep the agent crit nanos the same, with two exceptions.
a)Cooldown periods:
TC - 8 minutes/6 for UC.
SS - 45 seconds/1.25 for TS.
b)Durations:
Concentration line: 6-9 seconds.
"Shot" line: 30-100.25.
In addition to that, to better ATK ratings, give agents a mid range
rifle buff. (Bow to come) All new buffs, be it ADV's or FIXER's, are
in 3-4 stages. Low 50-ish, mid 75-ish, and high 100+. We need a
good mid range rifle buff. Agents can cast SB at Lv40, why wait
another 65-80+ lv's to cast UA? We need something inbetween.
Init scopes. Agents need their own, with + init's.
A request, not a need, right there. I'd be nice...
(Maybe tradeskills, to alter current ones.)
SOLOABILITY: (VERY IMPORTANT for TOKENS!)
(Sometimes it's hard to find a team.)
We can't take damage. Most of the trouble comes from adds. I
can solo a green/yellow. (Lv92 agent, QL178 no-oe x-3.) One add,
however, and I'm dead. Actually, two green/greys, and I die.
My proposition:
Mechdogs. Assassin's Best Friend:
Does he do good damage? NO!
His purpose is to keep a mob occupied, while he handles another.
It essentially acts as a taunt. Pricks the mob for 5-25 damage,
but maintains it's aggro. This can last longer, per QL, the higher
the better. When it dies, the aggro is back on the agent.
In theory, this also adds something to teams for agents! Crowd
control. Right now, agents add nothing to groups. (FP is a joke.)
This is a great method of deflecting damage off of the agent, with
-out giving them heals or shields which other professions would
raise a fit over, understandably. And give it emotes!! YAY!!
Example:
Mechdog: (Mechanical Assistant -I: Gaddes)
(NO LEVEL REQS! GAWD! LAME!)
QL30
Requirements:
Psychology: 170 (to control it.)
Matt. Crea: 180 (D'uh.)
Modifer: Damage 1 (However it is done.)
Atk/Recharge: 2.5/4.5
Duration: 15:00
No cooldown period.
Gaddes is the assassin's best friend. When the going gets tough,
and the agent is outnumbered, Gaddes is here to help. Loyal,
faithful, he is what every agent needs: backup!
Okay...
We have more damage output. We have a solo deaggro device,
so two mobs don't come down on us, but we still can't recover
HP's in a battle. This is where FP actually comes in...
We need faster casting in FP. For be it shields in FP, or a fairly
quick heal inbetween adds, before our doggie dies. **Sniff*
I know this has been submitted by the professionals, so I won't
go into detals. You know the init penalties, and nano ones need
to be reduced for us to stand a fighting chance on Rubi-Ka.
From here I go to suggestions. From there, praise.
What I would like to see:
1)Non-General Bow Buffs for Agents. Most bows/crossbows even
require AimedShot as a requirement. They also have a nice
secondary attack, which agents desire: Flingshot, in some cases.
Open up a new avenue for agents. To produce more efficient
damage output, fire arrows, cold arrows, poision arrows, and
the like can be purchased. Rifle, too, can be a requirement...
An example of a mid-range bow buff:
Classic Assassin:
QL75:
Na Cost: 325
NCU: 18
ATK/RCH: 2.5/2.0
Psy Mod: 380
Sen Imp: 380
Modify:
Bow +60
Ranged Init +20
This nanoprogram directly increases the agent's ability to use
more dated weapons, bows in particular. It also has the effect
of increasing the users speed with these weapons, as the
handler is more proficient, and familiar, with bow operations.
(Note this is not a high increase. Bow, in most cases, would be
a secondary skill to rifle, as with crossbows. Good?)
(Rifle mid-range could be the same, altering a good +80.)
And an example of a good bow: (Crossbow next.)
Morthotech Neo-Mechbow
QL200:
Requirements:
Bow: 947
Aimedshot: 475
ATK: 2.6
RECH: 1.2
Clip: 12 -Arrow
Damage Type: Projectile.
Weapon Damage Statistics:
25-440(390)
Summing up:
One special, moderate speed. Better base damage, with a decent
clip for a bow. A good PvM, or PvP gun. Not too "UBER".
Crossbow Example:
(In advance, it's built off of the new KIWD with a few minor
enhancements, based on the KIWD's numerous flaws in design.)
Morthotech PSG-x Sniper-Crossbow:
QL200
Requirements:
Rifle: 900
Bow: 750
AimedShot: 500
Flingshot: 425
ATK: 3.30
RECH: 2.45
Clip: 40 -Energy.
Damage type: Projectile.
Modifers:
+25 Concealment
+15 Agility
Add +10 Proj. Damage.
Weapon Damage Statistics:
28-420(355)
Summing up: better clip than the KIWD. The reason Shotgun/Rifle
combos didn't work, was because they had small clips. Slow guns
with small clips result in even slower, and less effective guns.
This is a medium speed, multi-special version of the KIWD, with a
much more forgiving clip, and average damage. I LOVE this!
(Make it silence, hense the PSG, and conceal mods.)
If we can't direct damage off of us, we need more damage
potential, and means off getting mobs off of us. That was my idea.
What needs to be fixed that is IN GAME, now?
Baclavas: Like any future agent armor, needs to have SKILL reqs,
not level ones. Even level req'd armor allows an OE of 20 QL's,
over the level of the wearer. Our body dev and evades are dark
blue, AC's are VITAL. Add wear requirements based off of things
all agents raise AGILITY, and CONCEAL. Many agents wear a
combination of STR/AGL, or SENSE/AGL. It's too hard to stick with
one, therefore, go with the common factor, agility. Simple.
Ruse3 Bugs.
Face in the Crowd overlapping Ruse lines.
PRAISE:
Great job on getting X-3's out there. My agent paid an insane
13.5 mil for a QL200, and 2.5 for a QL167 two weeks later. Goes
to show they're dropping a lot more, these days. THANK YOU.
Conceal is great! Sneaking is no problem, really. LOS makes
outside hunting nearly impossible, hense I recommended c-bows
with flingshot as a requirement. However, all is good, and realistic.
Thanks, Funcom, for making a fun game. But listen to what I am
recommending, and take it into consideration. I'm a post-100
agent (Well, soon to be, but played 29 hrs since july.), and I
think I have a good grasp on what agents could use. My friends,
the professionals, Tekkor and Morphex, are doing what they can,
with assume/mimic professions penalty problems, and I realize
that, however I think that we need more. MUCH more to be a
good profession to play, all around. I appreciate any input you
have, player or representitive, so please make yourselves known!
=)