Vintorez
New member
Agility is generally considered bad compared to other attribute trees, which makes me sad because I like Agility and the kind of playstyle it gives.
This is how I would rework Agility to make it more goodlier.
1. Make Blades the high-dps melee weapon to reward the low CC and attack range. Turn Bleed damage into a rolling percentage of the initial strike, with the percentage increasing with perks. For example with no perks bleeds could deal 20% of the initial attack's damage over say 4 seconds. At rank 5 Deep Cuts this could be a full 100% additional damage over 4 seconds. Additional strikes would refresh the duration to 4 seconds and increase the intensity of the bleed so no damage is lost from previous bleed applications. This also allows the bleed damage to scale in line with weapon damage, better balancing it between early and late game.
Making DoTs part of a class/build needs to warrant having less alpha damage, and this isn't an MMO where players can be fine waiting for a 20 second bleed to slowly tick away to get their damage out. 4 seconds would be a decent balance, long enough to back off and use a medical item while keeping the slow effect but quick enough for the damage to be impactful.
2. Replace Flaming Arrows/Bolts with Serrated ammo that inflicts bleed damage, increased by Archery Perks. Perhaps with less damage carryover but a stronger slow and longer duration.
3. PoI based Stealth Thresholds. When in a PoI, have a line indicated on the stealth meter. If you keep under this line, you won't trigger the "surprise" sleepers. Higher level PoIs have tighter stealth thresholds to stay under. Exceptions for the final loot room is understandable but it should be possible to stealth through the rest of a PoI without having the break through walls to avoid invisible triggers. If you wanna get real fancy make non-player light source blocks easily break into unlit variants so Agility users can shoot out the lights in a room to keep their stealth meter down, would be a fun thing for the world in general really.
Side note: Shooting a Compound Bow often causes more noise than firing lower tier handguns, and a single shot from a silenced SMG is louder than both the Desert Vulture and .44 Magnum (and Sniper Rifle lol) might want to tweak those numbers as an SMG should be strict upgrade over the 9mm Pistol for stealth provided the player fires single shots. Also maybe make the Trigger Group: Semi Mod make Suppressors more effective, might make somewhat useful. Also shouldn't be able to be applied to guns that are already semi auto, likewise for the other Trigger Group mods.
4. Make Mod Crafting it's own crafting line and put its benefitting perk in Agility. The only thing Agility crafts/provides for the team is armor and Strength can do the same thing. The stealth gameplay even means AGI users prefer to loot alone. Mods are always in high demand and most of them have pretty distinct "tiers" that they can be sorted into. Make mod crafting a skill, give it magazines, give it to Agility. I know crafting is no longer hardlocked to attributes but it's still good to have the obvious "This is the thing that my class provides best" perk options.
5. Not really AGI specific but make Night Vision goggles a high tier craftable helmet mod, with Weapon Flashlight being low tier and Helmet Light mid tier. Also adjust the Night Vision visual to that of white phosphor which is still realistic and much easier on the eyes as seen below.

6. Lock Picking is a low value skill in general as it's easy enough to just make or find more picks, it also requires nimble fingers and is better suited for the sneaky types. Bake it into From The Shadows or Hidden Strike. Have it so attempting and successfully lockpicking is silent while breaking lockpicks causes some noise.
7. If AGI still feels lacking in open combat after the other buffs then an Uncanny Dodge style ability could be baked into Parkour or Run and Gun, giving the player a chance to take reduced/no damage from an attack.
It'd take a good bit of work but to implement but I feel Agility would be more enjoyable in almost every aspect with these changes.
Thanks for coming to my TED Talk.
This is how I would rework Agility to make it more goodlier.
1. Make Blades the high-dps melee weapon to reward the low CC and attack range. Turn Bleed damage into a rolling percentage of the initial strike, with the percentage increasing with perks. For example with no perks bleeds could deal 20% of the initial attack's damage over say 4 seconds. At rank 5 Deep Cuts this could be a full 100% additional damage over 4 seconds. Additional strikes would refresh the duration to 4 seconds and increase the intensity of the bleed so no damage is lost from previous bleed applications. This also allows the bleed damage to scale in line with weapon damage, better balancing it between early and late game.
Making DoTs part of a class/build needs to warrant having less alpha damage, and this isn't an MMO where players can be fine waiting for a 20 second bleed to slowly tick away to get their damage out. 4 seconds would be a decent balance, long enough to back off and use a medical item while keeping the slow effect but quick enough for the damage to be impactful.
2. Replace Flaming Arrows/Bolts with Serrated ammo that inflicts bleed damage, increased by Archery Perks. Perhaps with less damage carryover but a stronger slow and longer duration.
3. PoI based Stealth Thresholds. When in a PoI, have a line indicated on the stealth meter. If you keep under this line, you won't trigger the "surprise" sleepers. Higher level PoIs have tighter stealth thresholds to stay under. Exceptions for the final loot room is understandable but it should be possible to stealth through the rest of a PoI without having the break through walls to avoid invisible triggers. If you wanna get real fancy make non-player light source blocks easily break into unlit variants so Agility users can shoot out the lights in a room to keep their stealth meter down, would be a fun thing for the world in general really.
Side note: Shooting a Compound Bow often causes more noise than firing lower tier handguns, and a single shot from a silenced SMG is louder than both the Desert Vulture and .44 Magnum (and Sniper Rifle lol) might want to tweak those numbers as an SMG should be strict upgrade over the 9mm Pistol for stealth provided the player fires single shots. Also maybe make the Trigger Group: Semi Mod make Suppressors more effective, might make somewhat useful. Also shouldn't be able to be applied to guns that are already semi auto, likewise for the other Trigger Group mods.
4. Make Mod Crafting it's own crafting line and put its benefitting perk in Agility. The only thing Agility crafts/provides for the team is armor and Strength can do the same thing. The stealth gameplay even means AGI users prefer to loot alone. Mods are always in high demand and most of them have pretty distinct "tiers" that they can be sorted into. Make mod crafting a skill, give it magazines, give it to Agility. I know crafting is no longer hardlocked to attributes but it's still good to have the obvious "This is the thing that my class provides best" perk options.
5. Not really AGI specific but make Night Vision goggles a high tier craftable helmet mod, with Weapon Flashlight being low tier and Helmet Light mid tier. Also adjust the Night Vision visual to that of white phosphor which is still realistic and much easier on the eyes as seen below.

6. Lock Picking is a low value skill in general as it's easy enough to just make or find more picks, it also requires nimble fingers and is better suited for the sneaky types. Bake it into From The Shadows or Hidden Strike. Have it so attempting and successfully lockpicking is silent while breaking lockpicks causes some noise.
7. If AGI still feels lacking in open combat after the other buffs then an Uncanny Dodge style ability could be baked into Parkour or Run and Gun, giving the player a chance to take reduced/no damage from an attack.
It'd take a good bit of work but to implement but I feel Agility would be more enjoyable in almost every aspect with these changes.
Thanks for coming to my TED Talk.
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