STyK_
New member
Just want to comment on this part of your talk cause agility is my jam despite having to go jack of all trades to get anything done.Agility:
Handguns were already very strong in A18, and in A19 are even better with the buffs to the Magnum, and the Desert Vulture being an even better Magnum that basically fixes all of it's problems. In A18 this was just the Pistol/SMG tree but now the Desert Vulture is probably even stronger (seriously this gun is crazy and might be the best gun in the whole game; high DPS, resource efficient ammo, penetrates targets, accurate on hip fire and almost instant reloads). However Knives/Bows were pretty weak in A18. With the change to make them deal way more stealth damage, they might be a bit better, but both are still quite bad at straight up combat (but you do get explosive arrows/bolts at least, if you don't want to side spec Perception). So weapon wise, this tree is a mixed bag, with arguably the best gun skill but a very weak melee option and bows basically being a stealth/explosives only weapon.
In terms of side spec potential, this tree is a bit weak but not terrible, more detail below:
Run and Gun is sort of a weird perk in Agi, since the only Agi weapons that actually meaningfully benefit from this perk are Crossbows and the Magnum (the other weapons generally have fast reloads), but it's obviously a great pickup for someone who is specced into automatics for example. Situational, but useful, which seems about right to me.
Parkour is super fun, although it's mostly quality of life, so therefore a 'late game' perk.
Flurry of Blows would probably benefit from my idea to add a crit resist perk for melee. It's the type of perk that is just there for pure melee builds, but those need a bit more help ATM.
Light Armour suffers from not having many advantages over Heavy Armour and being way less protective*, but it's hard to say what should be done (if anything, obviously it's not like Light Armour is unusable, but it doesn't really feel competitive with Heavy Armour atm). The most obvious change would be to nerf the fittings mods(by 1% each probably, so from 2/3% to 1/2%). This would mean that while unmodded Heavy Armour would stay the same, modded/perked Heavy Armour would still have noticeable mobility penalties unlike currently (atm if you wear a set of Heavy Armour with Custom Fittings and Heavy Armour 4/4, you have 92% mobility, so barely any penalty), and it would make Light Armour look a lot better in comparison as modded/perked Light Armour would basically have no penalties to compensate for the lower protection. At the very least it would make Light vs Heavy more distinct gameplay wise as you would actually be slow in Heavy armour and fast in Light armour.
Another change that could be made would be to buff Light Armour crit protection to be the same as Heavy Armour, so that the difference was only in damage reduction.
To be fair however, half the issue is the urban combat magazine that makes armour not encumber you in combat. If that was removed, that might already help make Light Armour a lot more attractive.
*For reference, although it heavily varies with the specific stat roll, a full set of Light Armour with Banded Plating Mods gives you between about 60-65 armour, and a full set of Heavy Armour between about 75-80, which means you take about 60-75% more damage when wearing Light vs Heavy armour. So there is plenty of room to buff Light/nerf Heavy armour without making Heavy armour useless as it would still be WAY more protective.
Somewhat unrelated, and also something that is from back in A18, but currently the way armour perks and fittings stack, perked + modded Light Armour displays a mobility of above 100% on the character sheet (although this doesn't appear to actually increase your movement speed above 100% from my limited testing). Also when you wear the College Jacket, that doesn't show on the character sheet. Basically the display of your mobility/movement speed should probably be changed to be more accurate and take into account the jacket.
As for Stealth, well the core issue is it's obviously situational. I think the best solution would be to compress the ranks of the stealth perks down to 4, or even 3 each so that you don't need to invest as many points for the benefits. This would make stealth less of an investment, which would help fix the problem of it being situational.
I noticed you made no comment about bleed, in the later difficulties when zeds are tanks in comparison or even when you have them moving faster like sprint or nightmare this perk is a necessity for this build and honestly I wouldn't even bother going into melee without it. This perk above all for this class is needed for insane nightmare right in the beginning.
Now because at least in higher difficulties and higher speeds you don't want to stand toe to toe with the zeds running and being able to jump on something and get away when corned is more then quality of life thing, it will save it. TFP poi's are death traps especially if your trying to not nerd poll.
Sneaking, the bow is just the beginning. If you max sneak and cross class with perception and get a sniper rifle with a silencer and have your brass situation under control you can be unstoppable clearing buildings, doesn't matter the diff and there are perk books that would make it even better(unless this was changed in the last patch). There also is the reasoning for run and gun combined with penetrator, kite a bunch of zeds you know the story. Could probably horde night like that.
You say sneak is situational but I use it for all but horde night. Three agility perks to pick in the beginning, bow, bleed, hidden strike. Use the bow to pull an unsuspecting victim with a hidden strike, if its sprint diff you mite get one more arrow in then wait for them to get close and when they do power attack with the bone knife to proc bleed and slow them then sprint away and start again with the bow or just keep widdling away with the knife. Take down whole hordes like that cause you can't take them on straight up, again in the higher difficulties. The only way this doesn't work is if they see you first and if you know what to listen for Zeds will never get the jump on you. With that play style once you get the machete its basically GG, only worry is zombie dogs, dire wolves and bears.
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