[feedback] Yet again I have some feedback on lopsided design decisions in agent drops. My earlier complaint was with how half of the 7% agents were locked behind regional bosses while the other half could be obtained as soon as you can run elite dungeons. Creating this weird divide between different weapons.
South Africa took this lopsided design to a whole new level. A new set of 9 agents with 150 crit power and 7% damage for each weapon were introduced. Two of these agents (Hammer and Blood) were freely given to everyone through achievements. Five others (Blade, Chaos, Pistol, AR and Shotgun) were made random mission drops. The remaining two (Elementalism and Fist) are either SA Agent Pack exclusive or do drop from missions but extremely uncommonly compared to the other five.
Then when I look at the SA Agent Pack, two agents are super rare compared to the other five as well. Che is the familiar face and there’s some random new guy called Mehmet Muzaffer who has extremely amped up stats probably for the sole purpose of being made a rare agent. Really? Was this choice random where Elementalism/Fist drew the short straw and Hammer/Blood won this round? I thought the original agent pack had the right idea when it came to the rarity tiers. All 3.5% agents equally common, all 7% agents equally uncommon.
I have two opinions on this:
- I think it would be better if achievements are the source of more generic support agents that are more generally useful (such as Callie, Lydia and Roman) rather than weapon specific ones.
- I think weapon specific agents of the same template should all be relatively similar when it comes to attainability. If there has to be one or two agents to chase after, please make it so their effects are general rather than weapon specific.
Finally as a side note, I realize there’s more to the agent system than the support bonuses (like I’m sure people will want Che just because he’s Che) but really, none of that has to happen at the expense of weapon equality. Surely there are a lot of generic agent bonuses that can be utilized instead of dividing weapons up like this.