What's up with Pistols?

What's up with Pistols?

in Profession Balance

Posted by: Einlanzer.1627

Einlanzer.1627

I feel like this probably affects some other ranged weapons besides pistols – but it’s very obvious from even casual analysis that both the Engineer and Thief’s MH Pistol autoattacks are under-tuned. The bleed duration and physical damage specs are both unusually low when compared to similar sets, such as the Warrior’s Rifle, even though it also has shorter range.

It almost seems as if they were intended to have a faster rate of fire than they do then something got overnerfed or overlooked during development. In the thief’s case, due to Initiative, it really screws up the gameplay of P/P by making you overly dependent on Initiative for even middle-of-the-road DPS and consequently renders the set’s utility impotent and results in it having poor sustained output.

What's up with Pistols?

in Profession Balance

Posted by: digiowl.9620

digiowl.9620

Every skill have a undocumented aftercast. The pistol one on engineers are least result in a overall fire rate not much better than their rifle.

Then again, auto-attacks were not part of the initial game design. It was a late beta addition. initially the game behaved like SWTOR, in that the player had to press the button for every attack.

Never mind that upon launch the game didn’t even have windup time in the tooltips. Only skills with channeling had a time entry.

ANet was heavily into “seat of pants” playing during the game design, making me wonder why they refrained from providing a “combat mod” on basis of it making the game “overly action focused”.

Right now the whole game reminds me of a croc on land…