The small buffs to P/P were much appreciated in the last patch; however, long time players of the Thief class are well aware that it was only an incremental buff that didn’t accomplish much in allowing P/P to be as diverse, fun, and effective as the other sets. I hope that these weapons continue to be looked at, and hopefully a few suggestions can be taken and applied to help address the issues associated with P/P.
Some suggestions:
- The auto-attack is weak and slow, this needs to be looked at first and foremost, it also suffers from an identity crisis in that it wants to be build for condition damage/duration, but the other skills represent a more direct damage approach.
Solution: Make it scale well with power to benefit direct damage builds; increase its rate of fire for condition builds. - Body shot doesn’t quite have a place in the set. It’s rarely, if ever, worth casting over unload.
Solution: Increase its duration dramatically (15~20 sec), this way you can weave it into your “rotation” to keep stacks rolling; increase the stacks of vulnerability (8~10) applied. - Unload, while a great burst ability with haste, is too slow. It does less DPS than the sword auto attack.
Solution: Reduce its channel time and/or after cast delay — if this poses issues for PVP balance, the direct damage can be reduced a bit and moved over to a bleed/poison condition, thus allowing unload to be a viable tool for condition builds. - Headshot is an amazing tool in PVP and still a decent one in PVE. It doesn’t really need much changing, however it does almost no damage in an offensive-minded set.
Solution: Tweak the damage upward just a bit and/or add a confusion debuff when something is interrupted. This rewards good play, and gives an extra incentive to hit something other than unload. - Black Powder is too expensive.
Solution: Lower it to 5 initiative, even if you have to tune it down.
Traits
- Ricochet is an amazingly fun trait. I’ve tried it on test dummies and it’s hilarious watching my bullets bounce…but it’s still incredibly unreliable and only presents a small boost under specific circumstances.
Solution: Increase the rate to 33%-50% with full damage bounces or 55-75% bounces with reduced damage.
General
- Pistols do about ~25% less damage than comparable sets. Overall, it just doesn’t hit hard enough. Its not quite a utility set, and not quite a viable damage set. It needs more tweaking upward in general if it is to compare with a set like the Warrior’s rifle.
These are just some suggestions from a beta/release Thief. I wouldn’t ever expect all of these changes to be implemented, but these merely represent a couple of ideas that could work in fixing some of the core issues of the P/P set. A 5% buff to damage and a large buff to a useless talent were a step in the right direction, but hardly remedy the shortcomings of a weak set. As someone who dreamt up an awesome steampunk Thief, I am still waiting for the day I can feel like I’ve made a wise choice with my weapon slots — much like the strength of D/D, SB, P/D etc. — while maintaining the awesome flavor that is a P/P Thief.