(edited by YuiRS.8129)
Make Body Shot a Blast Finisher.
Really. P/P lacks defensive mechanisms and this change will make it a bit more usable, plus promote it’s role as a hybrid weapon set with Bleeds and direct damage all in one, since you will be able to actually use Sneak Attack.
Other proposed changes:
Vital Shot damage increase. It’s beyond pathetic right now. Either make it 15-20% faster so it applies bleed better or make it deal 25% more direct damage.
New traits. “Interrupting skills while wielding a Pistol in your main hand reduces the Initiative cost of the next skill you use to zero.” Or by 50%. Or something.
“When attacking a target affected by Vulnerability, your shots pierce.” You really need piercing shots since things like turrets, clones and zoo builds exist. And hitting another target isn’t getting outplayed, it’s getting hard-countered. Too hard, I’d say.
Not only would those traits make P/P stronger, but make it more fun, promoting skill play and not mashing one button like you were a Ranger.
Hell, I would be happier if they made the bleed on vital shot longer so you can build more stacks before they start dropping off. All the kitten about piercing bullets being OP when hitting multiple foes, I still think that it would be better than randomly bouncing to other foes.
-Retired Thief
Vital Shot’s feebleness is largely to blame for why P/P underperforms in all arenas. It’s masked more in P/D because of how many sources of damage the set has, but P/P only has it and Unload.
I like most of the changes, but there’s nothing more hilarious than how they removed Ricochet without making any other changes to the set. P/P will be a total joke now, as opposed to being sub-optimal but workable as it was before.
I think it would have been enough to make the range bonus baseline/or the 10% dmg increase trait…
A nice baseline change would have been range +5% dmg base, that would have been 10% on unload (dual training is base line)