I love P/P aesthetics and I would love to continue using it, I even made a PvP Tutorial during early betas (you can see some traits aren’t there anymore, and Signet of Shadows used to paralyze the target, and some tips are a bit outdated but it shows how P/P works):
The main problem with P/P is that at the end it’s BORING and lacks a lot of utility, mainly being 33333333333333333333333333333333333.
Body Shot (damage+potential damage increase)/initiative isn’t worth the initiative when compared to unload.
Black Powder is great with melee sets, but in P/P you need to move a huge lot. Because of limited access to Stealth and building for Berserker to make Unload worth it, you will need to move a huge lot, so standing in a combo field isn’t viable.
Finally, while Headshot is useful for some moments if you have good reflexes, most times you will prefer to dodge any big attack, and outdmage any heal so you don’t lose poential.
Vital Shot doesn’t synergize with Unload at all, and you have poor access to Sneak Attack (which doesn’t synergize with Unload anyway).
Here are some sugestions I would make so P/P becomes a bit more versatile:
- Make Body Shot an spread shot, each of them applying 1 vulnerability (for a max of 5 vulnerability like the current one) and while each separate shot would be less damaging than current BS, 4 or 5 of them would do enough damage to invest your initiative on it instead of Unload if you’re in close range. Being a multi hit would make it synergize with the same traits you picked for Unload (making the technical cost of the skill 2 as it will return 1 initiative most times), and being a close range skill, you might want to build for snares and give Black Powder an use to snare, pop the smoke field and start throwing bullets to your opponent chest while he can’t hit you.
- Another possible change that I’ve already commented in other threads: Black Powder gives a very short stealth on use (not pulsing, only at use so it doesn’t stacks) that ends if you leave the Smoke Field (like leaving Shadow Refuge, but this one is much smaller). This would allow you to use Sneak Attack more often on P/P, allowing for some bunkering in smoke while throwing bleeds, the chance to opt for direct damage for Vitality opponents or conditions for Toughness ones, making this set more versatile. Aditionally, because it limits your movement, Sword and Dagger won’t have any benefit of this as they need to get their opponents back and they would lose stealth in the process, and as BP is fine with those weapons, it’s the same but also has utility with P/P making it worth the 6 initiative on any set.
Aditionally, Steal needs something like a return Shadow Step (like other Shadow Steps have) because it’s a set that suffers a lot if they catch you, so your profession mechanic hurts you more than it helps you.
An alternative change that would involve a set overhaul, would be to make Body Shot the main attack instead of Vital Shot (in fact Body Shot was the main attack during early stances of development), make Headshot the Stealth Skill (the theme fits more and it offers some nice control options when going stealthy), place Sneak Attack on the second slot, and some mobility based skill on the 4th slot. This way if you want to build for bleeding you don’t need to build for stealth too, the main attack still synergizes with Unload spam and you would have some extra movement utility in 4th.
(edited by Lokheit.7943)