Thieves get buff!!
The pistol range decrease was a debuff…
Man those pistols are looking….
…Still pretty useless
Yeah and the next buff is going to be a ~5k dmg increase for Pistolwhip’s last strike.
Yea, it’s as useful as the 11% buff to flamethrower AA on engis. Technically a buff, but in reality changes nothing.
While I’m happy to see the damage increase for Pistols, the way they went about it reeeks of laziness and sort of defeats the purpose. The issue with Pistols is that Unload is too effective relative to Vital Shot, which means that all of your Initiative is constantly pumped into it.
What they obviously should have done is left Unload’s damage alone but given it a Ricochet mechanic, and just buffed the damage on Vital Shot.
I am happy about the Potent Poison buff though. I’ve been wanting to run condi D/D for a long time.
Acro needed more than a vigor buff, guarded initiation is still thrash and so is Upper hand as a GM trait. I don’t know if anyone takes vigorous recovery over pain response; which IMO needs to be more reliable.
The longer duration switfness is nice though, makes things much more fluid, but what’s the point point in traiting for fleet shadow anymore, if you even use it?
Plays completely opposite professions to his main Teef.
(edited by CrimsonNeonite.1048)