~Drake from Blackgate
What are some ways P/P can be made favorable?
~Drake from Blackgate
If, for instance, thieves got access to shield or focus that had #4/5 skills and used the empty-hand skills for #3, I’d be all over trying to tune up the empty-hand skills to make them viable.
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
If it’s just a damage buff I’d be disappointed tbh. Is that all P/P is going to be?
I started playing with P/P more, using Smokescreen, interesting stuff there to be sure.
Should improve P/P’s anti-range game with a better combo finisher proc on vital shot. With the improving of traits of course.
I don’t think body shot needs to be removed, weakness or poison would improve it. Ricochet activating would make it a lot better as well.
As it is, it is certainly not a clusterbomb, heartseeker or Infiltrator’s Strike.
(edited by ensoriki.5789)
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.
I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.
~Drake from Blackgate
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.
I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.
Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_Strikes
Rending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…
Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.
http://wiki.guildwars2.com/wiki/Opportunist_
This skill is so unpredictable and worthless its not funny, remove the 1 second internal CD, internal CDs should NOT be on class traits, otherwise start putting it on the other classes traits.
Pistol Mastery should grant pistols 100% chance to pierce, and buff its damage.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.
I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.
Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_StrikesRending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…
Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.
Good point, and notice that they are both major traits on the Adept level. Not sure how you can get more than one vulnerability per attack, but I get your point.
Though, I’m not so sure what this trait has to do with how Pistol skills function. The vulnerability from the trait can only be classified as a bonus.
~Drake from Blackgate
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.
I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.
Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_StrikesRending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…
Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.
Good point, and notice that they are both major traits on the Adept level. Not sure how you can get more than one vulnerability per attack, but I get your point.
Though, I’m not so sure what this trait has to do with how Pistol skills function. The vulnerability from the trait can only be classified as a bonus.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example, with http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target.
IF warriors had the thief version.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example with http://wiki.guildwars2.com/wiki/Sundering_Strikes, I have a chance to only get 3 vulnerability max.
For Thieves, if Thieves had http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target if I use http://wiki.guildwars2.com/wiki/Pistol_Whip.
If I use http://wiki.guildwars2.com/wiki/Sundering_Strikes, I only have a chance to get 1 vulnerability if I use http://wiki.guildwars2.com/wiki/Pistol_Whip….
1 vulnerability compared to 9, not balanced.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.
I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.
Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_StrikesRending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…
Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.
Good point, and notice that they are both major traits on the Adept level. Not sure how you can get more than one vulnerability per attack, but I get your point.
Though, I’m not so sure what this trait has to do with how Pistol skills function. The vulnerability from the trait can only be classified as a bonus.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example, with http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target.
IF warriors had the thief version.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example with http://wiki.guildwars2.com/wiki/Sundering_Strikes, I have a chance to only get 3 vulnerability max.
Okay, posting whole links is really awkward to look at. Try using
“Hundred Blades” :http://wiki.guildwars2.com/wiki/Hundred_Blades
without the space before the colon. It will look like this: Hundred Blades.
Still, these traits that you are telling me having very little to do with Pistols specifically, as it can also be applied to daggers and the sword.
~Drake from Blackgate
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.
I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.
Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_StrikesRending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…
Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.
Good point, and notice that they are both major traits on the Adept level. Not sure how you can get more than one vulnerability per attack, but I get your point.
Though, I’m not so sure what this trait has to do with how Pistol skills function. The vulnerability from the trait can only be classified as a bonus.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example, with http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target.
IF warriors had the thief version.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example with http://wiki.guildwars2.com/wiki/Sundering_Strikes, I have a chance to only get 3 vulnerability max.Okay, posting whole links is really awkward to look at. Try using
“Hundred Blades” :http://wiki.guildwars2.com/wiki/Hundred_Blades
without the space before the colon. It will look like this: Hundred Blades.Still, these traits that you are telling me having very little to do with Pistols specifically, as it can also be applied to daggers and the sword.
Well i’m just saying, the fact that that has a 1 second internal cooldown makes it a little worthless, if it was “40% chance to set on fire, 1 second cooldown.” I could understand, but not something like vulnerability, which other classes have at there disposal for more and no internal CD.
https://twitter.com/TalathionEQ2
So, please make Headshot instant and not dependant on animations, like dodge roll.
Perhaps it would be better to have Headshot interrupt the currently activating ability in order to prioritize Headshots usage (with the exception of the healing skill)? Hopefully you get what I mean once you get past my horrible grammar in that sentence.
Headshot isn’t the only problem either. Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
Honestly, Bodyshot needs changed, Repeater should be what body shot is (with a damage boost/ini reduction.)
Fix our “40% Chance to cause 1 vulnerability on critical chance” to be useful like every other classes, remove body shot.
Repeater causing five Vulnerability per hit would be a good thing, but then what would replace Body Shot?
I said move “repeater” to where “body shot is.”
Repeater would be a really fun/proper “2” ability.
I love repeater, but I think it should be a “Low Range” High Damage attack.
Body shot can be the new “3” for solo pistol.
Repeater shoots 5 times, so with the new fixed trait, you could still get 5 stacks of vulnerability if your lucky.
Oh, you said it like “Body shots functionality should be repeater,” you didn’t really say that they should be switched around.
I still prefer Repeater as the Pistol/Light dual attack and causing five stacks of Vulnerability per hit. Body Shot could be a bleed or something. Not a clue about what Vital Shot should in this case. One Vulnerability per hit maybe? Definitely sounds like a “vital” shot.
Well if they removed the Internal CD on our Vulnerability Trait to actually be useful…
http://wiki.guildwars2.com/wiki/Rending_Strikes
http://wiki.guildwars2.com/wiki/Sundering_StrikesRending Strikes Vulnerability lasts a lot longer, 7% less chance to proc, no internal cooldown, you can get several stacks with 100 blades if your lucky…
Sundering Strikes, 7% more chance to proc, lasts a lot less, internal cooldown makes it where you can pretty much only get 1 per attack, worthless trait.
Good point, and notice that they are both major traits on the Adept level. Not sure how you can get more than one vulnerability per attack, but I get your point.
Though, I’m not so sure what this trait has to do with how Pistol skills function. The vulnerability from the trait can only be classified as a bonus.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example, with http://wiki.guildwars2.com/wiki/Rending_Strikes, I have a chance to get 9 vulnerability on the target.
IF warriors had the thief version.
http://wiki.guildwars2.com/wiki/Hundred_Blades as an example with http://wiki.guildwars2.com/wiki/Sundering_Strikes, I have a chance to only get 3 vulnerability max.Okay, posting whole links is really awkward to look at. Try using
“Hundred Blades” :http://wiki.guildwars2.com/wiki/Hundred_Blades
without the space before the colon. It will look like this: Hundred Blades.Still, these traits that you are telling me having very little to do with Pistols specifically, as it can also be applied to daggers and the sword.
Well i’m just saying, the fact that that has a 1 second internal cooldown makes it a little worthless, if it was “40% chance to set on fire, 1 second cooldown.” I could understand, but not something like vulnerability, which other classes have at there disposal for more and no internal CD.
I understand what you’re saying and completely agree with you, but the problem is that it doesn’t really improve how Pistols play specifically.
Increasing the proc rate of the trait ricochet, for example, will improve the pistol, and it might actually pull people into playing pistols more often. Though it’s still pretty dodgy, as it tends to ricochet to passive or neutral enemies, but it will actually be viable to use if it is changed. Do you see?
~Drake from Blackgate
Thief
Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s. (this is for condition damage pistols.)
“Idea straight from “Torso Shot” in Starwars Galaxies."
Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
“Idea also from Gunslinger.”
Ankle Shots (Change name to Gunslinger.) – Critical hits with a pistols cripple and weaken foes for 1 second, Increases Critical Chance of Pistol Attacks by 5%.
“Got from Gunslinger in SWTOR.”
This would be kind of like how Pistols were in Star Wars Galaxies.
Pistoleers should be scary, not laughed at.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Thief
Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s. (this is for condition damage pistols.)
“Idea straight from “Torso Shot” in Starwars Galaxies."Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
“Idea also from Gunslinger.”Ankle Shots (Change name to Gunslinger.) – Critical hits with a pistols cripple and weaken foes for 1 second, Increases Critical Chance of Pistol Attacks by 5%.
“Got from Gunslinger in SWTOR.”This would be kind of like how Pistols were in Star Wars Galaxies.
No! Pistol is not a ranged AoE weapon set.
Thief
Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s. (this is for condition damage pistols.)
“Idea straight from “Torso Shot” in Starwars Galaxies."Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
“Idea also from Gunslinger.”Ankle Shots (Change name to Gunslinger.) – Critical hits with a pistols cripple and weaken foes for 1 second, Increases Critical Chance of Pistol Attacks by 5%.
“Got from Gunslinger in SWTOR.”This would be kind of like how Pistols were in Star Wars Galaxies.
Ricochet – Perfect.
Pistol Mastery – Perfect. You only need to say that they pierce.
Gunslinger – Dangerously close to OverPowered (in crit builds; nearly infinite cripple), but still doable.
EDIT: Try 1 second of weakness and 0.5 seconds of cripple. Don’t forget about unload and sigils that increase cripple duration!
~Drake from Blackgate
(edited by drake.2135)
Ankle Shots (Change name to Gunslinger.) – Critical hits with Pistols have a 33% Chance to cause 2 seconds of weakness and 1 second of cripple, increases critical chance with pistol attacks by 5%.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
http://wiki.guildwars2.com/wiki/Opportunist_
This skill is so unpredictable and worthless its not funny, remove the 1 second internal CD, internal CDs should NOT be on class traits, otherwise start putting it on the other classes traits.
What the 1 second CD on this passive does it normalize the use of the trait across weapon skills. Remove the cooldown, and suddenly some situations are vastly better than others (actually gaining initiative by using PW on a crowd, for instance). While you may think, hey, great, extra power, that isn’t down balance works. If the cooldown was removed then the power of the trait would be determined by best-case scenario and therefore tuned around people using it to pull in mountains of initiative through massive hit volume.
This is why venoms are so terrible for most builds. The traits make them pretty good, so they’re pretuned to be good with heavy synergy and as a result are pretty bad without it.
tl;dr – If the trait had no CD you could probably expect the trigger chance to drop to 5 % to offset huge hit volume.
Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
“Idea also from Gunslinger.”
This is way too powerful man, it’s like 2 traits in one, plus even if they made a trait so that it gives pistol piercing, they would probably not make it a 100%, imagine an unload (4-9k damage) into a group of opponent, add to it a fire sigil and, well, you see, not gonna happen.
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Awesome news.
I hope something can be done about it’s range also. I often can’t hit bosses from the same range Shortbow can. It feels like I’m shooting at 600 range limit rather than 900.
Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
“Idea also from Gunslinger.”This is way too powerful man, it’s like 2 traits in one, plus even if they made a trait so that it gives pistol piercing, they would probably not make it a 100%, imagine an unload (4-9k damage) into a group of opponent, add to it a fire sigil and, well, you see, not gonna happen.
Wait.. so that means Rifles are overpowered?
erm.. don’t really see anything saying rifles were…
https://twitter.com/TalathionEQ2
Opportunist is too overpowered if no CD, and too weak with a CD.
Change it so:
If you have over 6 initiative, gain extra initiative regeneration. (1.6 to 1.2).
There, now its not overpowered, has to be maintained so you can’t just spam all your abilities, and gives you a bonus for being patient and not just luck/spamming attacks.
https://twitter.com/TalathionEQ2
What the 1 second CD on this passive does it normalize the use of the trait across weapon skills.
You mean, some traits are better with some skills that other? No way! Does that mean my “Power Shots” trait is useless for my D/D set? :’(
I don’t see how that is a problem really.
Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s.
Yes!
Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
YES!!!
Ankle Shots (Change name to Gunslinger.) – Critical hits with a pistols cripple and weaken foes for 1 second, Increases Critical Chance of Pistol Attacks by 5%.
YES! YES! OMG! TOO AWESOME!
Seriously tough, I do think these suggestions aren’t too far off. The pistol traits right now are practically useless. We could use 1 weapon set with 1200 range, Ricochet needs a buff to be worth taking, and Ankle Shots has far too much a CD to be worth it.
There are lots and lots of traits that double up the benefit too. How about Crack Shot for example?
[EU] Gandara
Ricochet – Pistol shots have a 33% chance to bounce and hit all targets in area for 25% of that attacks damage and set those targets on fire for 1s.
Yes!
Pistol Mastery – Increases Pistol Range to 1200, pistol attacks have a 100% chance to pierce.
YES!!!
Ankle Shots (Change name to Gunslinger.) – Critical hits with a pistols cripple and weaken foes for 1 second, Increases Critical Chance of Pistol Attacks by 5%.
YES! YES! OMG! TOO AWESOME!
Seriously tough, I do think these suggestions aren’t too far off. The pistol traits right now are practically useless. We could use 1 weapon set with 1200 range, Ricochet needs a buff to be worth taking, and Ankle Shots has far too much a CD to be worth it.
There are lots and lots of traits that double up the benefit too. How about Crack Shot for example?
Err.. well Gunslinger should be 33% chance to do that effect instead of 100%, 100% is way to powerful.
https://twitter.com/TalathionEQ2
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Thanks for the response Jon. I don’t want to beat a horse here, but I would stake money that the primary issue with P/P is Vital Shot firing more slowly than it was designed to.
It is likely either a bug with the activation speed, or a design oversight with the recovery speed between shots. It fires at almost the exact same rate as the Warrior’s Bleeding Shot (despite supposedly having a 50% faster activation speed), while the latter hits harder, has a longer duration bleed, and has greater range. Regardless, it is only able to stack about 5 bleeds (which is pretty sad) while other condition #1s stack 8 or so.
I think some of the issues with Pistol’s efficacy are masked by how good Caltrops are, which gives thieves another good source of condition damage and makes the issue with Vital Shot appear less pronounced than it actually is. It seems likely to me that Caltrops are working better than intended (it stacks 2 bleeds/tick rather than 1), while Vital Shot is weaker than intended. So, in short, I believe Vital Shot should probably be buffed while Caltrops should probably be nerfed. This is of course in addition to other unrelated items like Stealth’s bugginess and the rather shoddy implementation of Venoms.
I believe it’s likely the rate of fire issue also affects other ranged #1 attacks and is much of the reason why you see so many complaints about Longbows, Scepters, and Staffs across professions.
Also, most of the traits that benefit Pistols are on the weak side.
(edited by Einlanzer.1627)
“1” needs to be a bit faster, its very…very…very slow…
https://twitter.com/TalathionEQ2
What the 1 second CD on this passive does it normalize the use of the trait across weapon skills.
You mean, some traits are better with some skills that other? No way! Does that mean my “Power Shots” trait is useless for my D/D set? :’(
Synergy isn’t a problem, but skills and traits are balanced around that synergy, not what the average thief gets out of a given ability. As it stands, the 1 second cooldown is the major limiter on the init-on-crit trait’s synergy. Remove that limiter, and suddenly the trait has incredible potential. The nerfs to bring this maximum potential in-line would render the trait near useless for everyone who isn’t pushing that specific kind of synergy. A passive trait that is pretty good for everyone would therefore become pretty good for some, and terrible for most. Specialization isn’t bad with selected traits, but there’s no way to go down Critical Strikes and not get this trait, and making it extremely build-specific would only serve to diminish build variety.
It seems likely to me that Caltrops are working better than intended (it stacks 2 bleeds/tick rather than 1)
Source? Never seen my caltrops stack more than 1 bleed/second/target unless I had multiple caltrop fields down in the same place.
dude, what have you been smoking ? i want some too:
1. blind field vs dungeon boss is terrible, also the range is lol and 6 initiative??
2. 4 initiative just to rip 1 of the 7 defiant stacks a boss has? so i need 28-32 initiative just to interupt the boss ONCE…good joke…
3. vuln ? i think i better not use it, overall all party does more damage if i do auto attack or unloads…
I would like to say something; if you’re using up the crowd control for a 1/4 second interrupt, you’re screwing your party! You should be using your headshot to burn down their stacks, and let someone with a useful crowd control, like a guardian or engi, knock the enemy down. That’s a good 2-3 second stun right there.
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
You need to look into those offhand skills. Yes, they have a lot of utility, but the fact that they have such low damage results in any pistol playstyle revolving around spamming the 1 skill that actually does damage. Whether it’s pistol whip, heart seeker, or unload.
a Dagger Dagger setup has good damage spread across it’s skills so there are multiple skills that can be used for damage and people chain together multiple skills rather than spamming (post HS nerf anyway)
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Oh no, you did NOT just say Body Shot was a good skill >_<
Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
I’m all for trying to tune up all three of the X/empty #3 skills if they implement some way to have offhand stats or even skills with them. If not, they’re not worth the man-hours to try and make viable when they’re only ever going to be used during the first half hour of a new thieves’ life.
I’d be all for X/empty if it gave us baseline “Touch” skills like GW1 Assassins for the 4 and 5 slot.
[NEX]
#swaguuma
Try looking at Repeater and tell me that it doesn’t need a damage boost. Being a skill that requires no offhand, it really sucks when you factor in all that you lost to be able to use it, and it is not just the final two skills on your bar.
I’m all for trying to tune up all three of the X/empty #3 skills if they implement some way to have offhand stats or even skills with them. If not, they’re not worth the man-hours to try and make viable when they’re only ever going to be used during the first half hour of a new thieves’ life.
I’d be all for X/empty if it gave us baseline “Touch” skills like GW1 Assassins for the 4 and 5 slot.
I like the idea that open hand attacks could essentially be Tricks, either in static skills or in actual inventory items, such as Flashbang Pellet, Random Cube or Frog Summoning Whistle.
Perhaps karma items could come into play here such as Medical Kit or a Rock.
Yes, I’ve always said that really every profession, but especially the thief, should have some reason, even if it’s slightly suboptimal to single wield. The best way to do this would be to give #4 and #5 utility skills when no OH is present, and boost the stats moderately on the MH weapon.
For thieves, it could be any # of things, a sap, a blowgun, or any of their existing utility skills.
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Please tell me you’re looking at sword as well. The Sword combinations are worse than the Pistol combos.
80 Thief – 80 Warrior – 80 Guardian – 80 Ranger
80 Mesmer – 80 Necromancer
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Please tell me you’re looking at sword as well. The Sword combinations are worse than the Pistol combos.
Nah, they really aren’t. The only problem I have with swords is Pistol Whip needing to be rebuffed along with a nerf to Quickness, and Flanking Strike needing to track better. Otherwise Swords are pretty good.
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Please tell me you’re looking at sword as well. The Sword combinations are worse than the Pistol combos.
Nah, they really aren’t. The only problem I have with swords is Pistol Whip needing to be rebuffed along with a nerf to Quickness, and Flanking Strike needing to track better. Otherwise Swords are pretty good.
Since “2” is usually reserved as a stun breaker, or escape, you’re limited in two sword attacks, one being your auto attack, and two high costly initiative skills Slot a pistol, you get pistol whip, an attack that roots you, and is far too easy for your opponent to avoid, if you slot a dagger, you’re down to the stupid stealth that is broken because of CnD, and how stealth works in this game, something I wish was changed from an attack that stealths you, into an attack that stuns. I suppose you could go with no weapon in offhand, and get an extremely weak attack for number"3".
Flanking Strike is very annoying to use.
Quite franky D/D, and P/P are better than Sword, anything if you’re wanting to do anything but avoid, and annoy your oppoent.
80 Thief – 80 Warrior – 80 Guardian – 80 Ranger
80 Mesmer – 80 Necromancer
(edited by jkctmc.8754)
P/P are better than Sword
Lol.
FS has issues to be sure, and the Dancing Dagger nerf has made it near-useless, but sword is an extremely solid weapon with both off-hands. The true value of S/P isn’t pistol whip, but the fact that sword mainhand’s initiative-efficient damage lets you leverage pistol #4/5 far more effectively than any other build.
(edited by Tulisin.6945)
Simple:
-Replace “Unload” with “Double Tap”, firing 2 quick successive shots- the first shot applying 5s Weakness and the second applying a 1/2s Daze. Deals Unloads’ cumulative damage split between both rounds. 1s “cast”. 5 initiative.
-Black Powder causes AoE blind in a 240 radius, but Stealths the Thief and allies in the radius instead of creating a smoke field. (Giving P/P initiative-based Stealthing, also giving more Stealth utility to off-hand Pistol builds.) 1s “cast” 6 initiative.IMHO, with those two changes, P/P would be lightyears ahead of it’s current state and would drastically improve the viability of other off-hand pistol builds to boot, giving the Thief more options with such a limited selection of weapon sets.
As a sword/pistol user changing the black powder to stealth would force a drastic playstyle change that i’m not sure is necessary for a working weaponset, plus then i’m sure the daze chain issue would pop up again, i’m all for a change to PP but leave offhand pistol alone.
On SoS I have been running a P/P S&B 10/30/15/0/15 spec for a while now. Sometimes I spec into 10/30/30 just to heal in stealth. I’m primarily a wvw fighter running with my guild.
Honestly I couldn’t care about VS. I rarely use it. With my first spec I can pump out unload after unload. So a damage increase will be appreciated by me. As far as further changes I wouldn’t mind if they dropped the initiative cost of Head Shot by 1 and Black Powder by 2 initiative and maybe up the damage a little.
I wouldn’t go farther then that because if you make P/P a solid damage dealer you’ll make it overpowered since a P/P stealth thief is a PAIN to bring down and they usually get away.
Verucalize: 80 Thief
Señor Chang: 80 Ranger
I think pistol 4/5 are fine. For 1/2/3 i suggest:
pistol 1 – shoot a bit quicker
pistol 2 – add 1.5sec cripple along with the vuln
pistol 3 – shoot a bit quicker.
Problem solved! PP becomes respectable single target damage and crippler. I do not recommend giving PP AoE damage. But it should be fearsome on single targets.
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Make Vital Shot into a chain skill please!
Chain-1: Vital Shot – Bleeding now only lasts 2s.
Chain-2: Fatal Shot – Same as Chain-1, but applies 2 stacks of bleeding for 2s.
Chain-3: Triple-Tap – Fire three shots rapidly (3/4s). Deals bonus damage based on target health (below 50% and below 25%)
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
(edited by DreamOfACure.4382)
Im using p/p and I can tell the main problem isin’t dmg but horrible 1 2 4 an 5 skill. all are useless skills, im only use unload nothing else cause all cost lot of invicjative and better get max dps than this crap skills.
1 skill is too low dmg and too low bleed to spam it
2 skill is joke 5 stack might be ok but its too short in dps better spam unload
4 skill same better spam unload cost too much for too short dura
5 skill is horrible too cost too much and its melee
Overall that setup is like ranger shortbow one they spam 1 only for dps we spam 3 for dps
This skill should a. cost less b. get better effects c. need total rework to get better cc or dmg or both
(edited by Dynia.9574)
We are looking into this. I actually think P/P has a lot of utility. Blind field, daze, vuln stacking. However damage is a bit low. We are making some headway here in the12/14 build so be patient for one more week.
Jon
Make Vital Shot into a chain skill please!
Chain-1: Vital Shot – Bleeding now only lasts 2s.
Chain-2: Fatal Shot – Same as Chain-1, but applies 2 stacks of bleeding for 2s.
Chain-3: Triple-Tap – Fire three shots rapidly (3/4s). Deals bonus damage based on target health (below 50% and below 25%)
I like this idea. Would still need a slight increase in attack speed but that’s a good idea.
Dragonbrand – Level 80 – Human Ranger
Unload speed is fine as it is, with a bit of luck it can proc Opportunist twice in a row, if you make it faster it kinda makes it more expensive in the long run.
Honestly I couldn’t care about VS. I rarely use it. With my first spec I can pump out unload after unload. So a damage increase will be appreciated by me. As far as further changes I wouldn’t mind if they dropped the initiative cost of Head Shot by 1 and Black Powder by 2 initiative and maybe up the damage a little.
I wouldn’t go farther then that because if you make P/P a solid damage dealer you’ll make it overpowered since a P/P stealth thief is a PAIN to bring down and they usually get away.
The problem with this is twofold:
1. Pistol offhand is already pretty good, just not so much with P/P. By lowering the initiative costs on #4/5 you make P/P slightly better, and S/P, D/P way better, not a very good solution to P/P’s woes.
2. P/P stealth thief is less of a pain to bring down than most thieves. No organic stealth, no organic immobilize/cripple, no organic movement-based abilities. P/P being hard to catch is entirely reliant on utility/heal skills that every thief can use and the fact that P/P prefers to fight at 800-900 range. There’s nothing wrong with increasing P/P’s strength at that range given that it has the hardest time of any thief weapon set controlling range and escaping.
MuscarineUnload speed is fine as it is, with a bit of luck it can proc Opportunist twice in a row, if you make it faster it kinda makes it more expensive in the long run.
That all depends on what you do with the “extra” time you would have after completing a sped-up Unload.
(edited by Tulisin.6945)
Honestly I couldn’t care about VS. I rarely use it. With my first spec I can pump out unload after unload. So a damage increase will be appreciated by me. As far as further changes I wouldn’t mind if they dropped the initiative cost of Head Shot by 1 and Black Powder by 2 initiative and maybe up the damage a little.
I wouldn’t go farther then that because if you make P/P a solid damage dealer you’ll make it overpowered since a P/P stealth thief is a PAIN to bring down and they usually get away.
The problem with this is twofold:
1. Pistol offhand is already pretty good, just not so much with P/P. By lowering the initiative costs on #4/5 you make P/P slightly better, and S/P, D/P way better, not a very good solution to P/P’s woes.
2. P/P stealth thief is less of a pain to bring down than most thieves. No organic stealth, no organic immobilize/cripple, no organic movement-based abilities. P/P being hard to catch is entirely reliant on utility/heal skills that every thief can use and the fact that P/P prefers to fight at 800-900 range. There’s nothing wrong with increasing P/P’s strength at that range given that it has the hardest time of any thief weapon set controlling range and escaping.
MuscarineUnload speed is fine as it is, with a bit of luck it can proc Opportunist twice in a row, if you make it faster it kinda makes it more expensive in the long run.
That all depends on what you do with the “extra” time you would have after completing a sped-up Unload.
So make the #4/5 initiative reduction as part of a trait for P/P’s only. Done.
Quite frankly a thief’s organic stealths are all they should really get. Anyone who backs C&D is quite frankly advocating overpowered bullcrap. If there is to be an organic stealth in a set…it should be on a long cooldown of at least 30-45 seconds.
Ask the guild Work how I do with P/P and survivability on SoS. I’m a pain in the kitten to bring down without having to abuse C&D like other specs.
Verucalize: 80 Thief
Señor Chang: 80 Ranger
Body shot now inflicts Blind.
VS made faster or direct damage increased.
Unload to 111 from 101.
(edited by ensoriki.5789)
I prefer P/P over shortbow. Mostly because I really hate ground-target skills, and the other reason being dual pistols. Come on. Gunslinger duelists! Very flavorful and very stylish with how I am gearing out my Thief. So I hope P/P gets some good reworking so that it is a viable weaponset for us to use, and to actually make choosing a ranged set a challenge.
I like this idea. Would still need a slight increase in attack speed but that’s a good idea.
lol. More attack speed?
There’s already an increase in bleeding duration. Triple-Tap would basically be 3 Vital shots in half the time, just without the bleeding stacks.
It’s a pretty good jump in DPS and that’s without accounting for bonus damage.
Can’t have it overshadowing Sneak Attack.
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
(edited by DreamOfACure.4382)
Looks like ima have to buy 2 pistols
If they actually make it good that is.