@ Shimekiri let me explain why unload is bad in another way that may make it more apparent why I think unload is bad.
Per shot, vital shot has a 0.5 multipler now (with minor bleed). Shot to Shot this results in a 0.61 multiplier per second damage output.
Per shot, Unload is a 0.38ish multiplier now. Accounting for 5 initiative recharge over 5 seconds, it has a 0.60 multiplier per second.
Unload is literally adding nothing to the set except firing a weaker autoattack faster. The only thing it’s adding is a cool animation. By moving some of the damage to auto, and then changing the functionality of unload, you’d have a stronger, more competitive set. Don’t get me wrong, the new #3 could have some burst in it like I’ve explained, but right now Unload does nothing except for substitute for a poor autoattack while sinking initiative into it that should be used somewhere else.
If you like unload and the current playstyle of pistols, I would say the better thing to ask for is a change to the animation of vital shot when 2 pistols are being used.
The thing is, I understand fully what you’re after, but what we’re after are two completely different things. Two different playstyles. What you want, is for P/P to turn into an AA based dps/utility set, with 3 utility skills + 1 gap opener that would be used more often than currently. What I’m after, is a dps that actually engages me into controlling said DPS level, by controlling the level of the burst and the speed of the burst that Unload provides in its current state. I have never, ever liked any DPS in any game, that gives me just pure utility and an autoattack. Its a personal preference, but I want solid control over my DPS, on how quickly or slowly I’m dishing it out. Its a different form of utility in the PvP scene. With that in mind, I’ve been suggesting things that would leave this playstyle intact, while still trying make changes that would benefit everyone playing the set aswell. You’re just on the opposite side of the fence, where you’re used to(Or its your preferred playstyle.) AA being the primary/only source of reliable damage and then the rest being utility. Its not about any animation, its about interaction with the weaponset and how to utilize it. I dislike what you’re after and you dislike what I’m after, which has become quite obvious. :P In that sense, there’s no point in us arguing as we’re both just after different things to make the set playable in the playstyles we prefer it. Have to say though, it’s been a nice change to have an “argument” without the usual “screaming, shouting, ranting and name calling”.
Also, just for arguments sake, Unload doesn’t sink in initiative that could be used elsewhere. Any player worth his/her weight will use the other skills, primarily Head Shot and Black Powder in this case, when its called for and drop the dps as a priority. Its a choice that’s forced onto the player and I personally like that fact that you’re forced to make choices, instead of having the ability to have both worlds unhindered. What I don’t like is that currently the tradeoff is still a little bit too large, which could be solved by increasing the cast speed of Vital Shot to 1/3s, removing the pre-cast animation for Vital Shot or by taking the pre-cast animation into account when designing the cast speed and actual firing animation speed. To prevent things from looking silly, hands could alternative between firing the weapon, so the animations wouldn’t look too rushed, or alternatively, change to animation to have the firing hand stay up and in firing position, only doing the recoil twitch between firing rounds.