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Pistol/Pistol needs a revision.

in Thief

Posted by: Squee.9435

Squee.9435

I think that the problem with P/P is not so much the underpowered skills/damage but the concept of it in general.

Depending on what build you’re using you’re essentially using 2 of the skills constantly with a little bit of the others sprinkled in.

Condition – (bad for P/P, but lets ignore that) you are trying to stealth as much as possible off of your traits/utility to get auto shot, and other than that you are using auto attack 1 and maybe a little bit of BS.

Unload build (power/crit) – You spam unload. Probably the most “viable” build for P/P but holy hell this is the most boring playstyle possible. You basically kite and spam unload…

(I’m not very well versed with P/P but i think these are the only few playstyles that will net you anything in PvP/PvE)

I think that instead of tweaking damage numbers ANet needs to take a fresh perspective on the core abilities that are there. Mainly unload and Vital shot, IMO. Here are a few suggestions that would alter the playstyle of P/P and make it fun to play.

Auto attack should be faster: Why is it that 1 is the same speed when you have one pistol as well as having two? I think some of the benefit to using two pistols is to shoot a bit faster. Maybe tone damage down or bleed damage or whatnot, but would it not be alot more fun if your auto attack actually felt like you were dual wielding pistols? Keep sneak attack the same IMO.

Maybe make auto attack capable of attacking 2 enemies (traited?). Lower damage or fire rate, but i think it would feel alot cooler to have a cone aoe and have it capable of attacking 2 targets. This would make the ricochet trait alot of fun.

Unload should be shorter: Unload takes way too kitten long to use. It’s SO boring. Tone the damage down or init or amount of shots fired or whatever, but make it a much faster ability to use so this can be a mobile build if we choose. This way people wont have to choose between using the peripheral skills and another unload. Maybe a trait for bleed so this can be part of a condition build as well?

I am not pretending to know about the balance of any of these suggestions, but i think the root of the problem comes from the way they want us to play with P/P rather than which abilities do x too little/too much damage.

What does everyone think? Obviously there would be alot of number tweaking so dont scream “OMG OP” instantly.