I've been trying both these weapons out in PvE and PvP. PvE mainly to grind out the skins, and PvP to see the viability. But when testing, I am noting a few issues that really hinder their performance compared to the base weapons.
I want to start us off with the Throwing Knives. They are the more versatile and useful of the two, being able to do melee and ranged at the same time, with "ammo" you can retrieve if you miss. But there is one issue about it that I really don't like with it, on how you can't be nimble with it.
Issue: When attacking or aiming, you are slowed down to an extent that it may let others get out of range fast.
Solution: I personally think the best way to go about it is to add the sword hop to the aiming of the throwing dagger. You can side hop to dodge a sword blow or a shot, and retaliate fast.
So on one hand, I do enjoy how the firing of the gun feels once you get used to it. And it does have potential to be very viable, but this one has a few more issues with it compared to the Dagger.
Issue 1: Its damage is not as viable. 40 points of damage for each shot that land, theoretically it could be good if you charged it and do a quick follow-up, but I don't see how viable that would really be.
Issue 2: It's reload is the worst reload in the game. It seems to be around double the speed to reload an EoR or Blunderbuss, which while I see why they made it like this, it is by far the largest thing holding it back.
Potential Issue: How it fires on the up button as it's able to be charged, it doesn't feel as smooth as the other guns.
Solution: If we ignore the damage, you need to make the reload better than the longer firearms. In between EoR and Pistol would be best, if not more leaning to the pistol. If we also add a little damage tweak, having the bullets do 45 damage each, for a total of 90 points of damage each reload, it would be a far better gun than it is now, and would flow a lot better with the rest of the weapons.
Solution for Potential Issue: I don't believe the sword attacks are done at the release of the attack button. If you want to forgo the charge, I'd have both the hammers on the DB Flintlock cocked and need to press attack in rapid succession to shoot both bullets fast (think like a semi auto style of handling.) Or simply change how it behaves, with hipfire firing when the button is released, but if you aim without charging, it will be fired on the push of the attack button.
These ideas should in theory encourage people to play with them more without them feeling super clunky. As is, they definitely need to have some work done otherwise they'll be left behind by most competitive players.
