As I suspect that using P/D for PVP I must be in an extreme minority, this post is probably not going to get any attention. Nevertheless, as they say, you don't ask, you don't get. I love the balance team for innovating and finding new ways to use skills. However, this specific change feels intended for pve, and has some significant downsides in pvp. In PVE Pistol / Dagger has very little requirement for counterplay, and putting distance ONCE between you and your foe will often buy you enough flexibility to plan your next moves. I get that. It's a great change, especially for starter areas where new players may be looking for more oomph those first few levels before they get dual weapons. But when you're fighting against other players, you NEED to be able to disengage, quickly and frequently. The 3 skill on P/D is a perfect evade for pursuers in PVP, and I've chained evades with stacking torment for years. It depends on precision timing and a keen eye for detail to ensure you don't miss, but it allows a canny thief to evade and keep distance from players. Warriors and their GS5 skill, engineers and their hammer attacks, weavers and their closers, etc,etc. With repeater, the second you've evaded once, you're a duck in water. You lose a key survival skill , which you have to compensate for by replacing with other utilities, losing an extra skill slot too. With P/D already being a weak class overall, especially in the eyes of general PVP players, this extra burden really impacts it. The upcoming patch build is making very welcome initiative cost changes to this skill, but i hope the balance team will at least consider a revert on this skill for the future. it was a more versatile option. Please consider either hybridising the damage, keeping the initiative cost and having the bleed and torment stack, or increase the torment and leave it as it was. Any of these would help an enthusiastic thief to survive without further compromise. Thank you.