PTR notes:
Charged Shot
Telegraph width reduced to 2.5m from 3m for T0-T3, and 3.5m from 4m for T4+.
Quick Draw
Extraneous ‘Quick Draw – Swiftness’ buff no longer appears when casting a spell surged.
‘Quick Draw – Swiftness’ buff now only applies when the spell hits a target.
Cast-canceling Quick Draw will now properly interrupt the spell (and prevent later ticks from firing).
Quick Draw animation is now slightly more visible than before (time between ticks increased to 200ms from 167ms).
Target count reduced to 3 from 5.
Trigger Fingers
Now must land a hit to reduce cooldowns.
Now reduces Assault and Support cooldowns by 0.5s and Utility cooldowns by 0.25s.
Nerf on charged shot is only in telegraph, which really will make literally no difference to how it's working right now, Same goes with Wildbarrage, no nerf to assassinate.
The main skills that make spellslinger so OP is charged shot, wildbarrage and assassinate. Nerfing trigger fingers and quick draw is a really dumb idea. It is not needed, if you want to nerf the spellslinger, reduce the damage of CS, WB and assassinate.
Overclock Algorith + Charged shot = 1 shotting light armor classes
Proof: https://www.youtube.com/watch?v=vWL9...BIRQp29nFiyJ-g
Build used: Spellslinger Builder - WS-Base
Tested CS with overclock algorithm on a 1800 geared spellslinger with a mix of pve armor.
Result: average CS of about 15k
max damage landed: 19k
minimum damage landed: 11k
now tell me that's not op!