Since there doesn't appear to be forum for suggestion & feedback (please point out if i'm being dumb and missing it on this new forum), i'm going to keep pestering the devs for more Ongoing directives quality of life reworks since i'm still not over the fact that most suggestion in PTS about this set didn't go anywhere from what i saw. so here's a big one
So the quick and dirty issues with the set, bleed is useless so the status effect set bonus AND the backpack bleed bonus are worthless and get in the say of the player, as long bleed stays irrelevant for PVE this det will stay bad, but on the other hand a non timed buff that stays with teh gun and the quite nice chespiece that gives you amplified damage is quite nice
Second point of discussion is the hollow points itself, the idea is quite great and simple, cause status effect, get special ammo that buffs you and also causes status effect, kill other thing better and faster and get ammo back... Except there are some issues with the execution:
1- You need to kickstart to get set going
2- Gaining ammo is time sensitive
3- Total ammo is weapon dependent (useless in double barrel shotguns and few snipers, OP with LMGs)
4- YOU need the kill so teamates killing an enemy that you were shooting makes you not get ammo back
5- Enemies killed in one shot with hollow points dont count for the set (enemy has 1HP and you shoot him with a hollow point? not gonna get any ammo, one shotted an enemy with a sniper? also not gonna get any). Oddly enough skills bypass this
6- bleed sucks mang
These are my biggest issues with the det performance when actually used vs on paper theorycrafting, since in harder content and in group play (heroic 4 man for example) set doesn't work that well unless you use an LMG
Funny enough in the 2.0 release the set gave you flat 30 ammo no matter the gun which reversed the situation and made it crazy good with shotguns,MMR and regular rifles because they could carry ammo surplus and the drops would stay in the groun so you could have 30 in your shotgun and another 90 spread in the arena close to you.
I honestly have two basic suggestions to fix this set, one fixes mostly these issues the other one changes a bit the gimmick.
First one would change the status effect bonus to magazine size %, backapack gives you extra 30% bullets based on your magazine size or something like when reloading you get up to 30% of you magazine as hollow point in case you have less than that, causing status effect gives enemies a "tag" debuff that does nothing other than mark so when that enemy is killed (either by you or the other players) you get ammo, hollow point bonus and bleed stay just to create tags.
This one really doesn't fix the issues against heavies as much just makes the set more consistent and easier to keep it going.
Second suggestion is using the older TU6 version that instead dropped Explosive ammo instead (https://forums.ubisoft.com/showthread.php/2141944). Changes with this version would be to throw out the status effect bonus (who could have guessed that) and replace for explosive damage, hitting enemies with explosives or status effect tags them, enemies take 5% extra explosive and status effect damage for each tag and you can tag an enemy up ot three 3 times with them being somewhat longer debuffs (around 15s), chestpiece increases explosive damage against armor and backpack the number of tags per enemies.
This one is mostly to compensate the lack of explosive damage available so people could run 2 pieces of it to get explosive damage bonus which i think could work for some other builds, bleed is there mostly as legacy, explosive ammo IGNORES dog armor and of few other enemies as well as hitting some weakpoints due hte small explosive aoe (shoot true sons heavy gunner from the front and pop his ammo belt on the back, or shoot a black tusk in hte chest and pop his minigun belt) and it would be more focused on breaking through armor instead of just flat big dumb damage bonus.
Heck the concept of special ammo is so vast that you could make anything, could make the set gives you phosphorous tip bullets that if you hit an enemy enough to fill a bar next to his health you ignite him and get a buff for each ignited enemy. You could switch Ridgeways pride and this gear set of place and make the set be about letting you have multiple stacks of bleed in the same enemy the closer he is and you heal based on that and ridgeway gets the whole special bleed ammo on kill which honestly makes more sense to me
tl;dr Bleed is bad, don't think it will ever be useful in this game due stigma against predator being OP in the first game so focus on making the special ammo part good and bleed just stays as minor detail but NOT the focus.