also since i had missed it the first time around and then started looking for hibernating bear pictures while ***** about class based combat systems i will point that i 100% disagree that the use of trinkets such as pocket watches are a negative or detract from the gameplay.
this is basically the same argument as class based vs non class based combat.
trinkets add variables and depth just like open combat vs class based, and similar to people that prefer class based systems so they do not have to master as many abilities people who ***** about potions etc are those who are to lazy to get them and want an artificial metric allowing them to be "just as good" as the guy that puts in the extra effort. both dumb down combat to the underachievers status.
but even more importantly trinkets and consumables bring in an entirely different and equally vital aspect of the game into combat, which is pre planning, economics/logistics and properly managing your resources for the right time.
if i were actually given free reign (ahem, cough cough ) to design the pvp system you would see a variety of additions to the concept of specialty items instead of the removal of the handful that there are. a few simple examples would be things like thrown nets with the spider web effect and tossable boomsticks for "concussion"/ranged stomp, the reintroduction of sleep darts etc on the spectrum of slowing escape, and on the opposite side for aiding in escape you would see adds to the in game drugs for things like a short duration 50% damage reduction, snorkels for being able to "dive" under water/out of sight for a few seconds or grappling hooks you can attach to your lasso (causing it to wind up slower) to get a reverse effect.
i would also have a third "peripheral" level of minor but influential differences in characters without using a class type system, for example. maybe female characters do 30% less damage than male characters, but male characters are vulnerable to an extra stun because they can be kicked in the balls making them do the puke animation
anyway point is batarangs help apprehension, watches help escape. i suspect the reason you did not get the kill is more due to the guy prob had near 2k hp and heavily stacked combat gear vs the probable 400 - 600 stat characters you were fighting him with which means he was risking far more in both material and character investment.