I agree. Musket was only really a “problem” when you had 2-4 turds premade Together and focus firing the same target.
Outside of that it wasn’t too bad and muskets helped check some of the bow players sometimes. There used to be this unspoken rule between good dex not to shoot eachother on my server tho.
Musket is a very complicated weapon to balance not only for it’s mechanics but for something else.
Musket just like Bow and FS for example are weapons with a single aptitude and have been designed for only one thing which is killing.
If you take VG and IG for an example both are weapons that have been nerfed alot since launch but both remained on the hands of the players because it has a “support” part. We can use the defense of the IG or the Debuffs from VG.
If you nerf a weapon so much like they did to musket and the weapon have a single aptitude the weapon is completely dead.
So amazon had to think much more when they nerfed musket because they just removed a weapon from the game and there will be comments like " but there was a musket in my server killing 40 per outpost" so don’t even try it because we all know the weapon is useless.
This is pretty much the reason. There is a melee streamer named The Whelps. He says he likes this patch more than the previous build because 1) there are no muskets 2) there are more targets for him to kill.
I had a game where I went 40 and 0 today with the SnS/hatchet, so light melee can have its moments. The next few matches, however, I was losing 1/2 my health to bow headshots with 30% thrust resistance.
This is true. I haven’t found a way to do anything to that. I just wait until an opportunity presents itself. Many times, it doesn’t, so I end up wasting a lot of time just hiding and waiting.
This would have been the right thing to do during the beta or early launch. I think it’s too late now. I do agree that the life staff did mess up pvp combat in new world.
I don’t think the game is that bad. Melee just need a bit more survivability from range attacks. I think everything else is fine-ish.
Life Staff isn’t that strong anymore though is a hard weapon on some situations.
In small scaled pvp the weapon is a complete monster but this is only stanced by 3v3 arenas which it is already nerfed and i think it should be even more.
When you talk about large scale PvP life staff is not the factor of unbalancing alone but it depends on all your composition.
I don’t think it really needs a nerf besides 3v3 arenas but a rework on it would still be great because the weapon is too cluncky for those who use it and Sacred Ground alone is the major problem of the balancing so it is indeed a weird weapon.
Ranged Damage is also fine thing is how far they can put that damage on and this is the wrong part. Ranged on this game counts with a big advantage and Devs and most players act like they actually need a 50 meters advantage to make sense while for a good player only 20 meters can make a difference but they wanna keep the skill gap low and this causes more problems in the overall balance.
For me all ranged weapons should have damage mitigation the farthest the projectile travels.
Some ranged players act like they only have their ranged weapon and most don’t even know how to use their secondary.
For me the skill gap of this game should raise alot more putting ranged players to a real test.
But what’s gonna happen unfortunately is ranged will get nerfed to the ground and meele will get buffed so every bad ranged player will just turn into a braindead meele user which will lead to new forum posts again complaning about it.
AGS isn’t competent enough for this game.
Well as much as 40-0 is commendable on a melee I’m assuming you basically farmed spawn and PvE noobs so I think anyone can do that and it’s not a realistic picture of how melee are fairing in pvp.
I’m sure you can’t really get too close to the bow and firestaff Zerg or you’ll just die from random damage you don’t see coming.
On a hot note I think the defy death nerf was good but should be 1s instead of .5 considering the crazy amount of aoe damage this update.
really?
have you had an opr without a lifestaff vs another team has 5+ lifestaff?
have you had a war without lifestaff against some team had lots lifestaff? or without even # of lifestaffs?
i guess we can all know the results without even need to play the game.
Down to 14k total players… If anything is braindead, its you. There is a glaring issue with Pvp and only two classes who seem to think nothing is wrong.
And if your team have 5 greatswords to hunt them?
5 bows to hunt them? They are easy target.
Healers are unable to react by themselves and are only dependant peel from teammates.
They are not the major factor of unbalancing but sure are a great part of one and it should be since healers on this game play in a weird mechanic while only being able to heal but not deal damage at all.
Healers must be pleasured of healing or else this game dies.
As I said it depends on many factors.
Stop being a crybaby and accept that healers aren’t the monsters they once were though I agree they need some adjustments.
It’s frustrating to deal damage to someone who are getting top healed everytime but there strategies to fight in those situations just as you need strategies against any build in the game.
I can agree these devs have no clue how to balance but end game content on a MMO should never be solo queue only. People play MMO’s to play games with friends.