A better way of balancing musket

A better way of nerfing the musket would be changing its range to 40 meters or even less where anything above that range the musket won’t do any damage with way better accuracy than what it is on PTR(preferably what it is like on live server current). On top of that we could also make the hit box even less forgiving in order for a musket shot to connect.

As a musket main I could sound biased but I completely understand the frustration of being shot across the maps in OPR and having no way to fight back as a melee, mage, healer or even bow player. And even for me, I don’t really play OPR much often because of how bad some OPR games could be because of the musket.

However, there are also musket players like me who enjoy playing up close and aggressive which could be counter way easier since we are very squishy and being way easier to chase down due to playing a lot closer to the other players.

After testing some musket on PTR with and without accuracy, it feels like a really big impact for musket players like me. Any movement and dodging will greatly impact musket’s accuracy even in close to medium range unless I choose to stand still for 2 seconds until my crosshair spread becomes smaller which makes musket players who plays in close range very vulnerable to other range ability or melee players who are trying to chase down the musket player. In my opinion this is too much of a nerf. Especially when you consider that a bow could dodge in between shots which give them empower, having a way faster fire rate compared to that of musket, and in some way even more accurate than musket in PTR right now.

The current PTR changes to the musket will punish close/medium range musket player way more than those who sit at render distance which is the main issue with musket in the first place. You are just making them shot slower with a bit of RNG involved. While for aggressive musket player it will be come completely unplayable since I am not allow to move/dodge in order to be somewhat accurate. If the musket got change into RNG bloom, the issue will not be resolved. People are still gonna complain about being shot by musket across the map.

By nerfing the range of musket to 40 meters or even less. It could greatly eliminate the frustration of being shot across the maps. And still keeps close range aggressive musket viable which is way harder to pull off effectively.

Overall, I don’t think introducing a RNG based accuracy system is a good idea for muskets. Nerfing its range dramatically with an introduction of an even small hitbox will still reward those who are skilled at the weapon instead of just pure roll the dice with each and every shot.

Again I am really passionate about this game. But plz don’t make this mistake. And reconsider the way u guys are balancing the musket.

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I do agree the musket changes are too much but 40m is too short of a range. Mage weapons have a max range of 55m I believe (or 65m at absolute render of the auto). But yes, the current changes for the musket are laughable and would love to see something else. And yes, musket main here as well so I agree with the masses about being shot across map but I think some things could be addressed like the mixed damage (elemental/thrust) which would make it less of a pain to deal with by the masses

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Yea the range is TBDM. the point is we should nerf the range and not accuracy.

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