I don’t. I actually think that elemental damage should mostly be casted at < 30-35 meters. Bow should be from 30-35 to 40. Muskets need to have more range then bow, but do not need to have over 50m. The weapons should have “zones” they perform optimally in, and with some skill can perform out of (but not in excess of). For example, if bow users are skilled and know how to handle magic they should be able to fight at closer rangers then say 25-35m (or what ever the cap values are, subject testing and feedback).
Muskets should get a range nerf to perform well in the 40-50 range, and in theory with skill and the right abilities (probably sticky and trap) should do well in close range. The abilities should work as tools. Traps is a close range tool, and it should excel at dealing with close range threats. RIght now the current meta is just stack range and outside anything before it comes. get 2-3 buddies and set up counter sniping points (where they can snipe melee on their team mate while being 100m away). This tactic is providing way to much control and power, to much counter play to melee and non-musket classes. Its for that reason it should be nerfed first. Second, it should be nerfed in range because it will not have a good position in arena, even if it is a larger map, because musket is broken right now due to the ability to stack it x10-15 times in opr.
So on its own its weak and broken, in groups is strong and broken. It is the extreme of both sides, and subsequently requires “balance”.
Elemental damage should be the highest in the game, or have a tactical benefit like lots of “remove absorption” effects (20-30%) so that its damage is the most consistent across all armor types. I’d like to do that first by looking at better mechanics for the specs, then better perks. For example most ice gauntlet perks are “mana regen” based and do nothing really to buff damage on spells like ice storm, the gusty thing etc.
I’d also like to rework gems a lot to help provide the stability to between the two.
Think about it like this, we are working on a cyclical design system. its the concept of you can change rock to beat paper if you pick x talent, gem, etc.
By default weapons should counter other weapons. For example traditionally (but it does not have to be this way) in mmos magic counters heavy armor users because they have less “magic/elemental resist”. The cyclical design aspect of this for counter to that is to make a single gem that resist magic, a single gem for physical and not ones that do both. This will force tanks to choose either tanking weapons master builds (ga/ham) or frostfire (fs/ig), shadowflame (vg/fs) or Shadowfrost (vg/ig). I think we should look at yeeting out the “physical gems” in place of just having “thrust resist” or “strike resist” (for physical). Things like oynx should be converted to something like “ignore armor absorption (aka armor pen)”.
Bow needs a lot of tweaking imo its the most broken weapon in the game but its not broken because it does crazy things like musket. Its broken because at times its extremely weak (sub level 45) and at other times its extremely strong (@60 when it can do 11-13k headshots). The reason for this is the +20% damage talents. So removing them and buffing the arrow damage modifier would almost perfectly balance the bow damage wise but then we have mechanical issues like slow arrow speed, heavy attacks dealing less damage then lightx2, etc. for that reason the 20% damage talents there were yeeted to obtain damage balance should be replaced with +40% faster charge up on heavy attack, or +30% faster projectile speed (base weapon change as opposed to talent for the projectile speed)