AGS has been slowly walking back the Musket nerfs before the PTR patch goes live. Accuracy is no longer required. Muskets will continue to be the most frustrating weapon in the game. And players will continue to leave because of it

Hatchet was never a real problem for anyone that knew how to play against it. Now after the PTR nerfs, hatchet will effectively be dead.

the same you can say about bows musketet etc. players alsways trying to defend there favorit weapon but the true ist hatchet/bow/musket/greatsword is and was for quite some time broken in there own aspekt.

I said it more than once and I am most certainly not the only one.

Muskets exist outside of RPS nature of ability-based gameplay we have here.

AGS needs to make the up-close and personal builds more viable whilst making the good ol’ rat sniper less rewarding than it is atm. Scaling as well as base damage also needs to be looked at so that muskets can deal decent damage whilst having more than 50 con. The fact that this weapon is only viable as a sniper crutch is so annoying. Brings more toxicity than enjoyment to the table.

Countless proposals that would make it musket a weapon that fits in NW have been posted on the forums by now. However AGS is still reluctant to take real action and keep this PvP cheese a thing for whatever reason, whilst at the same time the weapon itself is also gated from PvE experience completely.

Honestly I would love to see actual on impact bombs with big AoE (grenadier build if you will), more traps, something like a short range volley instead of powershot which is probably the least used ability. Nerf the range perks and buff utility ones. There are plenty of things they can do, but refuse to do it.

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You have 3 dodges. Where GS skills have 2-3 attakcs build into single skill. And on top of that you have auto attacks that have same range as light dodge. So yea. Maybe thats why ppl are complaining? That moment you get jumped by GS and you dont have movment abilities to get out you are f… You only option is to kill GS user before he does kill you. Thats why we have so many bb users.

Now best part. Mage has 2sec slow when does any attack so mele can punish mage player. While musket dont give a f… if you close distance he can move and shot you. Build has crazy range, crazy good dps and is super hard to punish it even when you manage to close gap.

Well for the record it’s not too hard to punish a Musket when you close the gap as a mage.

Average musket? Sure. Top tier musket? Nope.

In an equal skill matchup mage has the upper hand up close. It’s not really up for debate my guy.

You can easily dodge right through Relentless Rush, 2 attacks, 1 dodge. Crosscut has 3 attacks, and NOBODY uses it because it’s so easily telegraphed, 1 dodge easy. Steadfast strike is 1 straight impale, 2 attacks but in the same motion, 1 dodge. Calamity counter… just don’t attack, 0 dodges. Skyward slash is the only one where you MIGHT need 2 dodges if your positioning is bad. However, you can stagger or stun them as it doesn’t have grit, even in the middle of it to prevent the 2nd attack if your slow. 99% of the time people will lead with Relentless Rush, I will dodge it every single time. Most will follow up with skyward slash after. Most of the people complaining just don’t know how to counter or are not patient enough. If I’m playing GS vs GS I never attack first unless I have an opening with them burning dodges on nothing.

Dodgin GS is dooable. Issue is there is so much to dodge that you have 0 place for mistake. 1 touch of any ability or auto and u are slowed and f…

If you went FS/rapier, you wouldn’t have that much trouble with GS players. You can FnF during most of their abilities and spam evade to get them below 50% usually.

You really shouldn’t have much trouble with them as FS/IG, I don’t think.

A group of GS players is probably too hard to overcome, though.

Dude i dont have trouble with weapon ahving op dmg and tons of utilies. But on top of that u have no limit mele slow that does reduce dodge distance while GS autos and skills are 4-8m range.

If game does require from one player to avoid all enemy attacks while other player does not die after taking 1 attack something is wrong.

Right now firestaff/rapier is just Garbo. You have very low kill pressure with that build. It will probably be better next patch since fs is more self sustainable in terms of kill potential, but right now if you aren’t running spike, you are basically a support dps player. Just pump damage to assist in getting kills.

I love the New World PVP diagram lol

I’m just saying your specific build seems to be struggling against the GS. You could change your build slightly and do well. You could go FS/BB, for instance, and one shot, or almost one shot, the GS in onslaught stance.

Yea, I was dueling on the PTR with the FS/rapier and it seemed fine. Maybe it doesnt work so well on live servers.

That could be said about nearly any weapon. Hammer is far more punishing and it has stun and knockdown attacks on top of it. You’re dead to a bruiser if you mess up. SnS/Spear can basically chain stun/kd you to death as well.

Its a vicious cycle. Nerf rock , nerf paper , nerf scissors, nerf everything that beats the other till nothing beats anything and everything is the same. Enter low dmg meta, then people will complain about that forgetting how it got to that point to begin with. *yawn. Gets old when youve seen it so many times.

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i rather hate 5 man premate squads with pocket healer tbh

Ehh honestly this game was at its peak in the summer before brim. This game got power creeped hard with attunment and runeglass which everyone has so the more people you get smacked by the more ridiculous it is 2 people using a light attack on you adds up to like 1k almost just from attun and runeglass alone. And we technically in a nobody dies meta with all the life staffs, bruiser Zergs, hatchets, bb fortify. If you don’t play in a Zerg you get melted by premades. It’s a mess.

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