Big issues with musket's ptr buff

Its boring because patch was looking good up until now. They even nerfed bb. I dont understand but hey whatever have fun in season 1 im out if its still musketpr

FS has shortes effective range and yet does maybe 2k on average with heavy attacks.
There is no reason while other range weapons, that are played on way safer distance should do 3-4k with auto attacks.

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Fs is magic wepon not range wepon

It is semi range weapon. Auto attacks are not mele attacks right?
Reality is bow and musket should do more dmg with auto attacks couse its their main source of dmg. While fs main dmg is coming from skills. But still. There is no reason that range weapon should be able 3 or even 4 shot 200con light armor user.

I not counting fs as range weapon, if your wepon atack cant hit enemy on 70 metres you are not range, fire staff can be same deadly as bow but not in range, oweral i think ig and fs same as vg are support mele magic wepons, however amazon game studio gave no brains cells left, because fs main dmg supose to be from burn not a direct atack hit , make your way near clumo, use all abilitys to apply burs on enemy, fall back to safety and poking enemys with heavy atack until cd ready. All wepons neex changes in general,

Yea FS is not true range. Except fireball all abilities have effective cast range 15m or lower.

IG has no dmg at all. Just some utility.
VB after patch might do some dmg but also not much and on very short range.

Still i dont think we have a place in game for range weapon that can 3,4 or even 5 hit 200con build from 120m range. Maybe if we would talk about 30m range. But nope.

Actually that is how ranged weapons work even in rl. No idea why you think that is an abstract construct

FS and IG are range weapons

Its a game. How many firestaffs or lifestaff you have seen in rl mate?

Okay mate, just because this game as some fanatsy aspects to it why just defy logic mate.
I guess mate there is no mate point mate in mate mate mate continuing mate this mate conversation mate.

what musket buffs are you saying? and bloom is bugged? no, there is no such problems as you imagining to tell AGS to nerf musket further, wth really…

Musket is not a strong weapon, unless you use AIMBOT CHEAT which AGS cannot detect at all and AGS does not bother to ban any illegal players in the game at all… With these mega nerfs, it became worse weapon in the game, what kind of world are you living to tell musket is the best weapon…

AGS PLEASE NERF THESE NON-SENSE MELEE PLAYERS FIRST… THY WANT ARCHEAGE GAMEPLAY TO ONE-SHOT EVERYONE OR KILL EVERYONE WITHIN A FEW SECONDS…

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Who else can hit from 120 meters?

A shield is a counter in your opinion? COUNTER? Do you know what counter means?

How the shield guy can fire back at the musket, harass him or anything?

If wearing heavy, a shield, and hold mouse 2 to Block shots is what you call COUNTER PLAY, i have nothing else to tell you

So, bottomline, musket is not op, but the rest of the classes should have sns/shield as a way to ‘counter’ (id say survive) it. Yeah, sounds fair…

You know the weapon has to be utilised in all available content within the game right? And sorry to say it clearly to you, but a majority of the player base (PvE players) simply does not care about PvP, and would be more than happy having more options for weapons within PvE.

so, in your view ALL weapons should be equivalent in PVP and PVE

thats a reasonnable view, however tell me ONE game in which its all the same

it aint, cause weapons have functions and synergies.

you crippling yourself if you run musket in pve. indeed. they should buff its PVE capabilities

because as you said, all weapons should be balanced, right? not only for PVE, but also PVP. Making it SO STRONG and uncounterable in PVP while weak in PVE is not good, im with you. thats why the PVP nerfs are needed

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Well, I do agree both bow and musket were too powerful for a long, long time, and did require tuning down for the sake of PvP scene. We did get several bow nerfs, along with nerfs to the musket. Musket now (unless AGS has reverted them back) is straight up useless on PTR. Bow has the potential, though with it losing the last of its staggers and nerf to the damage, it has no utility anymore, leaving only damage as the only viable reason to use it.

And that is when talking of PvP.

In PvE, however, the musket does not exist at all, whereas the bow might become a niche for some odd cases, unless someone is capable to 100% headshot everything consistently - which is not the case for 99.9% of its users.

I think a good map design would bring ranged weapons in-line with melee, having less open space, less areas to hide and far less chances to just turn around and run towards the horizon. If such works for expeditions where musket has no place and bow may or may not be crippling for the party, then it would also work in PvP. Also tuning down out-of-jail abilities, so that they are not used for the movement, but used for an actual combat.

Cannot remember correctly, though in GW2 I was using one set for both PvP and PvE, and back then it appeared like it was working. Caveat being I did not look into it on a deeper level, nor I have learned about the game to in-depth extent, so I might be talking off of my crack-hole.

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yeah PVEwise both need buffs. as well as mage weapons (fs, ig, vg)

kinda easy to fix tbh: make the specific bane perks for ranged weapons hit way harder. for instance, corrupted bane for ranged weapons should be buffed from 14% to (say) 28%, for a test. It can be a bit more, a bit less. The final dps IMHO should always be lower than melee damage, since you hitting from range

Yeah, mages are also in a pinch when it comes to PvE.

I would see that being a valid option to get them in-line, actually. Or just implementing flagging system where once flagged you fall into PvP scaling system - all it would require is adjusting % values for certain skills, either rising or lowering overall damage when applied.

See. It may sound quite right, though ranged has disadvantage within melee range, and more often than not dies on contact. To make sure ranged players does die, out of jail abilities should be changed or nerfed. Sure, you would duel and perhaps even win at times, but this Benny Hill saga where ranged escapes over and over again should end.

Not sure if ranged should have less damage, it may be more difficult to be consistent with both bow and musket, so it has to be rewarding when you do hit your shots. There has to be some way to balance it out so that all parties are satisfied, maybe not happy, but in agreement off to these changes.

flagging would be nice I guess but too much of change. They barely do the minimum, imagine that

as to damage, thats why I mentioned DPS. It counts atk speed, damage per attack/skill, and time.

I wonder if it would be all that difficult for them, since there is going to be PvP flagging for wars - cannot remember exact details of it, though if such thing is being implemented then adding additional layer to it should be possible.

Although this is AGS we’re talking about, so…

Hm. Maybe? The bow should have hitboxes reduced for sure, not so much speed. It used to be in a sweet spot where long-ranged arrows were stupidly difficult to hit, but that is no more. I would absolutely dig more skill-centred bow, instead of letting people abuse explosive arrow 10m from someone shooting point-blank, or pew-pewing feeding the damage count.

If we are talking like this, then every ranged weapon is unbalanced because they can abuse their range