What distance do you think is fair then?
For musket the projectile should disappear after 60 meters (with some changes in general which i won’t list here because i’ll make a post someday for that)
For bow a massive damage reduction after 30 meters growing up to 90% damage reduction when too much further plus won’t being able to hold their heavy attack just like mages do (whenever charged it auto throws itself).
Mages doesn’t need much of a balance in range since only FS is completely broken right now but distance is not it’s main point.
Blunderbuss also doesn’t have any problem with range obviously
So that’s it.
you are basically suggesting the same distance as i mentioned.
I think we agree on similar things like, combat at very long ranges should be discouraged, but we disagree on the solution, correct?
do you think it’s the damage?
Really the damage is auto, however, it is a magical weapon that launches meteor, the damage has to be high kkkkk.
The tricky thing about balancing some weapons is that they lose a lot of identity depending on what changes are made.
I’m saying that those weapons can be played at 50 meters but won’t be any effective there even if you can hit something.
Bows aren’t supposed to play further than 30 meters but they can do it if they want (not being effective at all)
Musket have an advantage against any ranged weapon when in a distance higher than 25~30 meters judging by each player capacity so the skill gap from musket should be on how well they can control their range from the player.
This adds a mechanic similar to blunderbuss which is the only weapon having hitscan besides musket.
And musket damage should unscale with range for example:
0-20 meters damage multiplier will be 1.0x
20-40 meters damage multiplier will be 0.8x
40-60 meters damage multiplier will be 0.5x
This creates a need for musket players to control their distance over their targets to keep things around 40 meters to have a good damage outcome which can be real hard.
It’s a distance even smaller than what I suggested, but I agree.
In fact, I found your suggestion more interesting than mine, but more punitive as well. I don’t know if most ranged would agree.
i mean, this would certainly add a whole new level of complexity to the weapon, which is great, but the gradual damage reduction is pretty hard kkkkkk.
The thing is not about distance but how effective can you be at that distance.
Musket was only that cancer you know because it could reach 100% effectiviness even at 120 meters away.
Ranged builds should be able to play at some good distance (around 50 meters) but they gotta know that they won’t be effective in that way.
A musket can kill even with half of his damage but the impact for the weapon would be smaller than it was.
Medium/Heavy players have trouble catching ranged players and that is how it should be because if ranged builds become too cluncky (adding bloom for example) people won’t just play it.
OK, I think we reached a consensus
It’s not punitive.
Bow can use 200 con so he is really able to play from real close quarters (like a machinegun).
Musket just gotta find his way to keep the good distance from the enemy (not too far not too close)
This is what this game is about. New World is the only mmo i know that skill comes before grinding so the game must be skill based. Putting Luck Factor in a weapon (like bloom) makes skill gaps go to the drain.
True, good point.
Besides being ranged i hate most of ranged players from this game because they only know how to use one weapon.
I’ve seen some dudes on these forums comenting that whenever a meele touches them they are dead and they wanted to kite them with bow.
Dude for real if you are playing a game with two weapons you are supposed to know how to use both.
You already have the range advantage so any meele that tries to touch you will reach you already punished by your ranged attacks and you only need to finish them with your meele weapon and if you couldn’t punish someone coming towards you that means you are the problem.
This game’s PvP is all about pressure.
If you take too much pressure when getting attacked by a ranged player and you have to waste everything in order to reach him you are already dead.
This makes the mind games on reaching that player interesting and whoever wins gets the kill.
This is what ranged players should be about besides attacking players around the points when the big boys are stepping on it.
E além disso, Para de usar SnS seu petista bobão (pra não usar nenhuma palavra mais ofensiva se não eu tomo ban).
Jogador de Espada Escudo pesado nem é gente, build extremamente fácil e vc sabe disso kkkkkkkkkkkkkkkkkkkkk
The musket bloom is bad, in my opinion, and it makes the weapon not fun to use. It would be a shame for them to do it to other weapons.
I agree that if you nerf range damage too hard no one will die.
I don’t think the balance is wildly off. Maybe AGS’s data will help them balance the game in the right direction.
If melee do in fact need help, I’d probably just give dual melee players additional physical/elemental aversion.
I do think when they were designing the game they should have made it so melee players were expected to play with 200 con, mages/BBs at 150 con, and bows/muskets at 100 con.
Pior que eu faço kkkkkkkkkkkkkkkkkkk e bem mais bonito ainda essa sua build de coitado não guenta não infelizmente eu era muito absurdo pra esse jogo e basicamente removeram minha build do jogo.
Faz isso de mosquete meele sendo 100% glass cannon desviando de praticamente tudo vai kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
Pra mim era bem habitual fazer 1vX mesmo sempre estando super hiper nerfado já que a amazon pelo jeito amava minha build demais.
Actually meele isn’t too off the point in my opinion since they already dominate the war meta as always. The thing is there’s no PvP mode fit for them (which should be OPR).
I totally agree with that but in other hand but the fortify changes were a little bit off point since light is too squishy right now affecting healers mostly.
And what makes this meta bad in my opinion is the FS being too strong. Unfortunately any mage meta is too chaotic (too much skills being thrown at the same time and too much damage outcome in AoE which causes you to take some hits that wasn’t meant for you) if you remember the IG meta you gonna remember the absurd that was that meta with showers and tempest everywhere.
But FS was in need of some attention for sure so that’s it.
Ta matando coelho po? Cade o 1vx? Seu bunda mola. A la, compra um mmo pra jogar valorant hahahahah. Migrou pro arco foi?
