Call Of NW (Nerf Musket + Rapier)

As a former full time musket user and current off-build musket user, i’ll just give a quick few thoughts here.

Musket in its current state is pretty strong overall. Overpowered? In most scenarios it is definitely strong. I do a lot of testing myself and the problem is the weapon itself, not people not gearing up correctly or at all. Light and medium users, even with resilient, physical aversion, full emeralds in armor (thrust gems, which nobody would use anyways in pvp), still get hit insanely hard, with numbers up to 4.3k for light and numbers up to 3.5k for medium from a fully decked out musket build. It is pretty insane that the musket can shoot from the distance it has, also with the passive perks you can choose. Example: OPR - You are able to get onto of the tall mountain at Moon outpost, or used to. You can shoot from the top of there to the other side of Sun outpost. Doesnt help when you get a 3x scope too. Or, Scorched Mines - there is a way to get wayyyy up basically above the mines and snipe down. These are just 2 spots of many on the map where everyone is rendered useless as they cant get to you but youre raining down fire, sometimes with 2-3 other people next to you with muskets too. Pretty insane if you ask me especially when the only way to counter this is to use musket or bow and everyone else is rendered completely useless. But, thats the high ground scenario, to which it is ranged so I dont expect a hatchet to fight against it, and thats not the point here. Close range it is still pretty strong. I have had my fair share of instances where I do get deleted when someone gets close because I was just unaware, but most of the time when I did notice and was fully aware, I got away nearly every time. Haste + stopping power + fleche + evade just makes for an insane time running away in even medium armor. As for the musket itself, mobility is still pretty good and if you know how to play the stopping power and sticky bomb abilities right, you can get away too by not even using a rapier. The damage output of the musket, just by itself is decent, wouldnt say too much or too little, but once you add in the 3x headshot reload perk, 3x scope for way easier targeting and dodge instant reload perk with the ability to gain haste to run away, it becomes decent fire rate with high damage output and quick mobility. And we wont add in the aimbotters that are still going around on some servers that will always get max damage, hit every shot and always get the insta reload perk for headshots.

I think the main problem people have is in OPR, the map is pretty good for musket users as they have and open field to shoot at with tons of spots to climb on and shoot down at most people fighting, especially if you are on the moon main spawn team where you get high ground advantage off the start. Same goes somewhat for wars, but usually not as much as you will have musket users on your team guaranteed targeting siege, and if not then the people on the fort wall. As for open-world, it is a lot easier to fight here against them as there is more cover, more often than not, that you can jump to, but even still because of this it favors a musket user like myself as I can just use the haste and rapier to run away and climb up mountains and then jump down if they get up to me or just not look back and keep running. And to people saying at close range muskets are rendered useless, while it is extremely hard to fight close ranged with a musket, this is not the case at all as your mobility and stun from rapier with staggers from muskets can win you fights against 13k health ga/wh players if you play it correctly.

Overall, if the perks you could choose in the musket tree were either different or changed, i’d think you’d see a little better of a response from most players, but even still youre getting into dangerous territory of making the musket way less useable at that point. My top change would be to increase the cooldown on the dodge to insta reload as I find this to be the main reason why I can shoot quickly most of the time. But these next rapier changes will also be interesting for muskets users just as much as it will be for life staff users, so we’ll just have to see what happens. Just some thoughts from a person who still uses musket.

u think im gonna waste time on some rando kid makeing a video xd

Firstly, if you want to mitigate the damage of the average musket user you stack elemental resist, not thrust or physical resist; you use gemstone dust, not oakflesh balm. Secondly, you are not hitting a properly kitted light user for 4.3k or medium user for 3.5k. If you are seeing those numbers it means they are not running a full stack of Resilient, let alone aversion perks. When I hit someone for 4k+ it’s rare and I know I probably just popped some scoobie who hasn’t been 60 for too long or doesn’t play too much. I myself am a zero con light user and I’ve not been two-tapped by a musket since I started running five Resilient perks. Well-geared enemy muskets can drop me to about 10-15% health in two shots which means they’re tagging me for 3-3.2k max.

This is literally the opposite of reality. OPR is a very balanced map terrain-wise. The map is littered with cover, having only a few instances where you are forced to cover any significant stretch of open ground. There are also very few games where it is the correct decision to go to any of the sniper perches, and if you do head to one the window where you’re going to have a significant impact from that perch is small and closes quickly and abruptly.

The only place where muskets are too strong is in defensive wars, and frankly I now question if the weapon is actually strong there or just underpowered elsewhere. I’ve never seen an army run more than one group of muskets, and this is in a scenario where the weapon is easily 50% stronger than in any other scenario, if not twice as strong. Given that you’d think muskets would be incredibly overrepresented, except they aren’t. They’re literally overrepresented by less than a full player, since 12 weapons means even distribution would have like 4.2 mains of each per 50 man roster, and muskets in their best-use scenario are only clocking in at 5. Furthermore, what power they do wield here is provided not by the weapon itself, but by the lack of cover to work with near the points. That lack of cover should absolutely be fixed regardless, but the musket being overpowered is not supported by any available metric or observation of the current reality of the game.

2 Likes

Oh I know… You run elemental conversion on your musket to get the most out of it. I’ve been running it since day 1. Problem is, attribute perks (50, 100, 150 etc. increments - in this case we’re using 150 int for +15% elemental damage) arent actually the amounts theyre saying they are. For example the “+10% on first hit of full health target” at 300 int is actually 6.92%, not 10%. Same for the "+15% elemental damage, its not actually +15%, same for “+5% thrust damage” at 100 dex, but thats a completely separate issue. This also goes for the gems and attributes. Percentages arent adding up like theyre supposed to. So lets say you believe those numbers anyways, you run 10% more elemental resistance, (as you get +5% from dex tree while +15% from int tree) in this case we’ll use ice, you run aquamarine gems to mitigate the ice damage and then emeralds for thrust damage, in addition to the physical aversion, resilient, etc., the maximum possible amount you can do to a person are the amounts i listed above. And this is based on the testing I did in the exact same fashion. Now if we scale that armor to 625, we’d probably see weird results percentage to increase wise as thats been the case through the rest of the testing with %'s in this game.

I will agree that if your team or the other team is steamrolling you, yes you have limited amount of time. However, this is rarely the case, at least on a populated and competitive server where the matches usually end up within 100 points of each other. I guess the main example im pointing out is from Moon looking over to Sun or that general direction. You can get on top of the mountain, you can get on the base of the statue, and both of these locations have a perfect LoS into sun, around sun and behind sun, and as in most oprs on the populated and competitive server, fights last a long time in and around sun, so its a decent amount of time to rain down some shots, as thats exactly what i’ve done for the time I main’d musket.

And I never stated this or agree with this either. They arent, its a fact and we all know that, devs even stated it. You have to remember this is an mmo, one thats also attracted quite a few players that usually dont play mmos, specifically fps shooters. Its no surprise youre getting hit 20 times when the person behind the musket has been playing fps shooter games for the past 5+ years and is now using a hitscan weapon. To a regular person, the musket may seem ok, even underpowered. In a competitive environment its one of the strongest because of what people are capable of doing with it, goes for any weapon too. The people who use them in PvP are skilled at using them and taking advantage of each individual perk in the musket tree, exact reason why people are frustrated with how much damage output there is.

They more or less are. The issue you’re running into is forgetting they only apply to the relevant portion of the damage you deal. So the 15% elemental damage will only yield a ~7.5-8% total damage increase, 5% thrust damage turns into ~2-2.5% total damage, etc. No idea why you would ever go for a 300 int build but I imagine the split is more or less the same.

No, you don’t. You run one of the general physical or elemental defense gems (whether split or pure). Even if you were protecting against a specific musket player you would just stack the elemental defense, not split it with thrust.

Nope. You’re not critting a light armor player with a full Resilient stack and elemental defense gems for anywhere near what you claimed.

Ah, this old chestnut of everyone thinking their server is totally one of the competitive ones where the game is being played properly. If you’re heavily fighting around either home base you are, by definition, getting steamrolled or doing the steamrolling. In a competitive match the fighting mostly happens around sun. You accidentally landed on a nearly kinda correct point in that those are some of the only games you can get away playing at being a full sniper because you could AFK and the result of the match would be the same.

Ah yes, hitscan, that mechanic that doesn’t exist in FPS games. Definitely not like it’s super common or anything, or that in most scenarios where it doesn’t exist the distances you fight at make the bullets effective hitscans anyhow.

I’m not missing out on some massive damage boost because I don’t understand the mechanics of the weapon I’ve mained for more than a thousand hours of game time. I am, in fact, an enthusiastic theorycrafter and data collector. For example, the entire reason the plentiful ammo bag perks are getting fixed next patch is because of testing I personally did with them. I may not be the best musketeer in the world, and before I started NW I would be the first person to admit I was not a great shot since I hadn’t really played FPS games for over a decade at that point, with the last FPS I took seriously(ish) being a console game to boot. But now, after much practice and tuning of my mouse control and cursor sensitivity, I boast a decidedly above-average accuracy rating. I know what the weapon can do in theoretical terms, and am capable of executing on it to a competent degree. Your numbers are just wrong.

2 Likes

Luckily GA/WH players aren’t op whose hit as much as a musket player but instead of the usual 300dex/150int they are running 300str/200const. And the ga even hit faster than the musket reload, and not even going to talk about how we are rp walking while reloading and all of the abilities roots us for 2-5sec and we have no stun or utility ability.
With the ga you are basically auto aim lmb spamming and running around spamming your abilities without thinking, it takes no skill because you dont need to learn to aim, just get a good gear, 300str 200con and be immune to everything and say “ggez outplayed xd” while facetanking their entire burst.

4 Likes

great post!! every opr is like a call of duty. whenever i go from mid point to open field. It’s like WW3 cause they are hitting from everywhere and its like 4k-5k damage…
This shouldn’t be like this.

The shittiest part of this thing is when you go to kill classes like Musket, Rapier Bow, Rapier Fire, rapier, you can hit them 2-3 times at the most because the damn rapier is so strong that no matter how hard you try, he can go miles away using 2 skill. the only way to kill it is to play range class (MAYBE you can kill it)

DEVSSS, WE DONT WANT RANGEEE METAAA WEEEEEEEE WANTTTTTT BALANCEEEEEEEEEEEEEEEEEEE
you are acting so funny that you brought a new class Range, it wasn’t enough Fire staff BUFF… xD what do you really want to get rid of all the players? if that’s what you want go ahead soon there will be no players in this game…

Proof? Another player made a long post saying the same thing. He posted a video to “prove” he was right. Not one shot in the video was over 2k. Not one single shot. Even though he was “proving” that musket hit for 3500-6000 dps. I’ve never seen a musket hit that hard. Sticky Bomb? Sure, but that is not an easy perk to use and certainly not a musket shot.

Also, I find it hilarious that about 3 posts below yours is a post saying that musket is worthless and needs buffed. You can’t make this crap up on MMO forums!! It’s honestly hilarious! Obviously both posts can’t be right…

musket is really unbearable, bow is impossible to kill a musket, of impossible wizard, out that when you finally hit an arrow at him, it looks like a whore running

You’re just posting everywhere aren’t you. Why don’t you spend your time improving your game rather than cry and mislead the devs of weapon balancing ?

Okay, take your musket and go back to your rock

No it doesn’t…. I don’t even play musket but stop recommending this. Learn how to adapt not just ruin the game for others.

1 Like

Ah yes the least played weapon in the game needs a Nerf, please tell me more…

2 Likes

+1.

150m hitscan gun with no bullet drop or damage dropoff has no place in a game like this. Not balanced, making a ton of PVP situations in this game stale

I don’t have the exact number for the range, but it’s about b gate war camp to mid fort wall. You got shot 4 times by more than one musket, and powder burned with crippling perk so you’re taking a lot more extra damage from further shots, of course you’ll die quick ! You didn’t even bother dodging after getting shot the first time for Christ sake and u call yourself competitive ! They coordinated to focus fire you. This is how the musket is supposed to be played, from range, and props on their coordination it’s not that easy. and also how many resi and av perks do you have ?
With any other weapon if you fought the musket in medium range or close range, provided equal skills you’d win 8/10 times. Should we nerf all the other weapons too then with this logic ? Every weapon has their place, just because you got killed in their favorable environment don’t mean it’s OP.

A hitscan weapon with no damage dropoff or bullet drop has a place in this game are you serious? I was hit 3 times before I even hit the ground because it’s point and click, how am I supposed to dodge that?

Of course you can argue a musket has it’s place in new world. I could argue having wings to fly around above everyone and call things out has a place too, but it wouldn’t make much sense would it? Add bullet drop and damage dropoff, starting at slightly further than someone can shoot a projectile with a magic weapon and the gun becomes more skill based. Give it some more worth in PVE, and allow it to be a high skill cap PVP weapon

1 Like

I see some poor players just 2-3 hits of the musket and killing someone, it’s balanced for them hahaha
poor creatures please learn the game

Can you equip a musket and just make a video about one opr, show us how op the musket. You dont need anything, just a a dex/int gear with one empower shooter stance and one cripling powder burn perk its the cheapest things in AH and thats it. I would like to see those 2-3 hit kills seriously.

1 Like