Just want to get this information out there, it is something I’ve been feeling keenly over the past few days. The December 20th downtime didn’t just remove the recent bugs it did 2 other things to the musket as well, it slightly affected both the tactical reload skill and the sticky bomb.
Regarding tactical reload, this skill point allows you to reload the musket when you dodge. Before December 20th, if you had tactical reload up, when you took a shot then dodged you would be running immediately upon exiting the dodge animation; this is how it worked since the betas. Now, when you have tactical reload up, when you take a shot and dodge you’re walking at the speed you walk at when you’re reloading the musket for 2 seconds. This particular change hurts the musket a bit as a close to mid-range skirmisher weapon which is how I like to use it.
The second change that occurred to the musket from something that existed since the betas is that you can no longer animation cancel the musket shot with the sticky bomb ability. Previously the frame after your musket fires you could pull out the sticky bomb and transition immediately into a dodge or a weapon switch. Moreover you were able to start running immediately out of that dodge if you swapped weapon simultaneously.
Without sticky bomb for animation canceling you have 2 options for trying to weapon swap after firing a shot, the first option is to either dodge and weapon swap, or wait for about a quarter of a second for the musket to drop then weapon swap, in both cases you’re walking as if you’re reloading the musket until the time passes where you would have reloaded your musket had you just sat there and reloaded it. No immediate running after a shot. This means that compared to the sticky bomb animation cancel you have to lose about a quarter of a second waiting for the “end animation” of the musket shot.
You’re second option is that you can input a weapon switch before the time it normally takes to lower the musket after the shot, if you do this it takes longer before you can do anything after the shot, it takes about a full second, so you lose about 3 quarters of a second, the plus side is that you are immediately running after the swap. Instead of having to wait about 2 seconds after the shot to start running.
These are nerfs to what the musket has been at close range since the betas that are undocumented in patch notes. They feel significant to me, as I stated I always try to get into melee/mid ranged fights with my musket. I’m fine with the nerfs, but wish that if these changes were coming to the musket they would be clearly intentional, and found in patch notes to document the changes. These features, if that’s what you’ll call them, existed before the bugs ever came into being, it is funny to me that these features were removed as their way of removing the bugs, if that is what happened.
TL;DR: There are a few tech options that existed since the betas that were removed from the musket on December 20 that aren’t documented in the downtime patch notes.
Edit, a better Tl;DR exists from the very first comment in the thread by Dorizzdt.