I mean its the top performing weapons in war atm at all levels. Youre seeing muskets get 50 60 70 kills in wars right now. Its honestly Ludacris. I guess I havent checked PTR yet but if anyone else has and the damage falloff is actually a good enough nerf lmk ill delete the post.
But yeah musket is over performing at all levels of war and opr atm.
On PTR they introduces 2nd round of their try to nerf musket and its same as with 1st try - they buff it
Devs dont play game, dont understand builds and mechanics. They are typical LMB spam with GS casulas playing maybe 1h during weekend. Thats it. They try to balance stuff they dont understand how works.
stays as crazy dmg weapon but would take ages to reload each next shot
nerf dmg based on distance so only crazy dmg would be dooable on max 20m range where musket is at risk. and more distance you have to target less dmg you do, where at 50m + it should be noodles kind of dmg.
I woudnt go that far. But imho it would be fun to test idea where musket have skills to increase armor penetration (stackable) and do crazy crits if headshot landed. So if mastered could be used to oneshot - if head hit - almost any other build but at cost of having very long reloads.
we already have long reloads, for the game dynamics and the current damage 3sec is a lot, that’s why I said 3 shots per minute but if it hits it will be a hitkill, because of the extremely long reloads, and we have to take into account that many times this musket player will find himself being hit several times and he will need to deal with multiple targets quickly, a weapon that does not have the ability to take down the target quickly and efficiently and still limits your ability to use it is a useless weapon
Dude mage heavy attack that is limited to 40m and slow projectile does take 2sec and does nothing compared to musket dmg. So please stop. And on top of that mage is also light armor but not siting 50m away but 10-15m from enemy bruisers.
If we would scale dmg based on reload time and distance you take whe nyou fight, mages should heavy attacks for 10k dmg. And trust me it would be broken as f… So conclusion is simple:
a. musket does to much dmg
b. musket does good dmg but has far to much range
Dude i know musket is crap for PVE. But in pvp with emp ring and teammates in front of musket its unkillable to any other build, while 3 shots BIS 200 con ligh armor and 5 shots medium armor. And couse its hitscan you cant dodge projetile like with bow. Its broken as it can be and if you dont think that then its only you and few other musket players. Rest of player base have way different opinion.
dude, you want them to “balance”/“Nerfed” plus this weapon that has been happening since the Beta using PvP as a base when it is garbage in PvE, as I said, if you don’t separate PvP from PvE you can’t do that that you want without affecting everyone at once, and the game is not uniquely and exclusively PvP
Whether you nerf musket in PVP or not, it still remains dog water in PVE. This whole But think about PVE argument is asinine. Buff musket damage to mobs, that’s it. Nerf the stackable empower.
I be fine with that too tbh, but nerfing the shit works just the same. I was literally playing the most dog water weapon combo with GS scaling with INT yesterday in OPR, still died more to muskets 3 tapping me than getting shafted in melee range.
On a side note, GS damage is still decent with INT scaling. Not remotely close to strength/dex scaling, but definitely not mediocre.