I mean what I said, most musket supporters on this forum, not most musket players in game. I can see the tags these people are using and itâs the same as their IGN. Most of them are known gold buyers/exploiters/aim botters who donât want their precious musket to get changed.
Iâm completely sick of the bullshit from the musket supporters on this forum. We see you, we know who you are and we are tired of playing on the same servers as you.
AGS ban the cheaters and change the one weapon which does not fit in this game in itâs current state.
Okay, we get your message. Do you have anything about the design of Musket (outside of hitscan) you would add, remove, or change? New ability, change a current one, etc.
change hitscan to a projectile which has a visual queue and a sound of it approaching
put the quick reload (i.e the roll to reload) as the ultimate ability and remove the 3xscope from the weapon completely
Revert sticky bomb to stagger again
Move the stagger shot to the left side and remove shooters stance completely
Change it so the gun does not reload when you switch weapons, this should also be change for the BB
Remove the ability for nameplates to pop up on damaged targets outside a certain range
Add severe damage drop to the musket
Maybe consider shortening the reload time depending on the effect of the above
Add mobility abilities to the right side instead of trap and to spare slot once shooters is removed
The goal should be 3 fold:
stop the musket from being able to be played outside of âat riskâ range
stop the musket from breaking the game mechanics, i.e not allowing a player to i-frame or see anything coming (this is not fair and not fun, but Iâm assuming it is funny for musket players)
force musket players to run not 100% thrust because they know they are going to be hit by every build now (just like every melee/mage/healer has to) This is also something that the bow needs to be change to be balanced.
I think they just need to reduce the range to 50m, buff the trapper tree, and change the dex scaling, so high constitution builds, like 150 con, are viable.
If thatâs not enough, then they should just change powder burn or shooterâs stance to something else. Currently with shooterâs stance disabled, I donât think muskets are a big deal.
See ladies & gents, this is what double clueless post looks like. I got plenty of sarcastic sentence in my pocket for this kind of situation, but this time im just going to be bigger man and give you and (probably) anyone who are still clueless about how musket work.
New World core PvP is always about team vs team. When you see musket user who got plenty of kill, that doesnât mean he/she would just shoot at any random person he sees and get ezkill. Instead, these musket user identifies their target priority while skipping otherâs entirely. Thatâs why most of their kill count consist of the exact same person multiple times, or sometimes used for stepping stones to gain perk stack so these guy can kill much stronger person.
This situation also happened with other projectile like glass cannon bow user, where they constantly looking for non-sultan musket user who canât afford using resistance consumable every 10 second for ez 1 shot.
Does converting hitscan to non-hitscan will heavily affect musket PvP? iâd say minor to no effect because you are suppose to hit someone who doesnât know you are there plus new world has relatively fast projectile speed in general, while making musket projectile slower than bow is just doesnât any make sense.
Meanwhile, im sorry to say that removing shooter stance ainât gonna do much as wel, i mean technically itâs going to make my musket deal way less damage on dungeon and it broke my heart bruh.
Lastly im just going to type the exact same phrase on this forum 1+ year ago about that i will keep typing over and over and over and over and over
Musket situation will stay like this if dev doesnât address Powder Burn and musket in fundamental, they can make power shoot does 180% damage and nobody wouldnât use it as primary skill because musket true power lies in follow up attack, not the opening
So many free game designers for AGSâŠ
You are aware that they wonât read what u said, and they will do what ever they like about Musket ?? Please reassure me and tell me you know it
already knew this since day 1, thatâs why i just copy pastaâd my previous post since itâs still relevant on recent discussion, and probably will last as long as powder burn outshine everything in musket division.
Thatâs a pretty pessimistic way to look at things. Itâs a game we enjoy/love and writing up a post one evening that might do some good is far from being a free game designer. Players arenât writing the code, designing art assets, or listening to their bosses to get things done. Itâs just feedback, man.
This is what happened when single skill dictate the whole weapon instead of become part of said weapon which in my book is the core problem of musket itself
Heâs saying that Powder Burn is problematic because itâs -too strong-, as in there isnât a reason to pick any other ability in itâs place 90% of the time while playing.
There just any other ability that brings so much to the table, and thatâs unhealthy for a weapon design. You want all the abilities to be equally attractive as the others.
Thatâs another problem Musket has design wise. Itâs so bad in PvE that the weapon is almost a complete non-factor, and thatâs a shame. Every weapon should have some kind of niche.
In my opinion, the best way to make musket is by doing rework. I got a simple list bellow which can be elaborate for more detailed version (if anyone ask obv)
Active Skill removed
Shooterâs Stance
Power Shot
Swap Sharpshooter Powder Burn with Trapper Stopping Power
Reduce Powder burn DOT damage from 20% to 10% weapon damage
Each shot increase powder burn duration by 2 second, stack 3 times
Stopping Power Lasting Impression add strong knockdown, or huge stamina damage to shield/block
change Supplementary Repulsion effect to give the user 10% haste for 5 second when hitting the target with this skill
Remove bonus weapon damage from overload skill
Passive Skill removed
Called Shot
Critical Reload
Empowering Headshot
Sniper
Greater Accuracy
Weakened Defense
Kick em when theyâre down
Lethal Combo
Add New Active
Volatile round : Next shot place azoth leak debuff on your opponent for 10 second. Any hit cause the target to explode, dealing 15% weapon damage to main target and 50% weapon damage to all target within 4.0m radius. Explosion has 1 second cooldown interval and can be triggered 3 times . Passive #1 increase explosion number to 5, and #2 explosion causing slow on main target for 1 second
Shooterâs Mark (Alpha skill): Mark the target, reveal itâs position to other allies in 40 meter range by 15 second. Passive #1 increase all damage by 20%, and #2 reduce this skill duration by 50% when the target got killed
Add New Passive
Focus (sharpshooter) : Hold aim for a brief moment (2.5 second) increase your next shot to 160% weapon damage. Headshot will deal normal critical damage
Steady aim (focus sub) : Not moving by 0,5 second while aiming reduce focus time by 0,5 second. Has 1 second cooldown
Loaded chamber (focus sub) : always on focus stance when affected by overload skill (powder burn, stopping power, volatile round)
Sniper (Sharpshooter ultimate) : Focus will always deal critical damage, excess critical chance will be converted to critical damage (0,5% per 1% critical chance, 300 DEX roll give 20% critical damage). Add 3x zoom view
Azoth Mystical Round (Trapper Ultimate): Using any active skill produce 2 free round for next shot. This round has a maximum projectile range of 40 meter.
Thatâs all for now, gonna continue if i got the mood
I am in favor of musketâs skill having a different activation than the others, instead of having to reload the weapon again to activate the skill, the skill would be in standbay and would only activate when the weapon was reloaded