đŸ”« Musket Design & PTR Feedback [Long, Detailed]

In no particular order:

  • 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 ‘at risk’ 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 I’m 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 that’s not enough, then they should just change powder burn or shooter’s stance to something else. Currently with shooter’s stance disabled, I don’t think muskets are a big deal.

Amazing post my friend :slight_smile: fantastic to see some one taking the time to properly (and sensibly) dive into a highly emotional topic :slight_smile: well done

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 doesn’t 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 other’s entirely. That’s 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 can’t afford using resistance consumable every 10 second for ez 1 shot.

Does converting hitscan to non-hitscan will heavily affect musket PvP? i’d say minor to no effect because you are suppose to hit someone who doesn’t know you are there plus new world has relatively fast projectile speed in general, while making musket projectile slower than bow is just doesn’t any make sense.

Meanwhile, im sorry to say that removing shooter stance ain’t gonna do much as wel, i mean technically it’s 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 doesn’t address Powder Burn and musket in fundamental, they can make power shoot does 180% damage and nobody wouldn’t use it as primary skill because musket true power lies in follow up attack, not the opening

2 Likes

So many free game designers for AGS

You are aware that they won’t read what u said, and they will do what ever they like about Musket ?? Please reassure me and tell me you know it :no_mouth:

already knew this since day 1, that’s why i just copy pasta’d my previous post since it’s still relevant on recent discussion, and probably will last as long as powder burn outshine everything in musket division.

That’s a pretty pessimistic way to look at things. It’s 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 aren’t writing the code, designing art assets, or listening to their bosses to get things done. It’s just feedback, man.

Yes, you are right, BUT, this is the sad thruth.

I disagree that burning gunpowder is a problem, without it I would deal much less damage in dungeons

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

He’s saying that Powder Burn is problematic because it’s -too strong-, as in there isn’t a reason to pick any other ability in it’s place 90% of the time while playing.

There just any other ability that brings so much to the table, and that’s unhealthy for a weapon design. You want all the abilities to be equally attractive as the others.

Musket in dungeon ? :flushed:

That’s another problem Musket has design wise. It’s so bad in PvE that the weapon is almost a complete non-factor, and that’s a shame. Every weapon should have some kind of niche.

1 Like

yep :smiling_face_with_tear:

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

  • Shooter’s 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 they’re 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
  • Shooter’s Mark (Alpha skill): Mark the target, reveal it’s 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.

That’s all for now, gonna continue if i got the mood

2 Likes

@Aenwyn we’re on day 5 now, any chance of an update?

Most likely, dev idea to “rework” musket is only based on bunch of minor tweaks at this point since they haven’t touch powder burn at all.

I am in favor of musket’s 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

Good read, however you missed out on the most fundamental part of the musket.

  • All shots require 1.8seconds-2seconds of reload time in order for you to be able to do another shot (outside of tactical reload passive which has a cooldown of 6 seconds) and (shooter stance which is an ability that let’s you shoot one shot per second for 5 shots consecutively)

Just the extremely slow reload speeds of the weapon makes it almost unreliable for any close - mid-range engagement. For every shot you miss and reload your shot normally, you’re already taking twice the damage from another ranged weapon that doesn’t have to rely too much on normal attacks like bow/mage (these two can weave in abilities after their standard / heavy attacks fluidly and immediately just outright counter you) - and that the only way a musket would ever win against the other ranged weapons is if you landed every “important” shot you’ve made which includes your opener (Powder burn) and follow-up shots thereafter for damage potential. Not being able to have access to any reliable ability that you can use outside of overload shots is going to force MANY Musket players towards the sniping gameplay.

  • Hitscan vs Projectile - musket bullet projectiles are SO MUCH faster than bow or FS (it takes about 0.25 seconds for a musket projectile to hit a target 100meters away) Even if they made musket into projectile-based weapon you won’t have much leading time, that’s just how fast bullets really are. People ought to get it into their heads that this ain’t the matrix, you aren’t going to be able to dodge “BULLETS” but you CAN make it so that you move erratic enough for the shooter to “MISS” his shots.
2 Likes

the musket reload time after the beta was nerfed, it was 2sec, it went to 3sec