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.
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
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.
Musket in dungeon ? ![]()
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.
yep ![]()
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
Most likely, dev idea to âreworkâ musket is only based on bunch of minor tweaks at this point since they havenât touch powder burn at all.
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
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 letâs 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, youâre already taking twice the damage from another ranged weapon that doesnât 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 âimportantâ shot youâve 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 wonât have much leading time, thatâs just how fast bullets really are. People ought to get it into their heads that this ainât the matrix, you arenât going to be able to dodge âBULLETSâ but you CAN make it so that you move erratic enough for the shooter to âMISSâ his shots.
the musket reload time after the beta was nerfed, it was 2sec, it went to 3sec
This
Iâd love it if the musket was a piercing melee weapon with a bayonet when not aiming.
Remove zoom.
Make Power Shot a rend and stagger with more armor piercing.
Increase duration of accelerated traps by 2 seconds amd make them harder to see.
Return stagger to the sticky bomb and disallow iframe on stuck bombs.
Improve the healing on the sticky bomb perk.
In my opinion, the main problem in this case is musket relied heavily on multiple hit as weapon with the longest reload speed since alpha (which is even worse btw). Average damage + Headshot is a must turn musket in average usage into a god-tier level when it comes to difficulty on both PvE and PvE content. Thatâs why everyone always have powder burn & shooter stance to bypass that difficulty level, while still able to fulfill musket objectives as a multiple hit based weapon.
Hitscan projectile is not a priority, dev need to fix musket basic mechanic ASAP
I like most of this.
Iâd still love for Musket to passively get a âShooterâs Stanceâ by just crouching though. Increase crit, accuracy, reload, I donât care. I definitely feel like crouching should increase something on musket. Also would love a redo of the crouching with musket animation, doesnât look good currently lol.
i do lotâs of prone as musket user back in the day when im still active on PvP content since itâs hiding your name tag, making it harder for enemy to spot you in your snipping spot. Maybe itâs not that useful on PvE since your foe can detect you as long as you are on their line of sight (yes you can actually âsneakâ in new world).
Also kinda disagree on crouching can increase musket performance since it would get abused (again) by musket user to make their weapon hit harder on PvP. On PvE content, itâs not going to be that useful since you spent most of the time running + finding a good sniping spot.
yes and no "crouching would be welcome in PvE for quick kills, single shots or an early impact before sprinting.