Musket desperately needs rework and/or qol fixes

If a tank got sturdy on SnS I dont even bother trying I just walk away. He can keep that board up forever.
But agree musket needs changes musket needs fixes musket needs actually someone from AGS adressing the weapon finaly.
After every openworld PvP death I get a zoom bug that I cant 3x zoom. I mean this is ridiculous basic functions arent working on that weapon xD

3 Likes

What does your guildmate run?

1 Like

Zoom bugs and slow movement after reloads/shots are still there despite promised fixes @Zelme. Can you ask devs why are they lying?

2 Likes

Bumping this so it doesn’t get lost in the void.

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My other common suggestion is to move the +15% elemental damage perk to 100 INT instead of 150. This will make it more accessible to musketeers, and free uo 50 attribute points to put into either dex or con.

As a pve player, i dont really need 100m range. If max range was reduced to 80m or even 60m it would be fine as long as there was some decent utility and/or mobility to make up for the chabge so PVP players arent too badly affected. This however will have implications for siege, war, invasions,

Musket needs a rework? so how it is that in OPR or big open world, it’s always hard to get close to the musket if he see you from distance?

1 Like

Without going too deep into what I think needs to be done ill just make a quick list.
First general rule of thumb for a ‘‘healthier’’ gameplay

  1. Removal of Hitscan - Physical projectiles
  2. Bulletdropoff - past 100 - 120 m it will get a very high curvature. ( for those that are slightly illiterate as me - there will be a drop off from 0 - 100 ofc just not a too ridiculous curvature!)
  3. Buffing overall Musket damage to compensate for above mentioned nerfs so musket will be viable in close combat as well - Meaning you can go 300 dex and 200 constitution and still deal relevant damage which currently isnt possible.
  4. New crosshair required so long range shots are still relevant but require absolute skill to hit - current crosshair is absolutely terrible for that we would need a normal sniper realistic crosshair for that.
  5. Reloading needs to be smoother and should happen while dodging as well else Musket will become just a inferior bow.
  6. Skills should be loadable while moving as again just an inferior bow copy.

Now we go over the skills and passives it has.

  1. Powershot - Skill with a identity crisis - Its passives say its a opener its armor perk says its a finisher - What is this skill? Decide on its identity and do it a favor and set up the passives and perks in 1 category - Either opener or finisher. Probably opener would be great but than lets not make powderburn a BiS Opener. A finisher migt be a bit too heavy on damage.

  2. Powderburn - The skill itself is too BiS you just cant make any build without this due to the damage boosts it gives. Id remove the damage boost and let the weapon do the damage and not the passive damage stacking. You are supposed to do damage when you hit those heads and not when you hit one dot. The damage difference between a burned and a not burned target is just too ridiculous right now.

  3. Shooter stance - Think this ones fine needs uncluncking zoom bugs etc etc…

  4. Ballistic Advantage passive - It removes drop off - Should be reworked into a armor penetration passive - The closer the target is the more armor your shots penetrate. This would incite more close / mid combat rather than long range sniping. ( Although sniping should be still a big role of the sharpshooter tree thats the point of a sharpshooter! Might make it that only headshots past idk 60m penetrate a healthy sum of armor but only headshots which everyone knows are hard to hit)

  5. Stopping Power - Whenever I see someone using that skill I know he is a free kill because he doesnt yet understand its absolute garbage as is.
    There are 2 options in my opinion which way it goes.

  • Either you are able to shoot it without having to reload the musket - Like Blunderbuss can do, like Bow can do
  • or it gets a second total rework and would be cool as well as trapper should be mid / close combat - Like musket had the smack ability when you were out of bullets it would smack the opponent with the musket stunning them for a short duration.
  1. Traps - The traps are somewhat great to use they need again unclucking The issue is people are able to dodge while trapped, Traps die as collateral damage I think they should get destroyed only when primarily focused.
    My proposal is either reduce the trap duration and people wont be able to dodge or just make it a stun as well so people can get away when they are damaged.
    The Trap perk needs a rework for a simple reason. When you place a trap you are slowed by the combat system making the haste go mostly to waste.

  2. Sticky bomb - needs some work but overall a useful skill. Id look at its passives as they are a bit on the meh side.
    Needs a very hardcore unclunking - When trying to throw a explosive from secondary weapon I need 4 - 5 REGISTERED clicks to actually throw it. If one of the clicks does not get registered I will shoot the musket instead of throwing the bomb causing me to reload and usually inevitable death due to this terrible mechanic.
    The aim assistant should only pop up when you hold the button for the explosive.
    The explosive - one of its passives maybe the last one ( so people are forced to spend skill points) could be that its a detonable bomb instead of a timer because of the timer its very easily to dodge the explosion all classification you need for that is count to 3 which even a baby at the age of 3 can do!
    With a button press detonation this would have way more tactical gameplay.

  • Now something personal :x I think the tripplezoom is a bit overkill I think we would be fine with doublezoom

I tried to keep it as short as possible but its still long :X
I hope non-musket players read through this without going hurr durr on the WHAT ABOUT AIMBOT - This is not a musket issue this is a AGS issue that should get fixed.

In love your musketeer one man squad :§

4 Likes

You no longer need a previous recharge of the skill but you need the loaded musket, that skill raises your damage by 30% on your next attack apart from the other effects it produces, I don’t think it’s such a bad option. Perhaps it would be good to be able to execute it without having the musket loaded, in the bow you can launch skills without having the arrow put in the bow so to speak.

Totally agree with that, either they do that, or they reduce the reload delay per dodge.

Regarding stopping power … it is an instant shot,not a pre load shot. If you take it with the passive kick em when they re down you also get the 10% damage bonus for a slowed target.

You can also stack it on top of powder burn.

So powder burn plus stopping power plus shooting stance and you have a huge five second burn. Insane if youre landing headshots.

+12% dmg from powder burn.
+10% fron kick em when they are down.
+15% from empowered headshot.
+5% empower for debuffed target
Then add perks like empowered shooter stance enchanted, vicious on top.

And all this while powder burn is ticking at 450 per second.

yes nevertheless it requires your musket to be loaded and that is the issue im talking about.
Bow does not require to preload an arrow for Pen shot or Poison Arrow. BB does not require to preload ammunition for shrapnel.

And ill have to correct you on pretty much all your points outside of empower numbers.
First thing.
If you load Powderburn your Stopping power doesnt apply powder burn. Only the next shot after SP applies it.

Second thing
You cant shoot Stopping Power while in shooter stance. ( you can see me very wildly clicking on stopping power)

But if unicorn scenario happens and you manage to land both debuffs and the target is a bot and wont find cover yes afterwards a lot of damage comes together. But you really have to fight a bot that wont realize its under fire after 2 shots hit him

Amen. A hitscan weapon with that kind of range and no damage dropoff is just insane. Every good 3rd or 1st person shooter in the last 10 years uses damage dropoff or bulletdrop to balance long range guns and it’s crazy that NW as an MMO simply removes both drawbacks for free. Musket in PvP has no counterplay and it’s incredible unfun to play against.

I’m all for buffing other areas of the musket to make it more engaging and fun to play, but the price has to be a big nerf in ranged capability, 100m hitscan without damage dropoff is too good.

Besides that, I disagree that muskets need a damage buff. Maybe if they massively increase the reload time, but muskets already hit like a truck if spec’ced correctly.

2 Likes

Musket needs a buff when hitscan is removed for one simple reason.
Currently you need to run 0-50 Constitution to deal current damage which is on par with 150-200consti bow damage.
If we take hitscan off of musket all we get is a inferior bow with slower shooting, unable to use skills while walking and no aoe pressure like bow.
At that point might as well just switch to bow

Thanks for clarifying this i wasnt sure since i do not play bow or bb. What i meant is that stopping power fires when you activate it, as opposed to triggering a new reload like powder burn and power shot.

You misunderstood me as well i am talking about firing them in succession. Fire a powder burn, then your next shot is stopping power, then go into shooter stance for the burn sequence while the target has multiple debuffs on it.

And yes, its rare to get even half this off in PVP. In PVE its a monster that can leave you landing 9k headshots in rapid succession on various targets.

Stopping power is also the only interrupt available to musket.

Not saying its an awesome skill at all, musket needs a massive rework, just pointing out how it can be used. The fact it doesnt trigger a new reload makes it better than power shot, which as you pointed out, suffers from an identity crisis.

I am not a fan of traps at all. They are unnecessary in PVE and all named mobs ignore them, and they rarely work in PVP. And if you have to resort to a trap youve lost already. More than enough has been said about sticky bomb. I hate it.

So while powder burn and shooter stance are good abilities, stopping power (for me) is the best of a bad bunch, and after much back and forth and respeccing i have settled on it as my third ability.

Adding…

The way musket is designed is bad in many ways for PVP and PVE. Besides the range and hitscan issues, musket design is based around a prepare and follow up mechanic which requires you to land multiple shots in succession, with each shot empowering the next.

So measuring musket on its ability to do damage with random single shots is bad. Musket does about 20% less damage than a bow long draw. On the first shot. Bow does 10% less damage on the second shot (passive that gives bonus damage on undamaged targets), while musket will do about 20% more damage on the second shot (multiple passives that stack … powder burn, aim bonus, headshot bonus, precision, kick em, etc.) And up to 40% or more damage bonus by the third shot.

On the other hand, you will almost never be able to land a multi-shot sequence in PVP. Most PVE mobs will be dead in 1 or 2 shots anyway. That only leaves boss fights, where you are dependent on mechanics and subject to movement.

So, the holy grail of doing a 6-9 shot burn including at least one headshot early on is rare to see. The tempest bosses, blackpowder and chardis are great for this. Otherwise not so much.

2 Likes

Just going to bump this since musket clearly needs some adjustments. (Also, kill Mortal Empowerment)

2 Likes

I personally love the musket, but the way it is right now I don’t like it at all. In fact, when I started playing alpha/beta I used hatchet/musket and open world PvP was great. But unfortunately at the moment it forces you to use a glasscanon type build to do some damage and that is why we see the muskets so far away firing, because if they get hit by a melee they die.

7 shot in less then 7 sec sound good,fromm 100 meters, so why you saying it slow ?;D you tink bow is beter? Bow is more easy, but bow man have no shanse to survive in close range vs good medium bruser :slight_smile:

Imagine the musket with 5-50 constitution and no mobility ability.

Wats why thei have rapier;D

The one they also want to nerf because the players escape jaja