Musket is weak trash

And they do 1 Headshot for people in full light armor, 2 headshots for people just beneath the medium armor treshold, from there onwards its a bit harder, but still reasonable. This is at endgame, as most high burst weapons scale a lot harder after 45. For example most magic weapons are completely useless before 35 (by comparison).

Also u have to take into consideration that someone in heavy armor will never touch you, unless u are really really bad at the game.

That’s good to hear.

If this is the actual situation then there might be no need for tuning or maybe just some little fixes here and there. All I want is a performing weapon if used good.

to the head there should be no need for multiple shots, 2 at most should be enough to knock anything down (excluding boss) given the difficulty of hitting a target so small that it moves fast yet cost of each shot and reload time.

in which I think the musket should ignore the shield and deal 74% damage to the enemy

lvl 55 shooting a lvl 15 mob, ok…
please shoot 55 or 56 mobs please.
now if your idea was to show the range, yes fact, but at the same time useless because when the mob comes to you, it comes back halfway, forcing the musket player to enter CQB.
and yes I think it should have a remarkable bullet speed at 150m/180m and a remarkable bullet drop at 250m.

Well, It wasn’t a serious demonstration of anything though, just demonstrating how to dispense about 1 freedom per 2 seconds from the comfort of your private property. Don’t take it too serious.
But If you want to note the details, then note that;
1- I am full int and not really leveled with musket passives
2- This isn’t Ghost Sniper Elite Reckon Lone Wolf Killer on the Loose Edition, If mobs didn’t reset you could shoot them until dead across the map and it would make any other weapon obsolete
3- Video actually has a subtle point because being able to shoot something at any distance is superior to doing 0 damage with all other weapons in the game hence the advantage of using it (and why I carry one in my inventory). Consider being unable to be shot while you can shoot some person preferably unable to come at you, instead of a mob. Musket is inferior to alternatives in a tab-target-like concept of straight on fight/dps rotation etc, but this game works in different ways.

Bulletdrop could include some skill factor in long range but shrug, does it need that nerf? Perhaps if they pump in more damage to musket shots but then again hitbox in this game isn’t too reliable too.


sorry if i misunderstood or offend, it was not the intention.
I agree with his points, his only advantage is the reach and straight stroke of the projectile, but I disagree on one point, I don’t agree that the mobs should come back when they are taking damage, regardless of the distance, making them come back cancels the musket user to use it where it has the most advantage (at a distance) and let’s not forget that this sight doesn’t help to see the target clearly, whether at long or medium distance (I even claimed this in the penultimate beta and again here in my post: For me this should be improved/modified! ) but if they buffed the muskete damage yes i think a bullet drop is a significant reduction in projectile speed to long distance would be interesting (but not short or medium)

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Oh no offense at all man, I’m just putting out my ideas. Yes, I do understand what you mean; the advantages of muskets don’t really provide anything meaningful in PvE (range&trajectory) but it’s actually useful larger PvPs if you can utilise it, thats what I meant. I wanted to say it’s not complete trash, it has it’s use, not super effective, a bit niche but yeah.
I am also very certain anyone who used musket more than 10 minutes hates the crosshair. It makes no sense, long range sniper weapon but you can’t see what you’re shooting at above medium distance, you just hope it lands. Crosshair 100% needs a change.


yes, in fact, that’s what I said a few posts ago, everyone only sees PvP but completely ignores PvE, and you need to use the weapon in PvE to level it, I would like you to separate PvP from PvE so amazon ends this discussion simply put, in PvE it is a status, in active/war PvP it becomes another.

You can level mastery in PvP. I got 3k musket experience once when I killed some dude

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It’s based on how long the player has been alive. So you can’t exploit it. But… you’re welcome?

Aaaaaa :cry:

summary: musket is not good in the way he is having the only advantage of his reach and straight projectile.
it’s a weapon that should have a damage buff or a big reload reduction, the skills urgently need to be better worked and thought, it has nothing like the dodge and shoot bow skills with 2m repulsion, it doesn’t have arrow rain, it does not have fast and consecutive fires, the projectile should have one with some relevant debuff, the stoping power should stum (especially if it hits the head) or throw the mob on the ground, the most useful skills of the musket would be the gunpowder that applies burn on the enemy. and i think the musket needs an impact box to prevent too close shots from going through the target without doing damage.
It also lacks the option of using the musket to defend itself and could use the stock to attack at short distance by hitting the enemy’s head causing a temporary stun and enabling the shooter to move away from combat CQB. if I’m not mistaken I think there was something like that in the alpha test… :thinking:

so powerful :heart_eyes:

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Musket kinda doesn’t have an identity. Actually, it has, but there is always something better.
If it supposes to have a better range DPS, it loses to every other ranged weapon. If it supposes to have a high alpha strike, but lower DPS, It loses to a heavy shot from a bow. If it supposes to be better with headshots, it’s not that much difference to compensate for the difficult to deal headshots. It supposes, now in my opinion, to deal more damage against heavily armored targets, because it’s a handgun against a plate, it should ignore or something like that, but it doesn’t. I think there is no other reason to play the musket asides from the fact of maybe like firearms over bows.

What server you on that uses it in PVP the most? Are you talking about 1v1 or group PvP say 5v5? or Wars? Because on Adlivun It’s a RARE to see anyone with it. I mean it’s not complete underground but 90% of the players on that server Roll GA /HAMMER / Light Staff / Fire Staff and
Ice G. These are the most weapons i ever see at any time…in 1v1…5v18 and in wars…in PvE Dungeons etc…There is a reason those other weapons are more common…because half of them are broken and over powered… ESPECIALLY Light Staff and GA. Rapier needs a Buff.

This actually doesn’t make sense… the musket has better numbers so you’d think it would hit harder

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Amazon hates the Musket :pensive:


not only that, as I said, this weapon needs to have its skills rethought and better worked.
as the “…” showed, besides the musket tar the most expensive ammunition the higher the reload the shots do not compensate, the bow even having a lower damage you feel better rewarded for its use than with musket, and don’t forget that the game will force you to enter CQB in PvE, I said this in my feedback in the penultimate beta, take it back from the mob when it’s taking damage or buffed musket either by increasing damage or reducing reload. and let’s not forget that in terms of material and labor his ammunition is more expensive than the bow

I don’t know if these weapons (let’s not exclude hatchet and other) are broken or the musket is so nerfed that it makes these weapons look broken. And yes I agree that Rapier needs to have a faster light attack, it’s too slow for a light weapon.

should be, but it isn’t

Musket is a walking design problem. Having access to very long range hitscan damage is a mechanical advantage that nothing else in the game can compete with, so you simply can’t make that very long rang hitscan damage strong. So if you wanted to adjust the Musket it would be better to suggest adjustments to its closer range / utility skills rather than buffing its 200m range First Person Shooter damage. However I think the real solution to the Musket problem is to reduce Lifestaff healing so that non-burst ranged damage can actually mean something, and change Firestaff AoE so that there isn’t a long range high damage AoE option that invalidates every other range weapon in group content.