The problem is the HEALING AVALIABILITY in this game!! one single potion every 30 seconds can make you full HP (Not counting the cooldown reduction perk which makes even worse)
A SINGLE healing DOT from Life Staff basically counters the musket DPS if the enemy does not stand still.
Problem is on the healing side, if Heal was rare and with long cooldowns then muskets would be able to slowly kill enemies from their range or finishing the fleeing enemies AS IT was in previous interactions of the game.
Potion cooldown changes and Life Staff rework are the things that messed Musket.
Disagree. The reason is dps. Melee, fire staff, ice gauntlet don’t care if you’re healing or not, you will still die. But bow and musket have trash dps. Even burst is bad unless you hit headshots consistently, which with this hit registration, hitbox size, AI or player movement, and other issues makes it pretty hard to do.
Wouldn’t call it weak trash but niche weapon. As far as I can tell with my experience, and it isnt too big for using a musket mind you, musket got two things going good for it. And those are rather niche.
Trap + Scent of Blood to do a double dip; damage them a good chunk and get healed the amount and it takes a bit of skill to pull it off. You could shoot the entrapped but I’m very sure you can get way more damage and healing in with a different weapon instead while they’re trapped. trap>swap>burst in melee range. This isn’t as good as it sounds for PvP though because your opponent can deny that heal by a skill or getting defensive and even if not, ultimately you’re just gaining 2 hits’ advantage. In PvE, it just works well.
Distance and shooting prone. Especially with a buddy you can lay hidden prone (most likely in open world) and simply delete some poor unaware soul across the map. Similarly you can position far behind and shoot peeps down from so far away in group vs group setting that, your enemies will generally know where you are due bullet line even though they can’t see you, they can’t shoot you with ranged properly due superior range and the prone shooting, and if they want to melee you, they’d (preferably) have to go through your friendly melee first which they can’t so they’ll be forced to play tanking you having nasty free shots on them.
That’s all there is to it, which makes it more of a support/niche weapon rather than something to rely on completely. This is because due to no good tools and aoe and damage (most important factor) at hand compared to alternatives. See, if you try to play it like with a dps rotation, it doesn’t work. What good is power shot when you can simply do about the same dps from normal shots or other weapons can do more dps? The good is, you want that one big shot to delete someone who is unaware like I mentioned in my first point and reload doesn’t matter then. So really, musket would work way better with the original early full pvp version of the game in the open world (good luck entering/exiting town/fort/etc, group of muskets hidden on a hill aiming down at it) but it seems the usage is bought down to niche level due that change.
So AGS should decide if they want musket to be this niche weapon or something that works as a straight up main weapon aswell. IMHO regardless, it needs a damage bump up or perhaps some special addition could work great to alleviate the issue. For example, giving it a big passive armor penetration bonus all times from the start. It wouldnt be a hit&delete weapon against low armor light guys but very effective against heavy (which most people use, especially melee anyway so it also makes good sense) and perhaps some tools/rework to use in for pve’ing stuff for the pve folks.
Musket is by far the weakest weapon in New World by a large margin. Those that say it feels decent, I think haven’t properly used the other weapons/combos.
There is a reason why faction leaders are removing all but 1-2 musket mains from the war roster when role-call starts, it is an incredibly poor choice for PvP, save one or two guys shooting siege equipment.
Open world PvP, the musket only does well in large zerg roams to finish players off at range, that’s it.
It would be nice if did any damage at all. As it is now, it does nothing. In my light armor I get 3 hits to the head, shrug, pop a heal and kill them with 1-2 shots from a bow (assuming they’re light too).
Low dps and long reload animations is fine, but when it also doesnt even have burst damage - it’s just useless.
Remove the talent that overcomes damage drop off. Leave the damage at extreme ranges as is, but at least make it do something closer, when the musketeer is killable. Not to mention, I WOULD expect to die from triple headshot from a musket wearing light armor and having no const - but even that doesn’t happen.
Go level up other weapons then come back and tell me it’s strong please. I’ve leveled each weapon to 11+ and the musket is by far the weakest weapon in the game in nearly all
scenarios the game offers.
It’s a reloading buggy mess. It lacks aoe, it’s aiming and crosshair is terrible, requires ammo, requires headshots to be even sub optimal.
Its best use is in a War, but even then the enemy can hide and heal so easily from the musket.
I think they should remove long range pvp at all. I mean, cut musket damage after 100m, for example.
For me it’s not fun to shoot somebody at 100 range, where he can heal/hide/zigzag/dissapear because of view distance/etc.
For non-musket players, it’s not fun to get killed from bushes, from 200m distance.
Just remove it, Amazon.
Make it mid-range, add some aoe, buff trapper tree to make it useable in close range.
It’s hard but possible. You need clear territory, without trees and etc. You need casual in light armor. You need armor perks for burn-slow and shooter stance empower. You need special gem vs slowed players.