A musket player opinion.
As i said in many posts, i’m a musket player that plays in close/medium range.
I like to face my enemies from close ranges and outplay them with my trapper build to get some kills.
And i can agree with the fact that long range muskets are annoying asf, but i don’t think the hitscan should be removed or add bullet drop. The only strong thing in musket is actually the hitscan, otherwise the weapon would be slow, single target and useless in wars.
My opinion is, make musket the strongest single target weapon from close/medium range in the game, take this away from bow which is already strong at AOE, there is room for this kind of gameplay with the musket, focusing on single target kills.
This is how it should work (my opinion).
Ballistic Advantage (musket passive): The fall off damage at targets 50meters away is reduced by 30% increasing to 50% at maximum range
Hit your Mark (another passive): Nerf it only to 7% bonus damage from max range but change the max range to 50m.
This way muskets will still be playable at long ranges but will not do much damage, this way of gameplay should not be removed but it should only be less effective since it is uncounterable.
Now lets go to the buffs:
Critical Reload: Change it to 4 shots to reset in a 8 seconds window, but not only headshots, instead, critical hits and headshots.
Sticky Bomb: The bomb now can instantly explode if you hit stopping power at the target with the bomb on it with reduced sticky bomb damage.
At last, take back the faster animation you guys had in the november patch, it doesn’t make sense making musket clunky when you guys just added alot of animation cuts in the bow. Musket players use less constitution then the bow players and they need to dodge everything in order to survive.
This is just a suggestion feel free to reply with whatever ideas you guys have.
I personally think Muskets should not have Hitscan as it completely negates any type of defensive movement. All projectiles in the game have a travel time that allows a player to react to it, while Musket does not allow for any counterplay at all. It’s simply broken.
Besides that I’d be fine if they made Musket more like a Close to Mid Range Weapon and nerf the passives that increase the damage at range and take away the damage dropoff. Make it more fun and engaging, but get rid of the passive sniping playstyle once and for all, it’s super cheesy.
hitscan should fundamentally not be dodgeable the way that raycast / damage application takes place via code. If you are dodging hitscan, your cheating, or on the best connection/comp in the world.
It should not exist in the game, and further more shooter stance plays way to much presence for musket. It needs 2 sec between shots on shooter stance and shooter stance should have a very long cd, like 45sec - 1m.
Lastly, no weapon should shoot beyond 100m, but this is a game wide changes, nothing specific to musket though it impacts it the most.