I’ve used Musket with 150 cons for months. With the trapper skillset it has always been good. Powderburn damage which is like 3.5k and the main damage output from the class barely changes from 300 dex to 215 if you manage to start all your fights with powderburn
I can kill most mages and archers on my server with 150 cons in a 1v1 situation. Tried my build on the PTR and it worked too, even with input lag. I was going up against the new fire mage with the nerfed musket.
The only problem with the new musket is that while in Shooter’s stance you should have almost perfect accuracy.
musket have many issue for sure but mess around with accuracy was a bad idea nobody like the idea to see your second shot miss not because you suck its because the game did not allow they should nerfed other thing at least make the weapon medium range so everyone would be happy it would be more challenge for both side
i do not use shooter stance i dont like the idea to stay there without moving that make you easy target at lest you are part of the problem and being a musket sitting on the rock picking target from far away im more aggressive musket i like to push being on the middle of the combat that is why upset me they messed up the accuracy now it affect my playstyle
Now everyone has elemental avesion, thrust protection builds along with crit lowering perks, remove debuff accessory perks + hp regeneration etc. and thy use pots and thy have minimum 150 or 200 or 300 CONS too…
150 cons means that you lose lots of damage. You say that you tested in PTR.
Even at close range, the musket shots are not so accurate while your opponents are very mobile and at close range thy jump on you with CC or just instant burst damage.
At current page, I even tried 200 CONS and it did not help me to survive against melee or bow or fire staff… Because you even don’t see what hit you lol…
At this game, who joins to 1vs1 or 3vs3 really, you wait tons of time to get in and every class is anti of musket right now, it is not easy to survive.
Trap build, yes you trap them for 3 seconds but you reload your bullet and wait for bloom to get lowered where I even experience to miss at close range because of bloom that bullet that pass through under their arm or near head… if you hit the body you lose lots of damage.
For 2023, I don’t think that AGS will fix musket… I don’t believe in this development team. For +1 years we tell the exact problems to AGS to re-define the musket role in pvp and pve from zero from sketch by changing the whole active and passive skills, along with all musket perks… Most of the musket perks are a total joke at this game…
i never understand the logic of people complaining about getting kill by musket i guess they dont see musket was made for long range i saw few player showing how they die when when you see their gear they not using the right Gem all the Gem are Onyx\ musket gear gem have to balance with emerald gem and opal since you fight against other range but if a melee user catch you you take alot damage since you have no slash defense but must player they dont understand how gem work some think Onyx would protect you from everything even thrust damage or element
As an invasion player and repair person in invasions, the musket was my main because i could help out weak gates from the wall and still do repairs. I can no longer do that. My number of kills and assists have gone down to 11 kills on average from 70+.the new target reticle is totally useless and the center dot disappears. STOP LISTENING TO A FEW WINERS. You have made the musket totally unplayable in any situation except for killing animals, and even that is hard with some of the smaller ones. Why couldn’t you fix the damage drop off to work like intended? Why did you have to nerf the Musket so hard i can’t even enjoy the game modes i usually do because the weapon i prefer to use is now as accurate as a wooden club
this horrible nerf confirms that the devs don’t play the game, and never played as musketeers, NOW the OPR is disgusting, I used all my materials to craft weapons with Acc perk and it doesn’t WORK, it sucks in every way, meanwhile… They thought that bows and FS would be toys…they don’t know anything, do they think it’s easy to change classes? Despite playing almost 4000 hours, I decided to Uninstall the game.
I tried 100 times to craft to get accuracy - attunement and enchant but the 3rd perk always failed, so lost lots of gold in this process really… Noone sells anything related to musket at trade post too…
I tried to change my class to fire staff and bow but after playing musket +1 years, I could not enjoy to play another weapon now… Something feels missing really
musket have so many thing to rework and make it balance but what the Dev did they went for the easy fix lmao if player complaining about getting snipe from far away they have the option to make the musket medium range or reduce the damage the farther away you are so musket user are force to push and not camping but no they have to go with accuracy while they have other option to make it more balance
I don’t believe you at all straight up, your hitting people that are moving? with rectical movment bloom? I just went into 3v3’s 10 min ago and missed the kill shot 3 times (all would have hit without bloom) and the brainless dude just heals and mows the team down with flamethrower later like wtf.
Can someone please explain to me like i’m a 5 year old, why perfect accuracy hitscan was a problem for honest players? For real i’m asking because I straight up don’t know
Now I haven’t gotten a chance to do any PvP yet because I’m still new to the game and leveling up but I’m having a lot of fun with the musket and I prefer to be at closer range when shooting. Other than a few occasional RNG misses which were annoying I aint gonna lie, I really haven’t had any issues with it. (Brief History) I mean honestly if you research the history of muskets in general they were originally designed to be infantry style weapons to counter the heavy usage of plate armor. Over time as people went away from plate armor it’s usage really didn’t change they still used them at medium to close range even attaching bayonets to them. They were never really effective past 100 yards until the first rifles were created based off the muskets design but an entirely different weapon due to its construction. So I don’t understand why people are mad that you can’t shoot targets effectively past 100m because if they are being historically accurate it was never supposed to do that in the first place lol.
We’re not upset that you can’t use it past 100m, in fact I don’t really care that much cause I also like to skirmish when fighting. I’m upset that when they had 2 options to reduce long range damage (reduce the amount of shots that hit, OR reduce the damage they do) they chose to do the latter. they replaced perfect accuracy with RNG instead of rewarding those with skill, and instead rewarding those with luck. The answer was to increase damage fall off to do 50% of the damage at 100m instead of maybe hitting 1/10 shots. You used to be able to consistently hit headshots, and in PVE mobs take significantly more crit damage because they don’t wear gear, but now they’ve almost eliminated any possibly to hit headshots farther than 10m if your actually moving like every mob in the game forces you to
what about running at someone with a bow? or throwing hatchet? or a mythical fireball? or any projectile in the game? the musket dealt equal damage as other ranged weapons but with less fire rate, that was the trade off for hitscan. let me ask you this, if perjectiles need to have bloom, why don’t arrows have bloom? aren’t they inaccurate too? and fireballs? I don’t see a red dot sight on ice guantlets or life staffs. And while we’re on this topic why don’t arrows change directions in the wind huh? and how do fireballs stay lit without combustible material to keep them alite? I’m just kidding but I just don’t think it’s fair for one perjectile weapon to have bloom when others don’t
I do agree with you the RNG change is not good because it doesn’t reward skill as I’ve experienced during some of my elite mob battles where I had them perfectly lined up at it missed completely. Depending how there combat system is coded they could definitely add a damage falloff after a certain range…(example code)
float musketRangeMax = 200; (musket max range is 200m)
float weaponSkillDamage = 1000;
this is just a quick and dirty example of how they could possibly do the damage falloff example you posted. Of course, I don’t know the inner workings of their combat systems so I can’t be for sure that this would even work lol.
The weapon couldn’t be balance any other way? are you serious? I’m so confused what about R N G do you not understand? RANDOM NUMBER GENERATOR is what it stands for, and it is now the determining factor of what you hit. when you want to reduce damage, you have 2 options, you can hit 1 shot for 4000 damage and miss the other, or you can hit 2 shots for 2000 damage. The underlying issue was not solved by forcing players who have their rectical on your HEAD to miss RANDOMLY, this has NOTHING to do with SKILL is it a, I repeat, RANDOM NUMBER GEREATOR. This patch does not make aiming HARDER. IT MAKES IT RANDOM. NO SKILL INVOLVED AT ALL. They’ve punished good aiming skilled players instead of making them hit the same ammount of shots for LESS DAMAGE, just reduce the musket damage, that’s what this is all about anyways, if it did 1 dmaage per shot i’d be fine with it as long as it’s not a RANDOM NUMBER GENERATOR
100% you totally understand. musket used to be a highskill based weapon, now you may experience getting kicked from dungeon teams unfortunately man. If you insist on using musket then prepare to solo a lot of the game, bow is also fun tho but choose whatevers the most fun
Dude if u cant understand why weapon coudnt be ballanced any other way i cant help you. And you should have trouble with that. If u cant understand what issue was you will have very hard times in real life. Focus on that.
Explain it then? what about the musket needed to be balanced… and we’re only talking pvp here right? I’m just going to go super basic to start with for now cause I don’t know what assumption are being made from either of us. What was the problem? Did it kill people? What other problem does the musket present to threaten the pvp scene if not to deal damage right? would the musket still be a problem if it did 0 damage? is damage to other people the root of the problem? The impact the musket has is it’s ability to deal damage… right? it has VERY little other effects other than that, examples being (Crippling powder burn can slow people, and traps can root/rend, stopping power can stun, and stick bomb does stamina damage in the right tree.) As far as I know, those are the only things a musket can do besides damage. So none of those things are a problem (let’s just assume that for the sake of the argument even if they may be), then the only remaining factor that a musket has is damage right? So shouldn’t the damage be balance to a point that’s fair for all players?
I think this mostly boils down to a simple debate which is this… “Should a skilled range player, in an average scenario (I know there are a lot of specific scenarios but bare with me) be able to kill a skilled melee player if the skilled required to kill the melee player is higher than the skill require for the melee player to kill the ranged player?” In other words, should the skill of the ranged player be rewarded with the death of a melee player should to skill required to do so be at a high enough skill cap?