Musket Nerfs are too far

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 :frowning:

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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

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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.

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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

Same reason why it will be problem if you run with kitchen knife vs dude with gun.

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

Plz share clips, either I’m doing it wrong or you’re just a god somehow with rng

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;

if(musketRangeMax >= 100 && musketRangeMax <=200)
{
weaponSkillDamage / 2;
}

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.

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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

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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?

dont waste your time with him, he stated multiple times he hate musket and dont want it in the Game. His answers are not constructive at all. There is no point in listening to them

Can we stop pretending that the bow and musket meta was not the worst meta the game has seen? I wish they could quantify the amount of people who took a break or quit the game from it. If devs don’t start balancing the game more frequently the game is gonna die. They need a even greater tanking weapon or more damage mitagation perks so proper team comps are being queue in OPR. Damage roles keep getting buffed while bruisers and utility classes are getting put on the back burner. That or a role queue system once the cross server comes out

True, kinda agree with this honestly they destroyed bruisers maybe as bad as muskets. I’m in opr rn and it’s like 30% fire staffs, 20% bows, 15% healers, 15% iceguantlet/voidguantlet, and 18% melee. then 2% musket which is me

i dont know bow and fs feels equlie bad xD

keep it going you are the hero of the 2% playerbase that stills playing musket!

Playing Musket / Spear right now and while it’s not great I’m going to work towards a build for it.

Post Nerf, I would like them to give power shot perfect accuracy as the 4th upgrade. Make it the sniping skill instead of Powder Burn which is OP compared to all other skills.

Also, sticky bomb needs to use the same animation as Social Distancing and be a proximity mine.

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