Musket - stopping power instant cast without needing to reload

As title says I think stopping should not need the musket to be fully reloaded as in one of my bug reports everyone seems to be fine with every weapon having an ability followed after a light attack there should be no problem with this one too then

Referenced topic -

So under these conditions even if it was considered too strong to be implemented into the game as people do not see this as a problem this would be a very welcome change for the weapon!
As you clearly see in said topic everyone’s ( unconsciously for this change as it’s a mechanic owned by bunch of weapons )

I just don’t like Stopping power being shot as an ability and not by LMB. I feel it has terrible input delay.
What I’d love to see is stopping power being toogled (without any reload animation) for the next shot when you press the ability, and then fired with a LMB. That would be a huge QoL.

1 Like

what about healers casting beacon after an auto or orb after an auto ? what about a spear and auto then skewer or an auto and sweep ? all same speed

1 Like

Same story either it’s a exploit and gets fixed by other weapons or all seasons should get equalised treatment :slight_smile:

Different weapons have different mechanics and are balanced differently. L take

1 Like

so every ranged weapon got said mechanic besides one? That sounds like a unintentional bug to me though. Or its the other way around that every other ranged weapon got this bug besides musket :slight_smile: Theres only 2 routes and im fine with either

yes you got it still doesn’t make it a bug

You can use any ability on the BB without needing a reload, the musket should work the same way.

interesting suggestion you have here Kristof1995, I will go ahead and send this up the chain for you. Would love to see more player comments as well. Take care!

1 Like

Sticky bomb should be instantly cast, why the arch, why the double click, why click and mouse click. Just useless and clunky

1 Like

I was pretty content with the initial rework to stopping power in the PTR. It gave the musket an additional tool to kite when it was desperately needed. When it came to live, there was an awful delay added between pressing the ability and the shot actually firing. Shooter’s stance firing rate was also gutted without any mention in the release notes.

These stealth changes are what discouraged a lot of musket players as our fluidity in combat was being stripped away one change after another. I urge the developers to keep the fluidity of combat consistent across all weapons while being transparent about unwanted changes. As of now, the musket feels even more clunky compared to what it once was.

1 Like

The YouTube musket legend himself. Love your vids X)
Anyways I fully agree but I think that’s for another topic. I’ll probably make a very long comprehensive topic what needs or could be done ( outside of removing hitscan adding drop off and buffing damage) to have a decent gameplay on the weapon.
As there are these major issues I’ll touch upon

  • PowerShot - a skill with an identity crisis - it’s passives suggest it’s an opener but it’s perk suggest it’s a finisher and yet all the damage comes from powder burn anyways.
  • powder burn is just too good and not picking it is not a valid option
  • shooterstance needs to be unclunked and fix all the zoom bugs that come with it
  • stopping power - terrible - later more
  • trap - idea great after the can Dodge in rooted status came it became useless
  • bomb - great, passives are useless, needs unclunking you need 4 clicks on the skill when switching from second wep to actually throw that thing. Unacceptable
1 Like

bombs sticked on players should not be nullified if the players rolls, that’s not even make sense, what’s the point sticking nades if the target just starts random rolling cuz hey im invulerable

I think thats okay. Iframes are Iframes they should do what they do.
What we might need is a passive that allows us a planned detonation instead of fixed 3 seconds because everybody who can count to 3 can counter sticky bomb. ( seems like a lot of people cant count to 3 though xD)
With us having the detonator we could decide when to make it explode.

image
Me after the constant stream of stealth nerfs to our beloved weapon

1 Like

the trap skill is the useless skill in the game since the change to root… if you have more than 2 brain cells you can easily counter trap

the musket hitbox is too small compared to the bow’s huge hitbox and I didn’t even mention the “auto hit” or “magnet arrow”… that the bow has, its like a magnet! you see the arrow just changes direction to hit you and the damage different is insane!
light and heavy can do up to 3-5k dmg and pen shot and poison shot can do around 7k dmg and you can have 12k-13k HP to do this dmg…
while musket needs to run 5 con to do what? 2kdmg?? or 3k-4k if you hit all your shoot to activate some passive to reach the dmg

musket needs a big change! we risk ourselves with low con and get zero rewards for that!

I feel the same with stopping power about the deley and that knock back is too short, can’t even reroll to hit one more time. Trap is useless. I like sticky bomb but the time to throw it is too long and all ppl can just avoid the explodion. I agree with the IFrames but when the bomb is on the groud, then you can dodge it, but shouldnt be if is sticked on head?

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.