The only two things I think that make OPR miserable.
Simple solutions…
Give musket a projectile so it can’t shoot at you from inaccessible place… i.e too far away or on a rock.
Make roots work the same as hard cc. break on damage etc…
It would also be great if you couldn’t receive a cc from the same skill. i.e 2 gravity wells etc…
Feel free to disagree, but I think both are unbalanced. Both will kill you without giving you opportunity to respond.
Zig zag and push that shift button occasionally. Physical Eversion and emeralds also are a solid choice vs muskets.
This coming from someone that has ran glass cannon musket/rapier, light fs/ig, and here lately, med GA/WH.
Muskets are underpowered if anything. They are only viable from a distance, because of being forced to run almost no con. They can’t burn down med or heavy users quick enough, unless you run in a straight towards them with zero evasive efforts. S&S completely shuts down a musket.
Roots are fine. Issue is they need a brief period of immunity, after you’ve been rooted once.
I appreciate your thoughts on this, but I don’t agree. I dodge musket fire constantly. I simply don’t think if someone can kill you with out you being to reach them because they are across the map or on top of a mountain. There is no argument for that aspect of the musket. I’m not saying the rest of their kit doesn’t need a buff I stated specifically my issue with them.
I agree with any method to reduce the effectiveness of roots. It only takes one to kill you. No other single cc type does this.
I am a reasonable player, I believe these are flawed mechanics that need addressing.
while i agree this is probably fairly frustrating the opposite is true as well.
running a musket up close and personal is so clunky and impossible to run when a single melee dps is on your nuts.
making it even more difficult to aim at long distances is fine and all if anything there should be recoil and swaying to at least make follow up shots harder might be another option.
but this would entirely need to come with a major overhaul of damage and actual escape tools (aka the entire trapper tree) that it needs to be on par at the mid range.
without that you are dooming another weapon into oblivion.
you should except even more QQ if the damage and the CC gets stronger on the musket.
There’s this guy on my server with infamy who doesn’t really miss. To the point where if he’s playing, better for me to not bother or maybe try heavy bows/spear.