Issuie is there.
Also trust dmg wont do much. All good bow/musket do confver 50% dmg to arcana/lightning and other magic.
Main issue is amount of range weapons. And we see every1 playing it now since this is easiest way to farm score. As long as you will get more points for dmg/kill than for taking objectives this wont change. Change scoring systemto give way more for capping forts/killin baron and we probably gona see more mele + healers. And i fwe can drop range to 1/3-1/4 of what we have now it wont be a big issue.
PS. Musket has to be reworked.
PS 2. All dex rapier builds have to be looked into sine they are to mobile
Your problem is the musket, I wouldn’t lump bows in in there. If a bow is hitting you from that far it was either luck or a well timed shot. You can’t say that about a musket though and I’d agree that maybe there can be a damage drop off that encourages them to fight a little closer to the battle.
At the end of the day, it’s pretty balanced. I’m not going to sit here and cry when a mage does 60% of my hp with fireball, because it’s what a mage does. There’s a counter to everything and you need to learn it. If you’re having issues with them, you can put in full thrust gems, maybe play a heavier armor build? You have options but it just sounds like you just want certain things nerfed so you don’t have to adapt lol
Thrust gems will work for bow, no bow user is using ele gems.
If OP is having a hard time with bows or muskets, maybe build a defense against it. Everyone who cries out for nerfs never does this it seems. The game gives you plenty of options to mitigate certain kinds of damage
Musket is understandably under a great deal of scrutiny lately (just as it always has been) and the damned thing has still been stubbornly left as a clunky weapon with hitscan being the only thing that keeps it “in check”/viable as it stands currently. They did a large update to Musket in November and February while not touching the core mechanics that are unappealing to players: the hitscan and the clunk. Remedy the clunk by adding user freedom (generally speaking, look at the Throwing Hatchet transformation and the Bow fixes) and move away from hitscan entirely. Reloading on the go would be really nice for starters, and wow! not standing in place when readying an overload shot. AGS needs to pull off the bandaid now before they add another ranged weapon like the Pistol.
I even gave my take on a Shooter’s Stance rework that would work well to make it work as reliably as it does in PvP while offering it a hand up in PvE to still do lots of damage based on those fast hand reloads
It’s not a fundamental discussion about an objective mode. It’s the supressing nature of ranged weapons that make it extremely punishing to even try to engage them as a melee player. Yes, you can stand on the point and probably win the game while playing extremely passive. Is it fun though? Most definitely not.
It is definitely a big factor, but it’s not the exclusive issue. The Musket itself is a hitscan weapon with 100m range, which means every shot taken instantly hits where you’re aiming, there is no bullet travel. The second issue is the passive “Ballistic Advantage” (See below), which removes the damage dropoff, which originally was intended to keep musket’s ranged capabilities in check.
All of this means that there are 0 drawbacks to use a musket at max distance, dishing out full damage to people in rapid succession without any possibility for actual counterplay in a game where combat predominantly happens within 20m.
Ultimately there are a plethora of issues connected to the ranged vs. melee debate in general and I personally think the developers need to take a step back and reevaluate the entire pacing of combat again. But for now the musket is in desperate need of a full rework to heavily nerf the supressive nature of the weapon at longer ranges and potentially make it a more engaging weapon to play to compensate for that.
The way I see it is that currently it’s not very fun to play with and most definitely not fun to play against.
The amount of misinformation and disinformation from people in this thread regarding the musket by people who do not play a musket is laughable. And in just about every case, they fail to mention how fast a musket player goes down when they do get caught.
What I am seeing is “QQ, the musket player killed me” without mentioning “GG, I 2 shot them when they are in my melee zone”.
As a musket player since launch, I am more afraid of melee, mages and bows than I am of muskets.
Musket is issue to. Weapon is designed to promote long range shoting. And fealing for all other players is taht they cant do anything. If there is no place to hide you are a duck. No way to response.
Then you added mortal empowerment ring. So now top musket players are running opr with stats like 50+ kills, 0 deaths. Perk has to be changed to work only with mele weapons.
Does not matter if other players do play musket or not. Fact they feel cheated when killed by musket means issue has to be addressed. WE are not talking about few players. We are talking about big chunk of players that do play OPR. Musket way it is designed does not belong to mmorpg game. Simple as that.
Sure its nice to farm noobs. Sure you could go play fps game but why should you? In fps game other players can shot you to. Here? No. Here u are only one doing shoting. So sry but this cant stay like that.
If musket stays in game it has to be noodle dmg more distance you have to taget. Want nice dmg? Come closer so you risk your life to.