as the title says
If the Devs start a PVP only server without Muskets, I would drop all of my characters and start fresh on that server right now!!!
as the title says
If the Devs start a PVP only server without Muskets, I would drop all of my characters and start fresh on that server right now!!!
There isn’t a single sane human who thinks muskets should be 70%+ of any given OPR match - and the fact that’s currently the case should be enough of an indicator that the weapon is in need of a SERIOUS rework.
I completely agree with you, an exclusive server for PvP where you can apply all the strange, bizarre ideas that are posted here
I’d wager there has never been a single OPR played where muskets were 70% of the players in match.
We just need to keep writing about this, this is the only way we can help devs see that the musket need rework or remove from game
I would rather have a server where healer can’t raise con above 100, unable to stack fortitude and become immortal being with their BFF Tank/DPS mate and steamroll the whole mode by themselves, since you need a whole platoon just to take down a small squad at this point.
Actually i think the musket is not the only problem here, the problem is OPR map, it makes ranged so easy to play,
You can see that musket is not the only problem here, people wanna join OPR to kill and the easiest way is to get a musket or a bow in your hand and stay far away getting some kills with no problems.
The only reason that mages are not really spammed it’s because is not effective at high ranges.
The weapon is strong but not that much (i still think it should be nerfed at long ranges since there’s no counterplay), it has alot of weaknesses when played right.
Mages is still the most valuable ranged character for PvP content (also probably most used as well), especially the competitive one because the meta is still heading toward unlikable blob in the center followed by bunch of glass build roaming around kill other side ranged user.
I think Void and Ice is still playing a large role of breaking center formation since their AOE deal stupidly huge damage. That’s why you need those 1 shot build around the circle to prevent the other side to lag the game or simply murder everything at the center.
Yeah but playing mage you gotta still right close to the pvp area to be really effective and low skilled players suffers too much from that.
Musket and bow can be played from far away and still have effectiveness.
The thing is musket just like every weapon in the game is annoying when spammed but I can agree that ranged weapons have a massive area of control just because they are ranged.
Thats why I think the OPR map design is the problem alongside the Musket being strong.
Yet you can’t kill a proper tank with musket/bow, while it’s also pointless for them to deal damage to someone with 150++ CON when there are dedicated healer near them. Mage meanwhile can kite these type to death due to constant DPS from their attack and skill
That’s why you need to clear the outer circle so the mages can get close and push away those pesky unit out of objective circle and that’s where physical projectile will shine.
I know the mage potential but that doesn’t mean bow and musket should play in a uncontestable way, low skill plays should mean bad results, high skill plays should mean good results, simple as that.
My opinion is to rework musket to be a support class at long ranges and quicker at close ranges.
Taking off the hitscan would made no difference since players will get used to it and still be annoying.
Players don’t cry about wannabe musket players, they cry about the medium/good ones, those players will get easily used to projectile.
And I repeat, hitscan is the only strong feature in the soul of the Musket
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