bruh, u just made a topic where you said that Bow is not OP because it requires 18 light attack to kill a MAX trhust protection player.
While:
1 not dodging (empower from bow passive)
2 no heavy attack
3 no double attack (attack at end of ability frame)
4 no Crouching for the heavy attack.
So spreading lies indeed.
Yes we all agree that if used like u shown in the video, a bow player cant kill even a lost mob.
Bow can maintain high damage, not just solely using double crouch heavy draw body shots. Speaking of which, that easily macro-able animation cancel needs to be fixed.
Heavy Draw dinks to the head as an opener would still allow for ranged burst. Heavy draw body shot spam is far too rewarding.
I’m actually really worried about the incoming nerfs.
Hopefully they are like the last musket nerf which wasn’t really a nerf.
If they make these weapons even less viable PvP will be in an even worse state.
All the weapons they are nerfing are the ones that are good for killing noobs in opr or arena. They aren’t the weapons that are the most effective in group combat.
Hopefully this nerf is just a rework to make them more fun to play against.
Because right now if you take war groups (healer, bruiser,VG etc) into opr or arena against these weapons that are supposedly need nerfing you will walkover them. Bows and muskets, greatswords and hatchets just don’t trouble competent war squads in any current PvP mode.
I’m not saying these weapons don’t need changes, they do. But it needs to be done in the right way, not just hitting them with the nerf-bat.
Not really, a skilled musket would never be on the flank of an enemy fort, nor he would be that exposed, you wasted a crosscut as an opener, most of the mistakes people commit is to spam dodges once they’re attacked by surprise by a melee weapon, which he did, instead of quickly dodging into rapier, riposte you while you’re in mid animation and fleche he simply panicked and died while he was full health and had advantage for a moment, a good musket player would have perfected you knowing you have onslaught on, probably instantly kiting you after spacing a bit, I know a few that wouldn’t even need to run they would have killed you on the spot.
You make good points, but I play high ping which means my crosscut hits will miss at an alarming 70% ratio, there’s an extremely low chance he would be able to pull a proper riposte off because I usually cancel my crosscut after the first two swings. But the goal IS to make him stamlock himself, and he spent multiple dodges trying to create a gap that he will never make against a Hatchet/GS that hasn’t yet spent any gap closing abilities until he’s completely ran out.
But the musket definitely misplayed because that’s what most average muskets do when they get contested. Only really good musket players are able to hold their ground against proper melee assassins.
One key difference is I also main musket and I can duel muskets as a musket or as an assassin which gives me better insight on how to deal against my own main class.
Stop trolling, one of the main reason why musket with hitscan needs to be reworked is cause of aimbots that can get headshot 100% of the time.
You should have a 10 second cool-down on headshot so that you have to hit head then body then limbs to get maximum damage.
Yes the biggest advantage and strength of an assassin build is to apply pressure, people do not understand how important it is to look confident and clean with your movements as you apply pressure, it completely destabilizes your opponent.
The musket player was also so close from his team, he could have forced the fight near the entrance and maybe another player would have joined, so yeah I agree, average and below average muskets are not the issue at all.
Thing is, a lot of muskets are very good players, they would be good with all weapons, but the musket is the easiest weapon to get ME up and feel like a god in the battlefield, this sensation usually attracts the very good players too.
I’ve said many times that I just wish cross world, queue roles and more covers were implemented already, maybe people wouldn’t be complaining that much as the good players will be spread out and you won’t always face them, which I believe is the reason so many specific weapon hate threads are made.
Simply implementing “Queue roles” and limiting the amount of “muskets” or “bows” that there can be on each side of the team in an OPR will 100% resolve this broken “15-20man bow/musket” team comp balance problems. 1 or 2 muskets can’t be “oppressive” as they fit in the game with their roles being healer-killers but it does get annoying when there’s more than 5 of them.
That’s what most of the people were asking for and still nothing from the dev team, I till bring other non strength weapons in the game at least like spear that is completely useless atm. I don’t mind having grit on heavy but grit on light is just the biggest nonsense.
ya still only weapon in game with hit-scan which means it cant be dodged, ya its unbalanced in this game, remove hit scan, is a start alone dose not belong in the game.
In case you don’t know what hit scan is, it means you shoot you hit, if your aimer is on target no dodge aloud, its instant. Which no other weapon in game can do and dose not need to, its just bad for game.
I do think if they make it a projectile they will run into the problem of trying to make it different than the bow. A 300 dex/200 con bow hits harder than a 300 dex/200 intel/5 con musket, so they cannot make the musket a projectile without giving it a damage buff and a big hix box otherwise there would be no point to the musket.
with hit scan it dose not belong, the musket dose not really fit in new world atm just two much about it that doesn’t make sense. Its a iframe game, every other weapons attacks, are able to be dodged, accept musket. Yes bows heavy is harder hitting but musket is faster in shooter stance by whole lot and has zoom. Also some muskets hit stupid hard, some are normal but others hit like trucks taking 1/4 to almost half health on min/max bruisers with 5 resil, 4 freedom, 1 crit retribution, and 3 invigorated, 5 shirking fort and , and 2 refreshing exact perks 3 hits, full thrust ward.