Musket in pvp is just broken if one or more person has one they sit 40 miles at the back just shooting with little punishment, it impossible to reach them when there is more than one as the ability’s just cool down so fast for them. You should disable these till you can balance them more as its ruining the only decent pvp mode.
I would rework the musket into a utility weapon and a mid/close range duelist.
I would consider making the sniper tree a strong buff/debuff tree. The musket’s range would be far with this tree. The musket’s damage from this tree would be low to moderate, but it would bring a lot of utility. It would include abilities like marking a target, so they the enemy takes something like 20-30% more damage from all sources for 10 seconds. A silence that prevents people from using abilities, which would make the musket a powerful healer counter. Maybe a powerful disease and/or a team haste.
The trapper tree would become a strong close/medium range dueling tree. The musket’s max range would be reduced when using this tree, like 50m. The muskets damage would be moderate to high with this tree, but with longer cooldowns/reloads. At the same time, it would provide tools to fight up close. The ideal combat style would weave powerfully range attacks and melee attacks together, and the musket player would be encouraged to switch between range and melee weapons frequently, perhaps an empowering or fortify mechanic or reduce cooldowns when switching weapons. It would have an ability to rend, an ability to apply a slow (probably caltrops over traps that applies a slow and bleed), and an ability to make space (like a stun or maybe that backflip from the corrupted musketeers).
Adjust the dex/intel damage scaling, so you don’t have to run 5 to 50 con.
remove hitscan thats it
Moving this thread from the German to the English Game Feedback category.
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