I’m going to take advantage of the long maintenance and make a very long feedback post about the musket.
I did a similar post during closed beta. I played with the musket 170h at closed beta and now its my 3rd more leveled weapon, I changed to full mage this time because the musket underperformed then and is underperforming now.
I see a lot of posts complaining about the musket, thats it, only complaining, giving 0 ideas. Its obvious the musket is in a weak spot so Im gonna try to give some objective feedback to the devs and the community from a player that has over 250h played in total with a musket.
First and most important, some bugs need to be fixed asap. Every musket user knows which are, not hitting your target when its in your face, double shot animation, some reloads not happening etc. This is the first thing that needs to be adressed before making any changes.
Also it would help if you devs make the reticle of musket and bow less big or make us to change it like Valorant or CSGO…or even better, change the aiming to first person with iron sights then add craftable scopes for the musket, each tier increasing the zoom for example.
Keep in mind that these changes are not to be taken at the same time, with only one of the next changes It would make the weapon much much better.
Now lets start with the first tree, the sharpshooter and try to understand a bit how its perks work.
-Powder burn: Overloaded shot, meaning you cant move while reloading it. Its the best ability the musket has atm by a large margin. 110% weapon damage + a dot effect doing 20% weapon damage every seconds over 9. It also has very good passives if you invest your points, the first upgrade is mandatory (12% more damage if target is burned). Second perk can be very good combining it with the intelligence build or if you are good at aiming.
I wouldnt change anything here, its the best ability the musket has and also the best dot at st. You want to engage a combat with this ability then continue to shot during the burn time to get that 12% more damage. I dont like the overloaded mechanic but if powder burn didn’t have this drawback it will be op.
-Power shot: a 150% more damage shot sounds good in theory but this ability in practice doesnt make any sense.
Just other overloaded shot, fine, the problem is its passive perks. The best perk force you to make power shot your first shot instead of powder burn which is stupid.
You always want to engage with the burn, if you engage with this one, the enemy just will pot and negate your big damage. Thats why you engage with powder burn, if the enemy drink a pot, the burning keep doing damage, it also overdamages the food effect.
Taking powder burn and power shot both is counterproductive because they have the same function.
I would rework this ability and instead of an engagement shot I would convert it to an “execution” shot. More or less like the GA execute but with far less % damage because it would be broken that way, 300% damage with musket would be nuts.
If this idea is not good its fine, but right now this ability doesnt make sense at all.
-Shooter stance: this ability is very niche, but I like it. It can be the best or the worst at the same time. I would change it so you can move a little bit instead of standing completely stationary.
Regardless of what I wrote, its not bad and I like its design. I wouldnt make more changes.
-Passive perks: “called shot” is very weak, only 5% damage increase need you to wait 3 seconds before the shot. “Critical reload” is good but very hard at long distances.
“Empowering headshot” is mandatory, “greater accuracy” is stupid because if you have an enemy close you should switch your weapon.
“Ballistic advantage” is mandatory combining it with “hit your mark”, “called shot resuply” is a must, and “heightened precision” is very weak, damage increase is very weak.
The ultimate “sniper” is good but not that good. Only 15% damage increase to headshots, sounds good but believe me the zoom is better (if only the reticle wasnt SO BIG). I would make a change at this ability or in general for the musket.
I saw a guy in other post saying 130% damage for hs is very little with this perk is 145%, he said it would be good to be 200% making the musket more rewarding if you land your hs and im with that guy.
Other change if you want to lower the skill ceiling will be to give the same 15% bonus damage to every shot, but right now feels a bit weak, the zoom is the best perk it has.
Now the trapper build.
This tree is definitely the weakest one, it used to be better during alpha having double sticky bombs for example.
-Traps: not a really bad ability… if your enemy is blind. Even some mobs can avoid the trap. It has an interesting perks tho (very good healing with “scent of blood”) but the last one “double trap” need to have separated charges with the cd triggering launching the FIRST one (rn the cd doesnt return till you lauch the second one).
First change I would make: they only trap a player for 3 seconds, and the other player needs to be really really silly to land inside the trap. Change the timer to 5-6 seconds, so its hard to get inside one but when you do you are punished hard. The rend perk should also last longer (5-6 seconds).
Traps need more work on but its the best ability in this tree.
-Stopping power: One more “overloaded” shot. 3/6 abilities of the musket are overloaded shots, that is a major problem but lets see. 120% weapon damage, staggers and knocks back 3m the enemy. Sounds good and in fact is not bad when you are leveling the weapon.
2 major problems: 1. Once you get the perk “crippling powder burn” you can slow with powder burn, making this ability completely useless. 2. You need to invest in all the perks it has to make it only a bit better. But even by doing that you are wasting points.
Either remove completely this ability because having 3/6 “overload” shots make this weapon less interesting or rework it completely, or make it not an overload shot. Even the sticky bomb is better rn.
-Sticky bomb: speaking of sticky bomb. This ability is not as good as it used to be, but is not as bad as ppl think. It doesnt make any sense tho but at least is not another “overload”.
It has 2 big major problems: 1. You need absolutely to take another ability to make it viable (traps). 2. If timed correctly you can dodge the explosion even if the bomb is sticked to you, which is probably a gameplay error, im sure the devs dont want it to be like this.
The first perk sucks, the last one is good but I wont invest points on perks for sticky bomb.
Either remove the ability or rework it, im more of the side of a rework in this case.
-Passive perks: “salt on the wounds” its good, but it can be better, maybe a 15-20 % would be a better choice instead of only 10. Or instead of activating if the enemy has less than 30% hp, make it so it does by less than 50%.
“Back it up” is useless, at that distance if you dont switch weapon you are probably going to die.
“Weakened defense” mandatory, more damage to the stamina of shield users and 10% armor pen, maybe a 20% would be better because rn vs a heavy armor player is like shooting plastic bbs.
“Empowering weakness” used to be better, rn I dont pick it, nearly useless, very weak bonuses.
“Hustle” 10% permanently haste if you dodge and use the draw animation cancel. Mandatory to make travel more fast and reposition quickly.
“Energy burst” remove this perk, really, its useless and stupid, nobody takes this one for a good reason. You need a debuf target and to hit it for only getting 5 stamina? What a joke xD.
“Tactical reload” best passive perk in the game, every 6 seconds you reload your musket free, is strong and is mandatory.
“Kick em when theyre down” if you have a crippling powder burn slow perk invest the point, if you are in war invest the point. Is good but not perfect.
Ultimate “lethal combo”. The damage bonus is better than the sniper one but you need cc FROM THE TRAPPER TREE. That means if you dont take traps or stopping power this ultimate is useless. Remember that the ideal scenario in endgame is to have “crippling powder burn” to dot and slow at the same time. Since this is not a “trapper” cc you dont get the bonus damage.
As you can see the trapper tree feels the worst one, that doesnt mean the sniper one is strong but more work is needed here.
Those are my honest opinions about the musket, please make sure to give more feedback through comments to make sure the devs check it.
Also sorry if I wrote something wrong, english is not my native language.