Really discouraged by David's words on musket

what…?

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I think the nerf are good for long range but shouldn’t affect short range (20m)

Abusing? Bro I was playing in purple gear with Infamy xD mostly as close to the bulk of the fight as possible to throw sticky bombs at people too. I was playing trapper in Arena as well where bloom will mean less than squat + musket is at the bottom of the meta for 3v3, but feel free to call me an abuser all you like.

And no I do not like the way Musket is designed currently. I like the concept and I think that adding bloom is not the answer. Removing hitscan (it can stay on shooter stance), adding short range volley and making trapper tree more viable imo would be better.

All bloom addition does is making long range playstyle more annoying whilst musket at mid to close range is still poop even tho trapper tree was designed for that purpose.

It’s not about opposing view but more about your approach to mine, which was taking a substrata of an idea out of its context and providing worst case scenario as a lot of people tend to do around here.

Well i think it is. Every ranged weapon has a different mechanic, other than bloom that doesn’t let you be 100% acurate (leading shots, bullet drop etc…) musket needed something like that as well.

The fact that you used a musket by itself made you a musket abuser since it was in a very broken state, just check out the many posts made about musket before this patch.

You should always predict the worst case scenario because if you are prepared for that you’ll be for the best case scenario as well.

A weapon cannot be balanced by looking at the best case scenario. Just to clarify it to you:

  • lifestaff was balanced looking at the best case scenarios when people played heavy armored immortal healers
  • great axe was also balanced looking at the best case scenario when it had crazy reach back in launch
  • greatsword was also balanced looking at the best case scenario when they made it so onslaught instance did alot of damage but took 15% extra damage as well
  • musket was balanced looking at the best case scenario when they made it the best ranged weapon with insanely op tracking, no bullet fall off, no bullet travel at LEAST 2-3 damage per shot and the best dot in the game, which also applies slow to your target, not to mention the runeglass gems which boosts your damage even more.

It had 0 counsters when we talk about wars because you could just camp your fort and fully stack mortal empowerement while using a bow along side it to combo rain of arrows and sticky bombs to deal massive damage to points.

Thruth be told, everyone that doesn’t play musket is very happy about the change, just check the forums.

Many friends of mine quit due to how strong musket was. Perhaps they weren’t the only ones. Just embrace balance.

Musket still good.

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Removing hitscan (again, let it stay on shooter stancr) > bloom. Accuracy perk says hello.

Also bloom makes it much worse to use musket on the move which again hurts it’s viability in mid to close range where devs want to make it more viable.

At the distances where I used the musket it was nowhere near abusing mate. Try the weapon for yourself and use it close range on live server, try to hit some headshots close range and tell me how much of an abuser I am afterwards :upside_down_face:

These are always preventable. The issue with your argument was your immediate reaction to a suggestion (not even a suggestion as a whole but a part of it) and presenting a worst case scenario in a way it fitted your argument which in that case was actually a bit silly is well… silly. NW is not played in a vacuum.

just look at the video posted above you.

If he can land most shots so can you, unless it is a skill issue. Either way balance has arrived and you need to face it man, i don’t know what else to say. Peace!

Salutations, ended with a classic.

Try playing the weapon yourself and gain perspective before using terms like “abuse”, “skill issue” or “balance” when changes arrive.

i like your post very detailed but this one simply isn’t true its 15% at most.

How does melee miss by rng?? There are only 3 ways you miss a swing, either they dodge (now there is an indicator so its easier to identify), desync or you were clearly out of melee range.

If your kid has more IQ than you, I would be happy.

Never said you nerfed it or did something, well you did whine. Devs PTR is one of the most controversials so far, removing stagger for mostly everything, reducing dmg to STR based skills, changing the concept of fortify and making musket shot RNG (there is a difference between anticipating and being able to land a hit, dont be that… you know).

The issue of the weapon, as I have pointed before, is the high damage (thrust + ele) in wide open area, but if you are playing a 5 con build, with no defensive perks and no concept of stamina management… Well I guess you are just easy to kill, let a skitzo get near you and combo you to dead.

A proposal I have read for long distance muskets is to reduce projectile speed, could work perfectly, but all depends on the coding they have on the different projectiles. And Ill keep saying, modify ranged damage calculation to compensate distance.

What 5con build? Dude im talking about musket ability to 4 shot 200con light build that is full resilient with trust and elemetna resits. Why you pretend you have no idea what reality of live opr is?

Against a musket I see more ele than thrust dmg, crit not over 2k so he is running resilent, but nothing else.
Against a bruiser (ga/wh) on non-crit I see really low numbers so running resilent + phy/ele resistances + possible fotify.
Against a bow on non-crit I see thrust similar to the crit on musket (already have ME stacks) and high ele, so the stack is doing nearly the value it is.

But I see no or really low ele defenses there and if you see ele is the one doing the most damage. Also hard to say what con they are running, but that bow was clearly not running a 200 con, the values are not similar to shooting a healer, even the healer is getting less ele dmg from attunement cuz it has ele defenses, even with musket with 4 ME stack.

Now see the values he recieve from another musket. It doesnt match, why? Because he is running the proper defensive perks and the other muskets dont have ME.

After min 4 of the vid, he already have 10 ME, so its a fest.

TLDR: ME give him a huge boost on damage, enemies are not running a proper defensive set of perk, they are stationary or dont dodge or dont manage their stamina correctly. Want musket to not do a lot of damage? Remove ME, modify ranged damage formula, increase defensive values and bring back old fortify.

That your problem - all musket players. You think that musket is op with ME stacks. Lol. And thats why it will be nerfed.

Have you even seen and analysed the video? or just pressed play and had some PTSD? Numbers are there, you can compare. But I guess since you like easy things, whining fits you more.

Dude ofc numbers are there. you think there is no problem couse you hit 2.5k + 500x9? Its already problem. But on top of that you can shot for limited period of time buty ou can like every 1sec.

Musket has potential to kill light player in 4 quick shots - on up to 120m range no problem.

Fact that you and other musket players refuse to see the issue suggest only solutions is to lvl up weapon to the ground. There is no point to talk with any of you. Or discuss any alternative reworks.

When did I even said hitting 2.5k is not an issue? It is! But if you are not running defensive perks then it makes more sense that the weapon is doing that damage, if you cant see that as an issue then you are lost.

And it seems you didnt even read the whole post, might be a lot of work for you, but as I said, modify the ranged damage formula, increase defensive values and bring old fortify, this will increase medium and heavy users and will make a more stable ranged damage dropoff.

The musket is so bad for the game. It’s okay if it’s bad for awhile.

Aiming is a skill, but that video just highlights how unfair the weapon is in New World.

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Executioner’s speed (first row on left skill tree) gives 20% and the capstone perk for left tree gives 20% merely for looking at an enemy

The dude name castlerock or whatever who linked the video with accuracy on musket is exaclty what I was talking about in my first post.

Iron sighting like he was even at distance is what musket should have stayed never should that sniper capestone been allowed to make it into testing.