He’s not interestend in a different point of view, he just wants his weapon to carry him ![]()
Ok, then lets rework that, as I said if people are annoyed at muskets shooting from far away getting big numbers and safety. If the initial intention was to reduce or minize long distance muskets, why not keep doing that? Yes the code and numbers didnt work as intented (dev fault). But they now are looking to make muskets play from far away, still safe with same numbers but lower landing shots, the issue is still there.
I honestly don’t think it is. Having a long range weapon is not a problem by itself.
What was the problem is the fire rate alongside with range and consistency it provided. Now that problem is pretty much solved.
If we’re talking about ranged weapons only, Musket would be medium range while bow and firestaff would be short range.
I guess if you want to play with somewhat similar firerate and consistency you had before you’ll have to play musket in 40m.
BUT you can also play it from afar, just not being as op as it was.
And now, if you want to spray at someone like you could before, that guy can also fight back. Which will make it so musketers will have to choose beetween dealing ALOT of damage per shot or being more tanky (constitution).
It sounds balanced to me.
Musket was insanely toxic in wars especially (that being the range of 80m or so), since they could stay on top of a fort with higher fps than any other player in the war while they shoot you from a place you couldn’t even get to when the war started.
That problem is now gone since they’ll not have the same consistency they had before. That being said muskets will not be able to use that same toxic tatic they were using for a long time. It is a good change for annyone that’s not a musketeer.
It cant be played more cowardly than now. Except maybe few musket players per region all other do play it on long range, farming free dmg and kills. Nothing will change.
Yea the only issue is that you still need to wait for the bloom to get reduce to get a precise hit, where is not based on skill but RNG, bows are based on predicting or pressuring to the point its easy to know where the enemy is going.
But I agree with you on the rest of the points, the fire rate and precision are OP in musket. I just wish they kept penalizing 80m+ than all with the bloom. But lets see how it ends
Yeah, but if you want a different weapon than bow this is what it looks like when its balanced. You’re trading off hitscam projectiles for bullets travel. You’re also trading off leading projectiles for waiting more before shooting.
Thing is bow will probably (almost 100%) be better than musket in the first 20 meters and then musket will be better than bow for that 30- XX meters.
Only that past 40 meters you’ll not be as opressive as you’re now, where players can barely get close before loosing a potion and 50% health.
If they make bloom penalize only long range players musket should be fine.
Shooters stance also needs a nerf along with crippling powder burn.
But the bloom should affect 40 meters+ since musket have advantage only after 25~30 meters against any other weapon.
This should force musket players to maintain a range of 30 meters from their targets which will be pretty difficult with glass Cannon builds.
And coward players will be forced to take risk positions to play their coward game.
But in this actual PTR state this is completely wrong.
I do agree distance shooting from far range is a problem but I’ve seen many bruiser with healer or even skitzo coming at muskets to close the gap. It is up to the player to gear against other classes and I’ve seen these players chase and defeat good musket players when geared corrected. Overall the problem to fix is to reduce the distance and instead of 3x zoom, adjust it to 2x zoom. Hitscan you still need to aim and actually click the moving target in order to damage the players (for those that havent used muskets for long, it still require some skill to hit all shot unless you’re cheating). Bloom is definitely not fair to the musket and will probably kill the class as a whole because AGS is making a class use a specific craft mod: Accuracy that is needed in the weapon while all other class doesn’t have that and even with that perk, the player takes took long and can still miss. It has to be balanced and not killed. With bloom, musket is not playable in any settings. PvE would be a joke as you can never use that class to do any speed runs or high damage since AGS said muskets does do the lowest damage in PvE content compare with other classes. I also think AGS should not consider muskets to see more back and shoot as this is the current situation and is making the situation more worst with bloom or not.
For people that are comparing bows and muskets, its a fact that muskets do have more advantage when in longer distance and when in shorter distance then the bow has the advantage. I have read that people are complaining about musket elemental damage and comparing it with the bow. Lets say in fair distance of 50m-80m. The bow player definitely still have a greater advantage since they have 2-5k more HP than musket player. Honest truth; its still a 50/50 chance of winning depending on how they gear, the situation at hand and the better skill user.
Again killing one class or even craft mod will make many players consider to quit the game cause then we will all be questioning, “When will they nerf us all the way down until our class is not playable any more, then what’s the point of playing or giving my opinion in the first place?” Please tell me that everyone agrees that most of us players spend a lot of time and coins in figuring what works and what doesn’t and building their gear so that they can be competitive in pvping or PvEing? I agree change is good and need, but when the change is too significant and it only boost the upcoming class such as Fire staff and bows, then this balance isn’t an balnace but instead bias act to further kill player base and the game.
With that said, its a tough situation and people need to speak up when a class is unbalanced so that the Devs can consider or implement minor tweets for short term and plan for major tweets in the long run when they figure a way to balance. Devs have to announce they acknowledge the problem at hand is let players know that they are tackling the problem. I think that many people say musket long distance is a problem (which it is), I think Skitzo or players that play great sword is a problem too as they become very toxic when theres 3 of them with 1 healer. Many players can voice instead of long distance class is a problem, Close distance class is a problem too because light healers, glass cannon classes and even medium build bruisers aren’t able to get away from them. With all that said, the point of it all is find a solution to BALANCE classes and even craft mods and not make things unplayable to lose more player base.
I think the overall goal is to balance classes and craft mods. Not sure if any Dev would read this but I think mortal empowerment is one of the biggest problem BUT it should not be nerf to the point of no return. Instead of stacking 2%, it should land somewhere fair which is about 1%? bonus dmg should only last no more than 3-5 minutes. Since musket distance is a problem, why not give it a 10-15% damage nerf for anyone further than 75m instead of bloom. Bloom will definitely kill musket class if not done right since even when aiming directly at the monster or player, you will miss the shot. Adding accuracy perk to musket gun would be unfair as it will be the only class that need a mandatory perk for weapon while all other class doesn’t really need it to damage other monster or players. Again the whole point is to balance and these are suggestions that can work toward something.
Has anyone ever considered that the reason musket accuracy was nerfed is so the musket player couldn’t play the game while being completely safe against any player not using a musket? I am fairly certain that a player sitting on top of a fort wall is completely untouchable by anyone not using a musket in wars. Perhaps the nerf is to get those people off the walls and into the face of danger, and you know, actually allow every other weapon to pose a threat to them?
I’m just a simple PVE musket and enjoyer and all I want is for it to be viable expeditions, it already wasn’t and now it’s even worse.
One thing they should do, is separate PVP and PVE damage, like it works in BDO for instance where the same skill can hit for 200% in PVE and 50% in PVP
Honestly all weapons should be great in pve. But that doesn’t excuse musket from being far too OP in pvp. The nerf was well deserved and tried to fix the weapon, which by all the crying i’m seeing here, it managed to do exactly that.
But if they separate PVP from PVE damage, i guess we would be alot better.
They should have done that from day 1, even many skills should work slightly or completely different depending on whether they are used in PVP or PVE.
Here they are very lazy, and they leave everything to chance, that’s why there are unfeasible weapons in PVE and others broken in PVP
Beast bane and other banes will do it. But probably will require to increase bonuses more than what we have on ptr.
I suggest that instead of the bloom change, Devs can nerf some damage for musket due to too far of a distance for like 10-15% if they’re 75m or more when hitting players. This way they can be closer to the action and also instead of 3x zoom, decrease it to 2x zoom. This way it requires muskets to adjust their skills in also shooting targets that over 75m. If accuracy is needed in the weapon perk due to bloom then its unfair to the musket as its the only class that needs a specific craft mod on a weapon for it to hit a target (pve/pvp). Overall nerfs or adjustments is to BALANCE a class or craft mods and should NOT be killed since players spend a lot of time and coins. Also it is a true fact if AGS does have data on it that muskets isn’t slotted as much in wars while bow players are.
xD xD xD
That would only make it so that instead of hitting 3 or 4 shots to kill you, they have to hit 3 or 4 + 1/2 shot and you’ll be dead xD
Honestly, Musket players are running no more than 9k HP or less. When geared right in pvp, it takes more than 3-4 shot to kill someone as other classes probably do the same in close range. To support muskets and balance this class, Devs should consider putting time into making another 1 or 2 maps into OPR as the main problem or continue to add some more trees or rocks to support close range players. Bloom may or may not kill the class but requiring a specific craft mod: “accuracy” to be on a weapon or else you may miss the target even when aiming directly on the target is completely unfair because it is a fact that NO there is not a single class that requires a craft mod in order to damage someone. Hitscan is strong but it still requires the player to actually aim on the person for it to register damage and I can tell you, even with hitscan, many musket players miss their shots in far or close distance. IF this player never miss 1 shot, they’re probably aim botting. Also, In a competitive company that wars constantly, it is a reality that many top competitive company only slots 1-4 muskets and it depends if its offense or defense. When on offense, at max if lucky, only 2 musket players are slotted. There’s definitely more bow players in war than musket and they’re already a strong class. Again, I’m sticking up for muskets by asking to not implement bloom, decrease damage 10-15% when player is shooting more than 75m and decrease the zoom to 2x instead of 3x to see how that plays out. Again with an unbias point of view as a musket player, killing a class or making it not playable will make people quit New World. Point being said, “Balance is key and change is good, but look at the bigger picture!”
Musket shots should be limited at 50 meters then the projectile will just fade like FS basic attack.
Musket have a advantage against every weapon when at 30+ meters so if they want to work on advantage they should be skilled enough to stay on this 30~50 meters distance which isn’t something uncacheable plus having reduced damage these 30~50 meters distance.
This should allow mages and bows to atleast trade hits with them and not be shot by someone miles away and the weapon will stay a sniper rifle having superior advantage on long distances.
And i would add to this list a nerf on shooter’s stance and a nerf on crippling powder burn aswell because both are too strong too.