The Absolute state of PvP musket

Understood. You want to own all armor types, at all distances.

Weapon range beyond enemy visual range is not enough.

Zero projectile flight time is not enough.

Musket sucks because it’s subject to physical resistance.

People wear heavy armor during engagements where they are in the open and vulnerable…

I take your point!

Maybe try Halo?

Have a nice night buddy. You very clearly don’t want to have any meaningful discussion so I’m not responding to you anymore.

The whole point of playing musket is the range imo.

Swap out the trap tree with a firing rate or burst fire one.

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My friend, what weaknesses are you proposing for musket? Longer reload times? Shorter range? What are you proposing in exchange for the ability to pierce armor?

I am a good musket user… it is always a problem…

Poor weapon swap mechanics (slow and inconsistent)

Odd crosshair (white on white)

Foliage in the way (guessing at target)

Healing spells in the way (doorways)

Slow reload on 0 stam (5 second disable from everything but moving) - no other class is penalized.

Weak power shot

50 Con for enough DPS to matter

Stop to reload leaving you vulnerable

Tiny hit box on head shots (only way to get enough damage)

No escape from great Axe users with gravity well and charge ability

Shot tracing allowing our position to be located (can we get sniper shot, untraceable?)

Sticky bombs… useful, but clunky, half the time it fires my musket instead of swaping to the bomb…

Mage users left clicking same damage

Bow users hitting us for 4-6k

Non-fluid mechanics

1k crit on heavy mages (700 normie)

Outrun by Greataxe, even with light vs heavy

Out maneuvered by fire / ice mages / archers.

I have respec’d 35 times trying to get the most damage possible…

I do well as a musket user, but there are days, when you just get tired of having to be perfect while everyone else has margin for error.

5 Likes

Weapon balancing! ga/gh don’t need the lunge, they already have pull and stun, their lunge is double the range of roll or flesche, and you cannot dodge roll the gravity pull, but you can dodge a hard to stick bomb wtf

I did class balance suggestion on a the range weapons. From what i can gather from people after level 20 or 30 ( i forget which they said ), the weapon becomes very good, but before that they are near useless.

this seems to be a scaling related issue, which means the base damage of the weapon is probably the culprit, but that being said buffing the weapon will not be enough because if they are performing very well buffing the weapon will result in absolutely overpowered gameplay later, so what ever talent (end-talent trees?) or collection are over tuning the weapon, will need a nerf.

I think the solution here is actually to do a full design pass on the weapons. Bows should be able to just shoot point blank with out aim and guns should relay on the trap option very heavily, for that reason i think traps should have a very short cooldown (< 8 seconds).

I find that scatter shot is useless, funtionally bad, and resource intensive and think it should be replaced with another single target ability that deals damage over time (bleed) or some sort of sprint ability. I dont care for poison arrow being a cloud. I think rain of arrows is already over powered and poison arrow should be an even stronger damage over time effect for a single target.

That being said, the bows and guns should start at a min of 10% critical strike, and i’d advocate that guns start at 15% While bows start at 10%, but at the same time i also advocate for the removal of headshot based mechanics i find them undependable and functionally just a bad feature, even more so that such a mechanic will hold back the weapons from even being balanced because the argument will always be made “land headshots”.

Lastly, I think there should be some sort of penetration aspect to arrows and bullets, especially with abilities, because they are problematic in crowded pvp situations.

I disagree with mostly everything you said Nourri…

The musket’s skeleton is just fine… it’s the fleshing of it out that is a fail.

I kill bow users and fire users mid range with my Musket all the time and that’s landing headshots.

A good musket user can land headshots at close and far range pretty easily… (midrange is the tough spot).

They just need to fix broken mechanics and reward headshots.

A good light armored musket user, should be able to kill a bad Great Axe / Hammer user close range. I know I do it often… but I cannot beat a good great axe user with VB heavy 1/10 times. Their charge and gravity well are just too strong. Maybe that class just stays a hard counter… that’s ok.

However, if I play a decent fire mage / bow user in light… same skill level, I win 3/10 because mechanics for musket just are broken. It’s not fair that I can’t even do what the game currently says I should be able to do because all the broken weapon swap / key registry issues they are “fixing” currently hit us the hardest… and that’s without crit bugs and heavy meta hard countering us.

If I hear another fire mage bitch that they only do 2k damage when a bow user cries for 4-6k. Yeah that 2k is light attacks with a left click… I digress.

2 Likes

Magic users will get more damage out of each hit, but consider that the magical projectiles shot at max range targets become very hard to hit with any consistency. While a musket can consistently hit a target each shot, a magical projectile is extremely unreliable due to moving targets and flight time. If a magic user wants to finish someone with a high degree of certainty, they need to be closer.

It’s not a question of skill, but one of chance. You essentially have to guess what a player is going to do. A bad enemy player will stay still or run in a straight line, and those players are easy to hit. A good player will always move unpredictably, with an almost jittery style of movement. There is a good chance that in 1-2 seconds when your projectile arrives, they won’t be where you thought they would be.

If a musketeer shoots at me from max range, I can shoot my fire staff back at them and my fire projectile disappears before it reaches them.

I don’t complain about these disadvantages though, even though in various scenarios I’ve died as a direct result of them. I simply understand that different weapons are better suited for different situations.

The game wouldn’t be fun without these weaknesses.

The problem with the headshot mechanic is player skill. Its to skill oriented as it is, to depend on balancing it around less skill players to bring about some balance. as long as that mechanic is there, it will be carried by skilled players, making the weapon insanely skill capped, and broken in the hands of the right players. This is not a good thing.

Skill is playing the game on an equal footing and excelling over others because you have better control and decision making.

This is NOT about skill, its about power. and so rightfully it needs to be changed. I think doing something with the charging mechanic, or how people manage shots before the reload animation is a much better way of dealing with both bow, and gun.

I am certain however, that as long as that headshot mechanic is there, the weapons will remain highly unstable.

I agree that its bad in Outpost Rush. But I have to disagree with you on wars. Our musketer’s main objective during wars is to destroy the sieges and finish off the downed or low hp and they deliver their jobs excellently. Its a matter of how you use the weapon based on the situation.

However, I do believe that the weapon tree needs to be reworked. Tbf the musket feels underpowered because of the current meta

the meta for a long time… too long has been

great axe
warhammer
hatchet

and then of course heavy armor… mainly since armor balance is utterly broken
but yes weapon systems need improvement… the high mobility abilities are literally applied to the highest damage weapons and armor… its just broken

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you need to increase the rate of fire, make the recharge in the roll constant and not once every 10 seconds, endurance will act as a limitation,
or add a revolver type when reloading will start after we release 5-8 rounds from the clip

I am under the baron’s buff, I apply 2k from a musket and waste time recharging, while the magician just spams me with 1 button and gives the same 2k, I also need to spend time standing in 1 place to charge my abilities when the magician activates your abilities instantly

That applies in 1vs1, any form of group PvP traps get easily nullified and anyway as a musketeer you are supposed to stay at high range from the battlefront.

what’s the difference 1 versus 1 or massive war when I have very low damage and the same low attack speed

I agree with the OP, the musket need an urgent overhaul to be funny to play.
The musket concept is the only little soul of this game, everything else is more a copy/paste from another MMO, don’t let this soul fades.

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B-balance in game

@SPR1G Are you going full DeX? What kind of Gem using in ur Musket?

300 DEX /100 INT /RING trust damage 4.6% /598 musket /ONYX-OPAL

Agreed, completely garbage weapon.