The Absolute state of PvP musket

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.

It’s truly hard to play with a musket, indeed. WPVP may give you a chance to use its advantages in some situations, but there’s no reason to use it in wars\outpost rushes - any random heal negates all your damage, any bow user does much more damage + has good AOE and decent escape.

I am playing all dex weapons and the only viable combination with a musket that works for me is left tree bleed rapier\burn+power+knockback shots musket.

I wish that musket has more stopping power and some armour penetration. It’s kinda surreal that a bow is in general better than a firearm. Also, why do shields\right-click\riposte block musket shots? I’d expect it to lower the received damage (so, in total -stamina and -health), but not block it entirely.

Musket just needs a 10-15% damage increase overall. AGS needs to be careful with the musket, because it could potentially become way to overpowered with the slightest change. The ability to snipe people across the map already provides a great asset to the weapon.

If you buff the musket for the average user, it’ll make it the all mighty weapon for the experienced. It needs some tweaks, but not over-tuning.

I also don’t want there to be an OP in PvP, but in PvE it’s the worst weapon in the game, it’s totally useless compared to other weapons

The suggestion is to change the primary shot from 100% to 130-150%
and a total change of AOE skill, generally a musketeer is such a peg that reloads more than fights: D :smile:

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for testing I would increase its rate of fire
this is the standard balance formula, at low damage they increase the rate of fire
its attack range and ballistics do not give anything when there is no way to normally inflict damage and weapon skill will still be the decisive factor

This could actually work, but not sure if this would be the solution. The whole purpose with the musket is to be an assassin. To pick off the back (squishy) targets shot per shot while still being out of dangers way.

In my opinion, increasing the rate of fire would buff the overall damage, and close to medium range combat capabilities.

the main competitor of the musket is a bow, it has higher damage, but also 2 types of attacks, an increase in the rate of fire of a musket, levels it with a bow for a time to kill
but the musket will have its range and ballistics, and the bow will have its strong attacks

even in a skirmish with a 1 on 1 mage at an average distance, the musket has all the lower damage and the rate of fire is simply raised, but we know that faster projectiles against the stronger attacks of the mage are out, I think it is quite balanced

Yesterday i make some OPR, the advantage that a musketer have to hit from a long distance is not worth enough. Why? Simple, all weapons have the ability to use movement skills, that quickly nullify that advantage. Not to mention that the aim skill needed to hit people while moving, considering that fire rate, isn’t quite rewarded by the non-existent damage.

I think, basically, that we have too much dodge and movement skills. Imho pvp would benefit from a similar change:

  • Heavy user 0 Dodge possibility
  • Medium user max 1 Dodge Possibility
  • Light User max 2 Dodge possibility
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