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
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
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.
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.
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
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: