The Musket has got to go

I mean sure you are right on that :smiley: But getting 13 stacks isnt much of a challenge anyways. I think he would die with 10 as well :x

Musket just doesn’t fit the game design.
That’s the reality.
Long range hitscan in the game where you need to play for objectives… Not a good idea.

Long range 5 con build is useless in pretty much any PvP game mode: OPR, arena, wars.

Every game mode is about capping points/objectives which 5-50 con muskets can’t do by design.

It gets completely countered by sacred ground, can be easily LOSed. When I’m playing OPR in a group I don’t even notice musket players, we are zerging from one outpost to another, having fun, good fights, winning the game while muskets are somewhere outside shooting something, getting some kills and still losing the match as their team Zerg is weak.

In my opinion the Musket should be closer to other ranged weapons: bow, FS, IG

Here’s the list of Musket fixes:

  • make the Musket a longer range Blunderbuss
  • give it mobility ability, and AOE CC/burst abilities
  • it shouldn’t have double attribute scaling as it forces people to run 5 con (bow, FS, IG scales only with 1 attribute and in result they have 150-200 con)
  • there should not be any damage bonuses with the longer range (make it’s range the same as FS)
  • get rid of X3 scope
  • musket cannot contribute to group fights by design, there’s just sticky bomb but it it doesn’t seem to be very effective

I think both musket players and musket haters will be excited for a completely reworked version of musket that can be viable in group PvP as good as IG VG GA WH BB FS in medium/close range

Again, I don’t hate muskets, when I’m playing on point with my group and muskets are afk shooting outside, i feel like we are playing different games

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Decrease range, rework the tree, make it a weapon that has to be used mid range really fast, then has to be swapped back to another weapon…
it needs rework definetly, that’s true

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Absolutely, it is a weapon that is not compatible with the game (this is not Call of Duty), it generates an atrocious gaming experience, a very difficult weapon to balance and in the hands of cheaters, it breaks the game ruinously.

It’s definitely not a musket issue, mortal empowerment is definitely something that needs to be tweaked but in part it’s players playing into a muskets strengths. Running light and no counter play is a recipe for getting killed. In think at the meta changes into something that is less musket friendly we will go back to the complaints that it’s not strong enough.

Also hitscan I think for many people, they think that instantly means it’s easy. It definitely doesn’t give people an aim bot!

I actually think in PVE setting it could take some buffs, it being fine in PVP outside of mortal empowerment, makes it tough to balance that so I feel it likely won’t get much use in PVE for a while.

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Terrain which you could shoot through. Also, this completely ignores the problem. It’s supposed to be PvP, not duck hunt. In OPR there are plenty of points where you have to travel 50+ meters without cover.

This just tells me you don’t PvP

Get good kid.

The musket playstyle objectively doesn’t fit into this game. Keep blaming the players’ choices instead of the developer’s poor combat decisions. You are actively making the game worse and the community more toxic, please leave.

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No, the weapon needs to be removed or at least reworked. Mortal empowerment only increases the damage done by musket. Here’s what the musket tuning looks like:

  • Decreasing damage makes the musket just an annoyance that is an afterthought in PvP.
  • Increasing damage makes the musket a sniper that kills targets before they can even get close.
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Man, I think you need to take a break… You‘re really upset… Have you ever played musket in arena or pve?! don‘t remove it… just rework it. and just to be said: there are always players that complain about everything. you can counterplay a musket, but you probably just stick to your weapons and do not want to swap…

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It’s the rapier. The rapier is way too strong for kiting.

The musket is also a really good way for sub 625 players to contribute, in a brawl they are just oneshot.

They could buff sticky bomb for pve and rework a node to give extra damage vs elite enemies.

This just tells me you don’t PvP
:yawn: I’ve never hard problems against a musket when running from one outpost to another. If you cant dodge, or use interim objects/pillars, or healers in your squad or regrouping, YOU don’t PVP.

Played this mmo to fight against people. Musket @ 150 meters kills the game. know lot of people not doing OPR anymore cause it’s just a wall of muskets against another wall of muskets. Put bulletdrop on it or create a map for Counter strike.

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I’d almost agree with you but the musket doesn’t need a buff in return. just a nerf.

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you can’t dodge them. you can dodge maybe one but they can fire faster than dodge responds and with any input latency you’re dead before you realize you need to dodge.

I personaly think musket damage is fine and i don’t play musket. What is not fine is the range of their attacks while other ranged weapons i.e. FS/IG attacks only going half as far at best. The problem is the lack of counter. If I could at least shoot back or give chase without a football field distance between us it would be a lot more fun. I can hit musket players on rocks from afar with fireball but it takes a lot of practice and use of visual geometry since I don’t have a zoom that lets me count the nose hairs on my target and fireballs don’t go forward towards my crosshair pointer which is also tiny… The solution is a counter other than other snipers.

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Yeah to me it makes absolutely no sense that alot of fps players are justifying it as being another FPS game when it isn’t. I was plat on Val and OW back when I used to play it so I should be decent at it but it’s so hard to use and boring to play.

Without hitscan it surely wouldn’t be as easy anymore.

Range needs to be brought down from 125m, to 75m in line with mages and bow to counter.

Being at 25 meters larger means that they still counter mage buts need to kite them better or at least there is more counter play.

Also maybe health across the board needs to be brought up and healing reduced.

This would decrease TTK but at the same time make it so everyone eventually died.

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