The ONLY counter to musket is another musket...this is bad design

There will be. If they see number of players dropping again they will be forced to fix sh… they refuse to fix now.

Anyone who is saying its not an issue that musket from all weapons is OP is a moron. Its like ppl play one game and muskets play different game with different sets of rules and on top of that their weapon does insane dmg now.

Based on what scot said im starting to think whole idea to have this weapon as hitscan in game was his. And now its hard for him to admit he f… up since this weapon in this shape do not belong to NW.

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They will not nerf the musket but will nerft the other stuffs that make the musket strong.

Either countersnipe, run kill teams or advance under cover of sheilds. Tactics are useful in conflict resolution.

I mean,

Muskets create a line that leads right back to the target. A single hunter/killer can wipe every musket routinely on the opposing side with little opposition. Since they are usually perched/nested far away from allies.

With the light/rapier changes this last patch this is easier than it ever was.

Players need to realize they can’t have their cake and eat it to.
You want protection against thrust dmg ie musket, bow, spear, blunderbuss and rapier.
Slot emeralds, physical aversion perk and thrust dmg reduction perk on your jewelry.
Having 250 con helps to

if only you can hide behind a wall, and you have potion to heal you, or use a shield to negate damage…

No, they can’t, because in any real war dex users group up near each other to protect one another from assassins. Light assassins typically run 100-150 con and can get 2 shot by dex. Good luck pulling this off in the current meta.

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I run 25% thrust and x2 physical aversion and I get 3 shot by muskets with 150con as a mage. If I run anymore con I’m worthless. This is not good balance.

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In the latest developer video (the one that got released today) they talked about balancing the musket. October Developer Update (24:48) - “We do have some changes we’re testing for the musket, that have a little bit of fall-off damage over distance”.

I’m not really concerned with the war meta. I’m more concerned that if they neuter muskets too hard, they will fail in 4 out of 4 types of content. Where they are already only really effective in two, too much change will leave them effective in only one or maybe none.

I don’t play musket, (or ranged for that matter) but i don’t think they are overpowered, i think there are scenarios that make them seem that way with coordination. (Same can be said of many weapons)

If you talk bad about musket, please record your gameplay so i , a musket user, can give you tips on how to survive.

Muskets greatly punish mistakes. Ill show you that.

99% of muskets do more damage as some random magic damage so… Thrust ward does very little.

War is the ONLY competitive area right now, so it is concerning. It ruins player experience in OPR/War immensely. Not being able to put on your musket in PVE doesn’t ruin player experience, you can simply swap weapons. In PVP, it makes you want to just quit the game and throw your comp out the window.

Bows and mages counter muskets if they get into range.

Sword/shield paired with a weapon with movement works as well.

Healers counter muskets.

Medium and heavy armor counter muskets.

Mages do not counter muskets, they will never get in range. By the time you get near a musket you will be mostly dead or dead.

Our light/heavy attacks have travel time, musket bullets don’t. Our light attacks hit for less than a muskets elemental damage (which is half their damage).

Fireball is a missle projectile affected by gravity, it has travel time and is easily dodged.

Have you picked up a fire staff ever?

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I’d wager that many people would disagree with this statement.

I am equally or not more disgruntled than any PVP hardcore that musket is garbage in almost every area of the game. Or that only certain weapons are allowed (by proxy, just not effective enough) in content to be viable.

I PvX, but don’t think that WAR is the most important factor, or most cared about factor by far.

Mages can kill a 50 con musket player in 3 or 4 autoattacks. Fireball takes 50% of a 50 con muskets health.

In arenas, you can aggressively push muskets as a mage and most muskets won’t be able to do anything about it unless they stack fire resistance.

Indeed, welcome to rock, paper, scissors… shotgun 0_0. Balance should be the highest priority. As much as I hate to say it, the scope needs to go. I love the scope but it really does not belong in this game. Irl the first optical scope did not appear in warfare until the mid 19th century. I get it, this a game not irl. Still the scope is bad on the overall health of this game. Ntm it’s a bit of a Red Herring, turning some NW players into COD players. Also there’s been a long standing issue with alleged Aim Botting, and abuse of NVIDIA Inspector. Imho they should remove the scope ability and maybe even consider reinstating players banned for cheats based around the musket’s over the top long range capabilities.

ok I digress, let the flames begin =p

You are not going to land those attacks vs any decent musket worth half their salt.

Spam light attacks with the fire staff. You can shoot 2 light attacks per musket reload. The musket player is walking while reload, so you should hit at least one light attack. I think you can kill them in 2 light attacks and 1 fireball.

I, a musket user, have the hardest time with mages in arenas.