The state of the musket (rework bad designed)

I think whole idea of bloom was that you get punish when u get cought. Couse in first play you outrange by a mile every other weapon in game. So if you get jump by enemy tis situation where you should have hard times.

don’t worry FS is on the chopping block next LOL
apparently you can aim at the ground with FS and it’ll still hit the enemy because of flare or spell aoe. So much for “aiming” and talking about skill when you actually have to hit aoe on left click or the 3 buttons that weapon gives you.

You mean like melee weapons that have LITERAL built in aim bot?

LOL…talk about the pot calling the kettle black. WOW

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Slash/Stike Melee combat is like that, and thats still understandable. When you give aimbot to ranged FS with pseudo tab target like “Flare” passive, but then other weapons like IG/VG/LS/Bow don’t have that - You dumb down the skill floor for a weapon.

Either other weapons should do more damage in that case because aiming on a moving target with lead is definitely skillful than just aiming near someone.
Or you realize what a dumb idea it was in the first place and backpedal on weapons with psuedo aimbot.

I agree, remove tracking from melee weapons.

I’ve seen a few very good musket oprs since the patch. Perhaps one of them will post a yt video and all of the other muskets can watch and see what they’re doing.

Side note: musket rage is v satisfying.

Maybe I should get a better luck stuff, cause obviously, this weapon is now based on luck :

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That clip is insane hahaha

and people in the forum trying to tell people musket is fine. Love it xd

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Sadly devs listened to the wrong people here, yes the musket was very opresive there is no denying in that, but you are gonna get hit by 3k-5k if you dont run a proper build. “But musket is a hitscan weapon, you just need to place the aim on the players and kill it”… its the most common argument from a couple of those people. But tracing at 100% is nearly imposible and only a couple can do it, because it requieres skill. Not every musket could do that, but the dmg they did was enough to make presence.

Right now musket is not viable, accuracy perk is worthless and they just put the weapon in the trash, no other weapon is at the same position, in PvP and PvE. Right now the weapon is based on RNG not skills.

The intention of the devs was that musket should play a long distance role, but even in that is impossible with the current bloom and the deviation. They should had persisted with the damage fall-off.

The only solution right now is to make it a priority to either rework the weapon or remove the bloom and go back to a proper damage fall-off.

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Exactly. Everything you said.

And there is another issue that folks do not take into consideration, and that was a WIDELY used exploit that allowed musket to get the perks from the bow back bar. This is how muskets were doing upwards of 7k hits WITHOUT mortal empowerment.

And of course aimbots, which people disregard and say that there are only a few.

All of these elements combined gave a bad impression of the musket, but in real use…its not easy at all to land hits, because of tracking and how much the game makes players teleport around the map.

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lol, your laugh itself is very funny let alone that shot into narnia

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I mean honestly…if musket is intended to be that bad, a headshot should be a 1 hit kill just like FPS.
(I don’t actually condone this idea, but muskets need some desperate love).

And everyone else hates that weapon due it’s infinite range. Until you guys propose some serious balance and not a lazer weapon with dual scaling, the hate will keep coming. There are better FPS games out there, you are pushing for the only truly unwanted weapon on the game due how it was implemented. If it had 45m range, yea I’d take it as it has enough reload times. But infinite range with potato graphics and tweaks, and doing damage that can’t be fully mitigated? Now? In this economy and without fortify? I’m all for variety and troll builds but the musket went too far and for too long.

i’ve proposed a value for the accuracy perk that actually works (not this current nerfed version) for 3rd dmg perk in the weapon.

Musket suffered a lot of dmg nerfs. Damage fall off perk deleted, magic dmg fall off (it was bugged), mortal empowerment.
Those 3 are huge dmg nerfs. Add to that a functional accuracy perk (not the current version) and everybody is going to trade the 3rd damage perk (keenly jagged/empowered) for accuracy.

The sum of all those nerfs is huge to the musket damage.

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Anyone who plays musket right now is throwing for their team, and that’s an awful feeling.
That’s why even the greatest muskets are being benched for wars.

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Still tho, I feel what you are talking about.
But the underlying problem is still there. The range.
I understand that the build has trade offs, you run 5CON and that’s because the 5 are freely given, but is it a real tradeoff when your targets can’t see you, can’t dodge your autos on a game that relies entirely on denying damage by dodging?
Seriously; I only considered muskets an annoyance, mostly because the combat style is kinda out-of-place on this game setup and thematic. But you will never get community traction if you opt out to work out the main issues.
I’m all ok, again, with troll builds and high damage 5CON, but if you can do that from a place that is unreachable for a counter, might as well put all the musket players on a plain map and see how they like the shootingfest. While the rest of us keep dying from fireballs and arrows, but at least they close enough so I can fart in their general direction.

grab a musket and start shooting. The game now tells you when an enemy dodged your bullets. You’ll be surprised about that

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Surprised about what? How many shots get dodged? You count them as intentional dodges or accidentals?
Still, what I think is the musket’s hatred source remains unchecked, that won’t do you any good. People hated the hatched DD impunity. The musket’s absolute range-infused-impunity also, paired with the old mother of all hatred, the rapier. See a pattern? They got nerfed due community complains and requests. Rapier never ever outperformed, it just got canned like the musked got now. And unless you (I think) bring some balance to the table while failing to mention the ranged issue, it just won’t work.

Anyway, I’m out of this thread, musket was never my thing so my opinion might be uninformed, but as a fellow player/target/victim, the musket’s hitscan was always the issue, not the damage because we knew the dual stats forced you to go 5CON. Again, AGS fails to understand how to balance a weapon without adding new extra stuff, just like they did with the first wave of dodge changes (dodge-in-place-while-rooted); it simply feels overengineered and overcomplicated when the root causes are still unaddressed and unanswered.

Yes, as I said, it’s a bad designed rework. That’s why we are throwing ideas on how to make it functional and balanced.

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