Maybe I should get a better luck stuff, cause obviously, this weapon is now based on luck :
That clip is insane hahaha
and people in the forum trying to tell people musket is fine. Love it xd
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.
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.
lol, your laugh itself is very funny let alone that shot into narnia
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.
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.
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
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.
The only way to balance a weapon is to gather the proper data and have an expert in PvP as lead, and this has not been the case, since every time they made a balance it went all the opposite direction. Only listening to forum feedback is wrong and has led to a wrong decision.
Focusing on the dmg fall-off would be the best, but things must be reworked if they are planning on keeping the bloom thing. Currently Sharpshooter and Trapper play different kinds of build, one is focused on long distance and constant pressure while the other in mobility and creating situations (sticky bomb big damage and traps root). Would be best if they rework keeping in this type of builds but making it drastic if you focus more on one than the other.
There are currently useless skill points:
SHARPSHOOTER
- Critical Reload: only aimbotters benefit of it.
- Greater Accuracy: there is no one who plays on hipfire.
TRAPPER:
- Energy Burst: while an interesting perk it tend to be useless because of its value.
These are the current useless skill points, I would even mention Steady Hand, Sniper, Tactical Reload and Heightened Precision, these are skill points that serve no purpose to a 3-4s being still build.
NW PvP is based on timing and mobility, and making musket an RNG makes it have no place in the current game.
The big annoyance in NW is not musket is the big damage that ranged weapons can get. Currently people are watching bow and fs dominate OPR and both are ranged weapons. The devs need to rework the damage ranged weapon can achieve and penalize with damage fall-off, yes previous “nerf” didnt work cuz it got implemented incorrectly and thats devs fault.
A big issue for me is devs balancing the game by a casual mode like OPR and not by the serious mode aka wars.
Yeah, and I’ve been watching firestaff mains win 1vx regularly since launch - completely unstoppable, uncatchable. Firestaff was still in a bad place though. False equivocation
You’re simply being disingenuous. Just be honest and say you are glad musket got gutted because you were sick and tired of being sniped. Lol, I get it
When people say you can’t dodge shots I just stop listening. You know who is in most danger from musket shots? Musket users. You know how we avoid Musket shots? Dodging. Movement. Cover. Because in the right conditions we can get dropped by a single shot to head. Try taking a headshot with 5 con.
Facts, it’s mechanical. When you know the timming of shots it’s easy to have iframes