What are bad players gonna complain about when they realise we dont need to be 100 meters away to destroy them with musket

Good thing they nerf leap into shield bash. Because what you just wrote is kind of good interaction fight instead of I hit one skill I win

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Exactly, so muskets can quit crying about the supposed nerfs.

sure, but there are actual roles that do this very thing.

its not the freedom. They nerfed it a few patches ago so that the stagger from leaping strike is shorter.

oh and pew, pew, pew from extreme range is fun and interactive?

It is 100% freedom because I have tested it. No freedom, you can leaping strike into shield bash every time. Freedom makes it so this literally isnt possible. I physically went outside and started testing it in duels because I wanted to know how fuckin stupid the perk was

maybe in heavy because of the increased cc duration(idk if staggers fall into that), but no. unfortunately they did specifically nerf this interaction a bit ago.

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Take Leaping Strike out of the equation. Wrecking ball slam, nah go fuck yourself because freedom allows them to immediately roll off. Hit Sundering Shockwave? Guess again, go fuck yourself :smiley: Got the sick shield bash? you guessed it! Go fuck yourself roll roll roll. It is a hand holding perk that needs to go. It completely negates any care when fighting, who needs to dodge when I can just roll away as soon as I am CCd. Makes the game even more brain dead

Freedom doesn’t help with knockdowns

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He misses heaps of shots.

How bows are counter to muskets?

Yeah. The 5 con ones will get killed by a heavy + pen with the Right combination of passives and perks. I guess it’s more of a soft counter but yeah.

So that got me curious, and sure enough OP’s post history be like:

Nerf GA burst insatiable grav well+maelstrom: 0 skill needed, massive aoe

pylon DEFINATLY doesnt need a buff that thing is OP

Blunderbuss vs 200 con medium 5x resil melee in war

heavy is for lazy players that are bad at reacting

Low skill players crutch on light armor

Void gauntlet does too much with no skill needed

I think the strongest weapon in the game is the BOW

Leaping strike+shield bash combo is very balanced

some guy on my server runs hatchet rapier and its so gross and unkillable

massive aoe, the grav itself does 6k+ dmg. remove from game

aimbot stagger+Stun from sns

low T levels and not wanting to improve is the reason why they leave

Everything is an OP crutch apparently, while playing musket in a video game makes you a high T chad :skull:

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Well maybe if you add context to those posts they’d make a little more sense. Also, at least half of those things have been changed.

All mage and bow ranged shots are not hitscan…musket shouldnt be hitscan either… That would solve everyones quarrels with it me thinks

When you have 5 of these muskets player in coms targeting the same people,

I think thats the biggest problem. When you have 3-4 premades shotcalling in group and literally one tapping medium bruisers. Idk.

Problem is weapon has no fix to it, will be completely broken or completely not used. You cannot balance this type of weapon. Only thing you can do, is rework most abilities.

That is what happens when you nerf the only build that kept muskets in check. Once you nerf a direct counter to something it will excel even without any buff, its the natural order of things.

Every single person who now complains about OPR being ranged and asked for skitzo nerf before be like:

And now would be a good time to bring it back. Unless there are still some people who like getting hitscanned for 4k then good luck xD

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Its not bad players that do complain. ITs all but not musket players. Weapon has to be reworked so final result will be that top players will still destroy with it but it will be noodle in hands of average joe.

Since weapons does insane dmg it should be insane hard to master. And its not the case right now. If you combine insane dmg with insane range - there is no otherr build in game that can respond to that. Simple.

Close range musket is fine, it’s risk/reward.

Long range musket players camping killing someone that has 0 chance fighting back was the issue.

Exactly.