Hi, please let us know what you think of the new talents and changes for Musketeer!
The Musketeer hit detection has been changed to use the new method. This should result in better responsiveness, more accurate aiming, and better collision detection of e.g. orb shots hitting the ground in the right spot.
The Musketeer turret now changes modes by pulling the Trigger while holding it rather than shaking the turret.
Added two new Level 30 Talents for the Musketeer; All For One: Players standing in your Lifewell have their Cure Wounds healing increased by 50%; One For All: Holding your turret for 2 seconds before deploying will supercharge it, doubling its attack/healing and increasing its range by 5 meters, but damage the Musketeer for 50% of their maximum health.
The change works great, but there is a graphical and auditory glitch that allows you to change while re-deploying. It doesnāt actually change, just sounds and looks like it.
Glitch with the gravity orb that doesnāt seem to affect flying mobsā charged heals (which it should).
Healing overall for musky seems to be significantly less. With empowered turret on, I should be healing for substantially more than I was. It got to the point that if thereās a single hit against three people at once, it picks one person and heals them (and only them) because it canāt do enough heals to cover everyone. For full health, it feels like itās around 30 ticks of empowered (cure + renew) turret heals on level.
Damage is substantially low. I know itās not a dps class, but I legit do not do enough damage to take out a low level enemy without spending 20-30s in one combat. This is insane.
The new aiming / firing system is great. It seems to be very accurate.
The ability to change turret modes with the trigger is awesome.
Fixes:
The Lifewell is still too bright as it rotates around the gun, specifically if you are able to battle rez.
Sometimes when the turret is deployed our character / party will stay in combat even after defeating enemies. I have to destroy the turret to leave combat or hit āstuck in combatā.
My orbs do register about 85% of the time but (especially with the accuracy being improved) I still notice times that my shots do not register. Again times when shooting at my own feet donāt always register a heal.
Negatives:
Wish all of my orbs would create some effect against PvP enemies.
Can the turret also attack PvP enemies? Maybe with reduced damage or some buff to the enemy.
Suggestions:
Can we have some visual letting us know that the turret is empowered?
The gravity orb seems to not have affected any of the āchargingā items that should have been affected. It did clump monsters and did stop the self-heals of the staff-wielding ground guys (stafraster?) that donāt show a charge.
Came to post about this as well. Itās actually pretty a big deal. The turret creates all sorts of delays now due to it keeping people or the whole group in combat.
I also ran into several times where my orbs seem to randomly go through the ground when I am trying to shoot at my own feet for a heal. Think I noticed it mostly in dungeons. Not sure if this is tied to the server lag issue or not, but it happened enough times for me to get frustrated. Iāll try to pay attention to morrow if its happening in the same areas or not.
I noteced, that the turrent heals after the fight my party member to 100% but then decreases their life rnd about 1% and heals again the same amount. Like life leeching and spending again and again.
Iāve encountered the same things as the previously posts.
I guess Iāll experiment when I get home and try healing again. Maybe not having the turret harm people while healing will raise my heals back to their normal level