Let me start by saying, I think missile hole is actually a good idea. Something like it that prevents the long-range oneshotters from mowing down literally everything.
In practice though I think it’s unreasonable, given that it has 100% uptime, and the last great hope (gohei) does not remove it. This completely (literally) negates an entire class tree and most of its subsequent branches and has effectively removed its future in PVP/GVG.
Some suggestions:
1.) Rather than reducing missile damage to 1, why not simply halve it, or quarter it? This is still difficult to deal with but does not say "yeah ■■■■ you, reroll out of archer."
2.) Change the hit limit to be a damage limit. For example, if I have missile hole up and eat a 50k snipe, missile hole is gone. If I’m just eating QS autoattacks, let it stay up until 50k’s worth of damage is absorbed or the hit limit is reached.
3.) Prevent 100% uptime. Increase the cooldown or make it im-Passable.
I personally switched gears from my musketeer to my sage for other reasons, and playing the latter is a joke. The skill ceiling for musk, given the netcode as it is, is already prohibitively high. You never even see them anymore and I have no doubt plenty of them reset to other classes. I’m happy to see that cannoneer is being reworked, but I think that there are better ways to balance it and the other archer classes down to a reasonable burst damage level without completely removing them from the PVP equation with a single, 100% uptime sage buff.
The idea of support wizards is interesting, and I’m not suggesting to completely nerf the class to the ground, I’m just interested in PVPing on my musketeer again at some point, ever, with the feeling that I’ll hit for more than 1 damage.