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DSoma stat change feedback

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One thing I would say about this whole stat allocation, it doesn't separate differences in levels very well, for instance the difference between lvl 90-100 currently in strength is around 45str which makes a level 100 (deservingly so) quite a bit stronger than a level 90-95.

However with the allocation being very flatline makes it very demotivating to level at a high level because you have hardly anything to gain, especially with the exp slow at level 90.

What I'm saying is I feel the stats need to be staggered so a level 90 can actually feel like he's making progress instead of gaining 2 or 3 str a level.

Personally I could see myself giving up levelling due to the fact I'll have hardly anything left to gain from the remaining levels. Hopefully you can overcome this issue.
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[quote="GRAVIJA"]One thing I would say about this whole stat allocation, it doesn't separate differences in levels very well, for instance the difference between lvl 90-100 currently in strength is around 45str which makes a level 100 (deservingly so) quite a bit stronger than a level 90-95. However with the allocation being very flatline makes it very demotivating to level at a high level because you have hardly anything to gain, especially with the exp slow at level 90. What I'm saying is I feel the stats need to be staggered so a level 90 can actually feel like he's making progress instead of gaining 2 or 3 str a level. Personally I could see myself giving up levelling due to the fact I'll have hardly anything left to gain from the remaining levels. Hopefully you can overcome this issue.[/quote]
"GRAVIJA"One thing I would say about this whole stat allocation, it doesn't separate differences in levels very well, for instance the difference between lvl 90-100 currently in strength is around 45str which makes a level 100 (deservingly so) quite a bit stronger than a level 90-95.

However with the allocation being very flatline makes it very demotivating to level at a high level because you have hardly anything to gain, especially with the exp slow at level 90.

What I'm saying is I feel the stats need to be staggered so a level 90 can actually feel like he's making progress instead of gaining 2 or 3 str a level.

Personally I could see myself giving up levelling due to the fact I'll have hardly anything left to gain from the remaining levels. Hopefully you can overcome this issue.


Agree that it will be very demotivating to hit that level slow and gain basically nothing for it, no items to work towards, less str to gain from it. Also if it's switched back to a staggered approach I can see some issues coming in terms of item requirements etc. as they are currently designed for the linear stat system.

IMO this stat system, whilst it may/may not bring more balance certainly takes all the fun from the game in terms of levelling.

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[quote="JAMIS"][quote="GRAVIJA"]One thing I would say about this whole stat allocation, it doesn't separate differences in levels very well, for instance the difference between lvl 90-100 currently in strength is around 45str which makes a level 100 (deservingly so) quite a bit stronger than a level 90-95. However with the allocation being very flatline makes it very demotivating to level at a high level because you have hardly anything to gain, especially with the exp slow at level 90. What I'm saying is I feel the stats need to be staggered so a level 90 can actually feel like he's making progress instead of gaining 2 or 3 str a level. Personally I could see myself giving up levelling due to the fact I'll have hardly anything left to gain from the remaining levels. Hopefully you can overcome this issue.[/quote] Agree that it will be very demotivating to hit that level slow and gain basically nothing for it, no items to work towards, less str to gain from it. Also if it's switched back to a staggered approach I can see some issues coming in terms of item requirements etc. as they are currently designed for the linear stat system. IMO this stat system, whilst it may/may not bring more balance certainly takes all the fun from the game in terms of levelling. [/quote]
Yeah, I know its a balance issue and I understand why its being introduced, I'll gain stats from it tbh, but I'de still rather keep the old char I've built, even if I do have 5 less str than other sword users my level.

Also I feel the requirements are completely unrealistic, strong set at 60+ str? you'de be at rotting corpse untill level 30

I was for the change but recently I've thought about it and seen it in action and it just feels like you're not levelling for anything. This might be abit of a harsh criticism but I think GM's should come to an agreement with the very few Dsoma punch chars and just reallocate their stats to something they both (player and gm) agree is fair compared to other level 100's. Leave in punching but cap int/wis at 110 for combat classes and 150str for mages and be done with it.
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[quote="GRAVIJA"]Yeah, I know its a balance issue and I understand why its being introduced, I'll gain stats from it tbh, but I'de still rather keep the old char I've built, even if I do have 5 less str than other sword users my level. Also I feel the requirements are completely unrealistic, strong set at 60+ str? you'de be at rotting corpse untill level 30 I was for the change but recently I've thought about it and seen it in action and it just feels like you're not levelling for anything. This might be abit of a harsh criticism but I think GM's should come to an agreement with the very few Dsoma punch chars and just reallocate their stats to something they both (player and gm) agree is fair compared to other level 100's. Leave in punching but cap int/wis at 110 for combat classes and 150str for mages and be done with it.[/quote]
"GRAVIJA"
Also I feel the requirements are completely unrealistic, strong set at 60+ str? you'de be at rotting corpse untill level 30


My archer was at hoppers or even AB at that lvl. It's not that bad at all.

We haven't worked on balance yet. Please be patient.

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[quote="GHOSTLORD"][quote="GRAVIJA"] Also I feel the requirements are completely unrealistic, strong set at 60+ str? you'de be at rotting corpse untill level 30[/quote] My archer was at hoppers or even AB at that lvl. It's not that bad at all. We haven't worked on balance yet. Please be patient. [/quote]
I want the world,
I want the whole world.
I want to lock it all up in my pocket
It's my bar of chocolate
Give it to me now!
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[quote="GRAVIJA"]I want the world, I want the whole world. I want to lock it all up in my pocket It's my bar of chocolate Give it to me now![/quote]
How's everyone else got on with the testing?
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[quote="PATHOLOGIST"]How's everyone else got on with the testing?[/quote]
I have levelled an axe char from 1 -> 85 so my thoughts are mostly based on this and not capped levelling.

Generally I can move on to mobs earlier than pre-patch due to higher stats at a given level.
Tend to progress to a new Weapon every 10 or so levels which is OK.
New drop rates at EB/WBM are much needed - could we potentially introduce this into live similar to the material restock?
Axe has a lot less stats to allocate to int/wis than bow for example.


I don't have so much an issue with stats other than it's so incredibly boring to level purely to add some stats into a box. One of the biggest appeals of soma is the stat system and to get rid of it for this kind of solution takes a lot of the enjoyment of levelling away as it becomes a fastest xp per unit time calculation than what is actually best for your character etc.

I know this has been stated before but I think balance at 110 could be a concern as humans will get significantly stronger but devils level linearly in this process. Rates would need to be upped more to convince people it's worth the time to get to 110 and test wotw both for humans and devils.

I just can't get behind the approach and would likely not play post patch if the allocation process was implemented.

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[quote="JAMIS"]I have levelled an axe char from 1 -> 85 so my thoughts are mostly based on this and not capped levelling. Generally I can move on to mobs earlier than pre-patch due to higher stats at a given level. Tend to progress to a new Weapon every 10 or so levels which is OK. New drop rates at EB/WBM are much needed - could we potentially introduce this into live similar to the material restock? Axe has a lot less stats to allocate to int/wis than bow for example. I don't have so much an issue with stats other than it's so incredibly boring to level purely to add some stats into a box. One of the biggest appeals of soma is the stat system and to get rid of it for this kind of solution takes a lot of the enjoyment of levelling away as it becomes a fastest xp per unit time calculation than what is actually best for your character etc. I know this has been stated before but I think balance at 110 could be a concern as humans will get significantly stronger but devils level linearly in this process. Rates would need to be upped more to convince people it's worth the time to get to 110 and test wotw both for humans and devils. I just can't get behind the approach and would likely not play post patch if the allocation process was implemented. [/quote]
"JAMIS"I have levelled an axe char from 1 -> 85 so my thoughts are mostly based on this and not capped levelling.

Generally I can move on to mobs earlier than pre-patch due to higher stats at a given level.
Tend to progress to a new Weapon every 10 or so levels which is OK.
New drop rates at EB/WBM are much needed - could we potentially introduce this into live similar to the material restock?
Axe has a lot less stats to allocate to int/wis than bow for example.


I don't have so much an issue with stats other than it's so incredibly boring to level purely to add some stats into a box. One of the biggest appeals of soma is the stat system and to get rid of it for this kind of solution takes a lot of the enjoyment of levelling away as it becomes a fastest xp per unit time calculation than what is actually best for your character etc.

I know this has been stated before but I think balance at 110 could be a concern as humans will get significantly stronger but devils level linearly in this process. Rates would need to be upped more to convince people it's worth the time to get to 110 and test wotw both for humans and devils.

I just can't get behind the approach and would likely not play post patch if the allocation process was implemented.



The new system takes out any experience needed about dsoma and makes it all about exp and drops, and good drops are hard to come by, ghost is in the middle of breaking all our upgrades down to basic mats, hopefully this will make drops better
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[quote="JAHEIRA"][quote="JAMIS"]I have levelled an axe char from 1 -> 85 so my thoughts are mostly based on this and not capped levelling. Generally I can move on to mobs earlier than pre-patch due to higher stats at a given level. Tend to progress to a new Weapon every 10 or so levels which is OK. New drop rates at EB/WBM are much needed - could we potentially introduce this into live similar to the material restock? Axe has a lot less stats to allocate to int/wis than bow for example. I don't have so much an issue with stats other than it's so incredibly boring to level purely to add some stats into a box. One of the biggest appeals of soma is the stat system and to get rid of it for this kind of solution takes a lot of the enjoyment of levelling away as it becomes a fastest xp per unit time calculation than what is actually best for your character etc. I know this has been stated before but I think balance at 110 could be a concern as humans will get significantly stronger but devils level linearly in this process. Rates would need to be upped more to convince people it's worth the time to get to 110 and test wotw both for humans and devils. I just can't get behind the approach and would likely not play post patch if the allocation process was implemented. [/quote] The new system takes out any experience needed about dsoma and makes it all about exp and drops, and good drops are hard to come by, ghost is in the middle of breaking all our upgrades down to basic mats, hopefully this will make drops better[/quote]
in fairness I quite like the stat change system a few possible tweaks to combat the problems mentioned

mobs that are "faster levelling" could offer worse drop rewards, where as mobs that are slightly slower in levelling could drop "better items" that way you can choose how you want to progress.

you could also cap the levels in which devils could level on certain monsters, forcing devils to level on slower monsters at higher levels.

i'm looking forward to the change both as a capped human and a devil Archer who enjoys RvR

Gand
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[quote="GANDALF"]in fairness I quite like the stat change system a few possible tweaks to combat the problems mentioned mobs that are "faster levelling" could offer worse drop rewards, where as mobs that are slightly slower in levelling could drop "better items" that way you can choose how you want to progress. you could also cap the levels in which devils could level on certain monsters, forcing devils to level on slower monsters at higher levels. i'm looking forward to the change both as a capped human and a devil Archer who enjoys RvR Gand[/quote]
"GANDALF"in fairness I quite like the stat change system a few possible tweaks to combat the problems mentioned

mobs that are "faster levelling" could offer worse drop rewards, where as mobs that are slightly slower in levelling could drop "better items" that way you can choose how you want to progress.

you could also cap the levels in which devils could level on certain monsters, forcing devils to level on slower monsters at higher levels.

i'm looking forward to the change both as a capped human and a devil Archer who enjoys RvR

Gand


I like the idea of level capping mobs, I think it's important to make a player move on.

I'm not *against* the change but I am against every class being a clone of each other, because currently any left over stats will always go in wisdom and melee stats will be always maxed. I think if this can be addressed so people have a choice for their character to be different than we're onto a winner.
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[quote="GRAVIJA"][quote="GANDALF"]in fairness I quite like the stat change system a few possible tweaks to combat the problems mentioned mobs that are "faster levelling" could offer worse drop rewards, where as mobs that are slightly slower in levelling could drop "better items" that way you can choose how you want to progress. you could also cap the levels in which devils could level on certain monsters, forcing devils to level on slower monsters at higher levels. i'm looking forward to the change both as a capped human and a devil Archer who enjoys RvR Gand[/quote] I like the idea of level capping mobs, I think it's important to make a player move on. I'm not *against* the change but I am against every class being a clone of each other, because currently any left over stats will always go in wisdom and melee stats will be always maxed. I think if this can be addressed so people have a choice for their character to be different than we're onto a winner.[/quote]
Any feedback on req of armour str to con swap yet. Im to scared to upgrade gear atm to lose it in patch
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[quote="KEKKET"]Any feedback on req of armour str to con swap yet. Im to scared to upgrade gear atm to lose it in patch[/quote]
Yeah, RDT will lose a lot of worth. Unless they modify it to add +1str and +1con

Also, just playing on the test server, I nearly 2 hit myself with a mage 30 levels lower.

Melee chars need a higher wisdom cap of say 100 and the approach to adding stats needs to be changed, which I outlined in one of the above posts. a level 50-60 will gain alot less per level than a 90-100 but currently its so linear so the higher level you are, the less point it becomes to level.
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[quote="GRAVIJA"]Yeah, RDT will lose a lot of worth. Unless they modify it to add +1str and +1con Also, just playing on the test server, I nearly 2 hit myself with a mage 30 levels lower. Melee chars need a higher wisdom cap of say 100 and the approach to adding stats needs to be changed, which I outlined in one of the above posts. a level 50-60 will gain alot less per level than a 90-100 but currently its so linear so the higher level you are, the less point it becomes to level.[/quote]
Hence i put ct on gear instead of rdt to be prepared to still tank on kek
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[quote="KEKKET"]Hence i put ct on gear instead of rdt to be prepared to still tank on kek[/quote]
"GRAVIJA"Yeah, RDT will lose a lot of worth. Unless they modify it to add +1str and +1con

Also, just playing on the test server, I nearly 2 hit myself with a mage 30 levels lower.

Melee chars need a higher wisdom cap of say 100 and the approach to adding stats needs to be changed, which I outlined in one of the above posts. a level 50-60 will gain alot less per level than a 90-100 but currently its so linear so the higher level you are, the less point it becomes to level.


Upgrade items still need sorting out and changing.

Still need to balance combat between players of different classes (going to look at the damage output of each class and defense, average time it takes to defeat another character, and various other stats then make changes to achieve more interesting and varied PvP (not just one or two hitting)). Still have not sorted out magic for mages yet, looking at re-doing the requirements and making spells more varied and more of them viable instead of just a few spells being used late game.

Could try having a dynamic stat point amount given at level but the massive difference between stat gain of a level 50-60 and level 90-100 was never intended in the first place, it only happened due to the lack of stat slow downs and the increased exp pool available per level.
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[quote="FINITO"][quote="GRAVIJA"]Yeah, RDT will lose a lot of worth. Unless they modify it to add +1str and +1con Also, just playing on the test server, I nearly 2 hit myself with a mage 30 levels lower. Melee chars need a higher wisdom cap of say 100 and the approach to adding stats needs to be changed, which I outlined in one of the above posts. a level 50-60 will gain alot less per level than a 90-100 but currently its so linear so the higher level you are, the less point it becomes to level.[/quote] Upgrade items still need sorting out and changing. Still need to balance combat between players of different classes (going to look at the damage output of each class and defense, average time it takes to defeat another character, and various other stats then make changes to achieve more interesting and varied PvP (not just one or two hitting)). Still have not sorted out magic for mages yet, looking at re-doing the requirements and making spells more varied and more of them viable instead of just a few spells being used late game. Could try having a dynamic stat point amount given at level but the massive difference between stat gain of a level 50-60 and level 90-100 was never intended in the first place, it only happened due to the lack of stat slow downs and the increased exp pool available per level.[/quote]
Had there been any thought into human magic damage to devils? Just concerned at the moment with some of the humans damage with magic there was a few in the last sacred event that could 2 hit me with magic and I've got 90+ int and with the stat allocation id be worried to loose str or con or dex as a axer to be able to manage a bit better in a magic fight, cause if I can't have 130+int it's going to seem pointless adding MD.
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[quote="LOTSO"]Had there been any thought into human magic damage to devils? Just concerned at the moment with some of the humans damage with magic there was a few in the last sacred event that could 2 hit me with magic and I've got 90+ int and with the stat allocation id be worried to loose str or con or dex as a axer to be able to manage a bit better in a magic fight, cause if I can't have 130+int it's going to seem pointless adding MD.[/quote]

 

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