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Devil GVW

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This isn't a complaint or clear-cut suggestion - but perhaps we could have a thread with input from players for the GMs to read that leads towards improvements at GVW.

If this isn't the right forum for it (posting here because I have suggestions and want others, and more serious discussion here) then I can re-make the thread in the general forum.

Currently, there are two main issues:

1 - When more than 15 devils attend, the damage that they are able to put out on a single stone target is just silly. And previous wars have seen 35-30 devils there. This means that any class (yes, even axers with shield+ 2nd and in full intense +str sets) get instantly dropped on the stone.

Which leads to the second problem:

2 - The last 5 of 5 GVWs have been won by a dead person on the stone, waiting out their death timer after instantly dying. There's almost no room for the guild aspect of war when it comes to this. The last 2 minutes of GVW is just a procession of people spam clicking the stone in peace mode -> getting lucky -> insta dying -> repeat, and the last person to do it wins GVW. It actually makes no difference if you get on the stone as a level 50 archer in untag gear, or a lvl 100 in a +5 rdt set - your only chance of winning is to hope you lucked on at the right time for your death timer to win it.

I have a lot of fun at GVW, but these two issues (devil damage compared to survivability; and the procession of death timer that it devolves into) should be easily fixable to make it much more entertaining.

Issue 1:

What to do about devil damage? I don't think it would be a problem to lower it across the board by a factor of 10% or so? Or to make damage go down dynamically with attendance. If 10 people turn up its 100% damage, but if 30 people within 8 hexes of the stone, it's 75% damage (%s just a guess to make the point).

Whats the issue with this: mages survive longer, classes other than axe might be able to stay alive long enough to burn through pots, axers would take some coordination to drop, upgraded items would still hold their relative power to un-upgraded or weaker-upgraded gear. Longer lives means more tactics involved with the stone.

I'm not sure why we think the same rules for GVW should apply when not everyone is capped, as when there are 25 capped players with heavily upgraded gear. The rules should change as the circumstances do.

Issue 2:

What's the point in the death timer? It's to give people enough time to communicate when they will revive and try manage a stone swap, while giving other people long enough to get ready to compete for the stone - 10 seconds should be long enough to do that. Any longer is just pointless. At least if the death timer was shorter, more people would cycle through the stone and there would be some advantage to trying to crowd it out and fight for surrounding hexes.

You can see 8 of the last 9 GVW's here (missing only Fri 20th Oct)
https://www.youtube.com/user/jng123/videos

5 of the last 5 have been won by a dead body on the stone. Watching the last minute of each one illustrates what I mean about just a cycle of insta-deaths.

As it is, the only advantage to having more people attend GVW is you have a higher % chance of RNG'ing onto the stone to get the death win.

-

Other small issues we can discuss (although much smaller):

- What's the point in GVW being 1h long when people only show up for the last 10 minutes. Make it shorter or give us something to do during the first 45mins.

- The mage life is a tough life. It's just 15 mins of getting smashed and chased, in between perhaps 1 shotting characters. Seems like we could make that more fun for mages, where it isn't either pure misery or stupidly powerful.

- Class balance?

- Zombie? I'm pretty fine with this mechanic, but maybe people feel differently.

- Radical suggestions welcome too - what about multiple stones like SS? Or some medium-tier (or random upgrades) being awarded to a guild depending on the amount of time they spend on the stone (like a tablet or gender pot/tradeable rested pot for every 5 mins held)? What about some medium-tier boss spawns inside the GV hut for the winning guild?
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[quote="STRELKA"]This isn't a complaint or clear-cut suggestion - but perhaps we could have a thread with input from players for the GMs to read that leads towards improvements at GVW. If this isn't the right forum for it (posting here because I have suggestions and want others, and more serious discussion here) then I can re-make the thread in the general forum. Currently, there are two main issues: 1 - When more than 15 devils attend, the damage that they are able to put out on a single stone target is just silly. And previous wars have seen 35-30 devils there. This means that any class (yes, even axers with shield+ 2nd and in full intense +str sets) get instantly dropped on the stone. Which leads to the second problem: 2 - The last 5 of 5 GVWs have been won by a dead person on the stone, waiting out their death timer after instantly dying. There's almost no room for the guild aspect of war when it comes to this. The last 2 minutes of GVW is just a procession of people spam clicking the stone in peace mode -> getting lucky -> insta dying -> repeat, and the last person to do it wins GVW. It actually makes no difference if you get on the stone as a level 50 archer in untag gear, or a lvl 100 in a +5 rdt set - your only chance of winning is to hope you lucked on at the right time for your death timer to win it. I have a lot of fun at GVW, but these two issues (devil damage compared to survivability; and the procession of death timer that it devolves into) should be easily fixable to make it much more entertaining. Issue 1: What to do about devil damage? I don't think it would be a problem to lower it across the board by a factor of 10% or so? Or to make damage go down dynamically with attendance. If 10 people turn up its 100% damage, but if 30 people within 8 hexes of the stone, it's 75% damage (%s just a guess to make the point). Whats the issue with this: mages survive longer, classes other than axe might be able to stay alive long enough to burn through pots, axers would take some coordination to drop, upgraded items would still hold their relative power to un-upgraded or weaker-upgraded gear. Longer lives means more tactics involved with the stone. I'm not sure why we think the same rules for GVW should apply when not everyone is capped, as when there are 25 capped players with heavily upgraded gear. The rules should change as the circumstances do. Issue 2: What's the point in the death timer? It's to give people enough time to communicate when they will revive and try manage a stone swap, while giving other people long enough to get ready to compete for the stone - 10 seconds should be long enough to do that. Any longer is just pointless. At least if the death timer was shorter, more people would cycle through the stone and there would be some advantage to trying to crowd it out and fight for surrounding hexes. You can see 8 of the last 9 GVW's here (missing only Fri 20th Oct) https://www.youtube.com/user/jng123/videos 5 of the last 5 have been won by a dead body on the stone. Watching the last minute of each one illustrates what I mean about just a cycle of insta-deaths. As it is, the only advantage to having more people attend GVW is you have a higher % chance of RNG'ing onto the stone to get the death win. - Other small issues we can discuss (although much smaller): - What's the point in GVW being 1h long when people only show up for the last 10 minutes. Make it shorter or give us something to do during the first 45mins. - The mage life is a tough life. It's just 15 mins of getting smashed and chased, in between perhaps 1 shotting characters. Seems like we could make that more fun for mages, where it isn't either pure misery or stupidly powerful. - Class balance? - Zombie? I'm pretty fine with this mechanic, but maybe people feel differently. - Radical suggestions welcome too - what about multiple stones like SS? Or some medium-tier (or random upgrades) being awarded to a guild depending on the amount of time they spend on the stone (like a tablet or gender pot/tradeable rested pot for every 5 mins held)? What about some medium-tier boss spawns inside the GV hut for the winning guild? [/quote]
"STRELKA"
- Radical suggestions welcome too - what about multiple stones like SS? Or some medium-tier (or random upgrades) being awarded to a guild depending on the amount of time they spend on the stone (like a tablet or gender pot/tradeable rested pot for every 5 mins held)? What about some medium-tier boss spawns inside the GV hut for the winning guild?


Am liking the ideas, especially the one that rewards players for amount of time on stone, would make the 45 mins before hand more worth while attending!

+1
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[quote="BL00D_SHOT"][quote="STRELKA"] - Radical suggestions welcome too - what about multiple stones like SS? Or some medium-tier (or random upgrades) being awarded to a guild depending on the amount of time they spend on the stone (like a tablet or gender pot/tradeable rested pot for every 5 mins held)? What about some medium-tier boss spawns inside the GV hut for the winning guild? [/quote] Am liking the ideas, especially the one that rewards players for amount of time on stone, would make the 45 mins before hand more worth while attending! +1[/quote]
All the above would be solved by a SS style counter, longest guild on stone wins

Dsoma dosnt have the issue as hsoma with smaller guilds, dsoma has 4 all with caped players in them
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[quote="JAHEIRA"]All the above would be solved by a SS style counter, longest guild on stone wins Dsoma dosnt have the issue as hsoma with smaller guilds, dsoma has 4 all with caped players in them[/quote]
SS counter over an hour would be a good solution. Whether 3 or 1 stone. Maybe 30 minutes in duration (with no pot delay and time dead on stone not counting).

It would be a much better test of the strongest guild, and would take place over time rather than a mad scramble with luck deciding who wins.
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[quote="STRELKA"]SS counter over an hour would be a good solution. Whether 3 or 1 stone. Maybe 30 minutes in duration (with no pot delay and time dead on stone not counting). It would be a much better test of the strongest guild, and would take place over time rather than a mad scramble with luck deciding who wins. [/quote]
+1 to these ideas they would certainly make team work more important!
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[quote="MITCHY"]+1 to these ideas they would certainly make team work more important![/quote]
Will have to look at this again when the level cap raise patch is released. A lot is changing can see the change logs in public test server forum.

I think it has been suggested previously that when dead in GVW and in particular when dead on the stone that the revive is instant.

On topic of Zombie spell, currently the healing damage doesn't change with the % systems. This is getting fixed in the level cap raise patch.

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[quote="FINITO"]Will have to look at this again when the level cap raise patch is released. A lot is changing can see the change logs in public test server forum. I think it has been suggested previously that when dead in GVW and in particular when dead on the stone that the revive is instant. On topic of Zombie spell, currently the healing damage doesn't change with the % systems. This is getting fixed in the level cap raise patch. [/quote]
Instanwarp sounds awesome
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[quote="MERLIN"]Instanwarp sounds awesome[/quote]

 

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