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Discussion on Devil PVP post-patch

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I hope all the devils who have pvp'd since the patch can give the GM's some feedback about the way the patch has worked out.

Personally, I hate it. I think my class is overpowered and I'm not suffering personally (im 33-2 so far, and those 2 deaths were just foolish mistakes and all kills on capped players) but I HATE what it's done to group pvp.

Let me show you.

'New' Devil PVP

The video is a few minutes of group pvp from before the patch, compared with now.

The first thing we notice is that presently, because devil defence is so much lower - in relation to attack - than it was in the old patch, people absolutely refuse to engage each other. If a devil lets 2+ melee sit on them, their death is almost certain, so they don't. Look at the behaviour of melee classes in the first and second clips, watch how they move or when they feel 'forced' to move...

At the moment, we all just run circles around each other until a 5th axe goes off, then that person is guarenteed to die, then we go back to running laps.

It also massively overpowered archers, because we don't have to mix it with the melee to do damage. And now we actually hurt. I go from 12-15 hitting a spear user with auto-attacks to 5 or 6 hitting them. Remember: I say this as an archer who is currently making hay while the sun shines.

In the old system, pre-patch, you weren't afraid to tank 1 person while hitting another. Even as a fragile archer, I would let a sword user or several bow users sit on me while I assisted on other targets. Now if any melee comes near me, I scuttle off until they stop and then go back to doing massive damage without taking any. It's a horrible experience. I think what sums it up the most is seeing axers run in to 5th, then immediately feather out of melee because they know its instant death. Watch how many times melee have to feather out of melee to avoid getting insta-killed.

The only solution I know to this, and many people seem to agree, is to bring devil defence more into line with devil attack. There are some nice advantages of the new system - axers can actually take damage now, and the balance between classes is probably better - but while players are so fragile we will just run circles over and over.

Thoughts, DSoma and GMs?
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[quote="STRELKA"]I hope all the devils who have pvp'd since the patch can give the GM's some feedback about the way the patch has worked out. Personally, I hate it. I think my class is overpowered and I'm not suffering personally (im 33-2 so far, and those 2 deaths were just foolish mistakes and all kills on capped players) but I HATE what it's done to group pvp. Let me show you. [url=https://youtu.be/RFFuzuY-jAg] 'New' Devil PVP [/url] The video is a few minutes of group pvp from before the patch, compared with now. The first thing we notice is that presently, because devil defence is so much lower - [b]in relation to attack[/b] - than it was in the old patch, people absolutely refuse to engage each other. If a devil lets 2+ melee sit on them, their death is almost certain, so they don't. Look at the behaviour of melee classes in the first and second clips, watch how they move or when they feel 'forced' to move... At the moment, we all just run circles around each other until a 5th axe goes off, then that person is guarenteed to die, then we go back to running laps. It also massively overpowered archers, because we don't have to mix it with the melee to do damage. And now we actually hurt. I go from 12-15 hitting a spear user with auto-attacks to 5 or 6 hitting them. Remember: I say this as an archer who is currently making hay while the sun shines. In the old system, pre-patch, you weren't afraid to tank 1 person while hitting another. Even as a fragile archer, I would let a sword user or several bow users sit on me while I assisted on other targets. Now if any melee comes near me, I scuttle off until they stop and then go back to doing massive damage without taking any. It's a horrible experience. I think what sums it up the most is seeing axers run in to 5th, then immediately feather out of melee because they know its instant death. Watch how many times melee have to feather out of melee to avoid getting insta-killed. The only solution I know to this, and many people seem to agree, is to bring devil defence more into line with devil attack. There are some nice advantages of the new system - axers can actually take damage now, and the balance between classes is probably better - but while players are so fragile we will just run circles over and over. Thoughts, DSoma and GMs? [/quote]
I just dont understand ur op archer char if u did why u always running in circle!? U can tank.
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[quote="WAGAWAGA"]I just dont understand ur op archer char if u did why u always running in circle!? U can tank.[/quote]
I agree completely, pvp is a joke atm and very boring. Anything I’d add to that has already been said, +1.
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[quote="MUSASJI"]I agree completely, pvp is a joke atm and very boring. Anything I’d add to that has already been said, +1.[/quote]
Its a pvp if u gona cry per death just chill town lol.
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[quote="WAGAWAGA"]Its a pvp if u gona cry per death just chill town lol.[/quote]
Tbh I think it’s more a point of it makes for mind numbing pvp unless you’re an archer. As a swordie I run around in circles avoiding being stoned then dropped in about 2 seconds, and if I ever get next to anyone they generally run as well. It’s less pvp and more of a group jog atm it seems. I like that everyone can drop basically but we are too fragile so nobody engages until you’re stoned/there’s multiple archers on u.
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[quote="MUSASJI"]Tbh I think it’s more a point of it makes for mind numbing pvp unless you’re an archer. As a swordie I run around in circles avoiding being stoned then dropped in about 2 seconds, and if I ever get next to anyone they generally run as well. It’s less pvp and more of a group jog atm it seems. I like that everyone can drop basically but we are too fragile so nobody engages until you’re stoned/there’s multiple archers on u.[/quote]
Video sums everything up for me honestly, can't contribute much on top of that.

Feels very little satisfaction in getting kills now, because you know the guy on the other end has no chance in hell of surviving.


(it was a group jog musa, we had to have a guild beef jerky restock half way through tonights marathon lol )

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[quote="YAREYAREDAZE"]Video sums everything up for me honestly, can't contribute much on top of that. Feels very little satisfaction in getting kills now, because you know the guy on the other end has no chance in hell of surviving. (it was a group jog musa, we had to have a guild beef jerky restock half way through tonights marathon lol ) [/quote]
"WAGAWAGA"I just dont understand ur op archer char if u did why u always running in circle!? U can tank.


Not really. You see godgod walk up and do exactly half my hp with a SoM 5th and no hit in the post-patch clip (4:11). With a SoD its 65-70% with 1 right click, and if he lands a hit after its 90% hp gone. When damage is like that you can't tank people..

I'm not saying anything about individual players, skill, even classes or balance....I'm just saying look at how devils used to play in group PvP and look at how they play now that we had out stats changed. It's not fun anymore, and I am the class that benefits most from this new 'never stop running or you die' style of pvp.

-

The GM's said during testing for the patch that they would look at how the stat changes play out and then maybe consider balancing it out if there are any problems.

I'm here saying 'I think we are too fragile and it affects how people play - lets discuss more defence'. I would like to know what other people feel, to try give the GMs some more feedback from play testing the stat change.

I think it would be great if other devils who actively play at the moment would feedback with their views.
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[quote="STRELKA"][quote="WAGAWAGA"]I just dont understand ur op archer char if u did why u always running in circle!? U can tank.[/quote] Not really. You see godgod walk up and do exactly half my hp with a SoM 5th and no hit in the post-patch clip (4:11). With a SoD its 65-70% with 1 right click, and if he lands a hit after its 90% hp gone. When damage is like that you can't tank people.. I'm not saying anything about individual players, skill, even classes or balance....I'm just saying look at how devils used to play in group PvP and look at how they play now that we had out stats changed. It's not fun anymore, and I am the class that benefits most from this new 'never stop running or you die' style of pvp. - The GM's said during testing for the patch that they would look at how the stat changes play out and then maybe consider balancing it out if there are any problems. I'm here saying 'I think we are too fragile and it affects how people play - lets discuss more defence'. I would like to know what other people feel, to try give the GMs some more feedback from play testing the stat change. I think it would be great if other devils who actively play at the moment would feedback with their views. [/quote]
Hahaha 🙈
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[quote="MUSASJI"]Hahaha 🙈[/quote]
In regards to 5th sword -
On Esoma a capped swordie could 5th+hit+hit any other capped class except strongest axer/spear.
Not saying that's how it should be, just that things have gone round in circles and end up back at the start.
People are never going to be happy with balance now.
And in Esoma getting that 5th+hit+hit was considered "Expert PvP" 😂😂 in reality - it wasn't.
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[quote="TORMUND"]In regards to 5th sword - On Esoma a capped swordie could 5th+hit+hit any other capped class except strongest axer/spear. Not saying that's how it should be, just that things have gone round in circles and end up back at the start. People are never going to be happy with balance now. And in Esoma getting that 5th+hit+hit was considered "Expert PvP" 😂😂 in reality - it wasn't.[/quote]
"STRELKA" I think my class is overpowered and I'm not suffering personally (im 33-2 so far, and those 2 deaths were just foolish mistakes and all kills on capped players) but I HATE what it's done to group pvp.



This KD doesn't really mean or prove anything over class balance when about 25 of those kills are against Koreans who with pot delay die to auto attacks from 1 person before they can use a HP pot
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[quote="HIPHOPZZ"][quote="STRELKA"] I think my class is overpowered and I'm not suffering personally (im 33-2 so far, and those 2 deaths were just foolish mistakes and all kills on capped players) but I HATE what it's done to group pvp. [/quote] This KD doesn't really mean or prove anything over class balance when about 25 of those kills are against Koreans who with pot delay die to auto attacks from 1 person before they can use a HP pot [/quote]
Thanks for the feedback thus far - were noting all of this even if you dont see a blue reply.

One point the GM team have noticed is the item disparity. Effectively a lot of dsoma are running around with str upgrades or accessories, the big culprit being DF which gives a +10 str upgrade with no con alternative.

So what are we doing?

Con upgrades and wis upgrades are now ingame as well as a new shield. We'll be creating some new con accessories too.
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[quote="DISYLVER"]Thanks for the feedback thus far - were noting all of this even if you dont see a blue reply. One point the GM team have noticed is the item disparity. Effectively a lot of dsoma are running around with str upgrades or accessories, the big culprit being DF which gives a +10 str upgrade with no con alternative. So what are we doing? Con upgrades and wis upgrades are now ingame as well as a new shield. We'll be creating some new con accessories too. [/quote]
Archers are a stand back and target class with the safety of range and Dex they shouldn’t be able to deal the damage they can to drop someone with a lol pot delay,
The first person to warp out for pots was me and I started with a full bag and the tabkiest character if axe can still be classed as that, that while only ever having max 3 on me for a minimum time, had they timed any auras I would have been dead
And I don’t believe nerfing archers is the way forward, what makes them op is the range they have over others, everyone does too much damage which is the cause of it all
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[quote="DEIMOS"]Archers are a stand back and target class with the safety of range and Dex they shouldn’t be able to deal the damage they can to drop someone with a lol pot delay, The first person to warp out for pots was me and I started with a full bag and the tabkiest character if axe can still be classed as that, that while only ever having max 3 on me for a minimum time, had they timed any auras I would have been dead And I don’t believe nerfing archers is the way forward, what makes them op is the range they have over others, everyone does too much damage which is the cause of it all[/quote]
Yes that will be a good test, when we get enough to kit someone out in it we will post another video if they do in fact drop enough for us to put something together relatively short term
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[quote="DEIMOS"]Yes that will be a good test, when we get enough to kit someone out in it we will post another video if they do in fact drop enough for us to put something together relatively short term[/quote]
Tbh if any aura in-game should be OP it’s sword 5th, we are good everywhere and great nowhere (except 5th).
If we lost that I reckon you’d see even less swordies than you do already.

Archers do way too much damage with all their other advantages considered, the way it stands it’ll become hsoma v 90% archers eventually, especially with the fact they have the most wis now too.

I feel like con upgrades will be used to make a tank set or 2, but in all reality who is gonna be chasing such a boring set? Personally I won’t, especially as I could make a dex set and have offensive and defensive benefits with similar/maybe better survivability.
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[quote="MUSASJI"]Tbh if any aura in-game should be OP it’s sword 5th, we are good everywhere and great nowhere (except 5th). If we lost that I reckon you’d see even less swordies than you do already. Archers do way too much damage with all their other advantages considered, the way it stands it’ll become hsoma v 90% archers eventually, especially with the fact they have the most wis now too. I feel like con upgrades will be used to make a tank set or 2, but in all reality who is gonna be chasing such a boring set? Personally I won’t, especially as I could make a dex set and have offensive and defensive benefits with similar/maybe better survivability. [/quote]
Dont like being negative, tho spear ment to be the dps char, with all attacking auras so dont benefit rly from 2 auras change

Cant equip a sheild so dont benefit from the new sheild

Feel like im being force to have con/dex set for survivabilty
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[quote="KASUMI12"]Dont like being negative, tho spear ment to be the dps char, with all attacking auras so dont benefit rly from 2 auras change Cant equip a sheild so dont benefit from the new sheild Feel like im being force to have con/dex set for survivabilty[/quote]

 

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