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The state of Dsoma melee and leveling

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So ill start this out by saying the game is good enough as it is. just a few small changes could make a world of difference. This isn't intended to be bashing the game in any way and like many others I do appreciate the effort the dev's put into the game to keep it running, fixing any issues and re-balancing that occurs over time. This will also not be a Hsoma vs Dsoma post however there are some elements that have their place being talked about. I would also like players to chime in and give their opinions and ideas about the situation.

First up is melee issues in pvp.

This morning I was talking with Mutiny members (long term players, short term players and players that have left Dsoma for Hsoma) about how we feel melee in soma doesn't quite sit right, as it stands due to every player having the exact same run speed coupled with how hard it is to get a melee hit on a running target pvp for us outside of the set events such as SS,GVW,WOTW comes down to just chasing enemy players endlessly. If the person you're chasing doesn't wish to fight you there is 100% nothing you can do about it due to stamina being so high. A prime example of this was a T6 raid yesterday, Brainstorm and I (Fisty) ended up chasing Papapilas for the entire duration of the event, at no point was there any chance of us doing anything but chase and we both ended up being TP'd back to town with more than 50% of our stamina remaining. After talking about how this style of pvp isn't fun and coming to the realisation that for most pvp our melee users just end up using a 30 skill bow for the majority of events until it comes to holding stones it really feels like there is not much point making a character unless its ranged, be it a mage or an archer.

The case becomes even more apparent and an exception is thrown into the mix when you look at axe and the majority of Hsoma. The fact Hsoma can mix and match their weapon proficiency means the majority of players use an axe as their secondary purely for the fact you can stone people, other than that, everyone uses ranged in some variety. This is because stone is the only melee lockdown in the game and is the only way to make melee effective aside from tanking/taking down tanks on stones.

Now when coming up with ideas on how to remedy this a few possibilites were thrown out as follows;

Give melee attackers stamina % damage on hit depending on their weapon usage/speed to be able to eventually pin a ranged attacker down.

Give melee attackers a stone % chance on hit and for differing times depending on their weapon usage/speed (not full stone, just to stop movement for set time)

Give melee attackers a slow on hit to force players to walk for set time (not the best idea as it could become too much with successive hits)

Reduce predominantly ranged users stamina by possibly tying stamina to weapon skills.

Give melee an aura that drains enemy stamina around them in a set distance.

TL;DR Melee needs a method of being effective outside of events, please discuss!


My second part to this post is Dsoma leveling.

Shro touched on this subject earlier on predominantly looking at mages having to gimp themselves stat wise to level. Although this issue has somewhat been resolved by a 20% increase to late game int mob xp the most effective way to level is still by gimping yourself (by a nominal margin i might add that i'd hazard a guess its not worth doing it anymore) so kudos on remedying that so fast.

The issue still lies within the game for most other classes however as we hunt similar mobs, for most there are easily 2-3-4 mob gaps in some areas that are completely unused and via gimping yourself you still beat the xp of these mobs anyway. A prime example of this is Evolved Beasts, Minotaurs, Tarkilhi warriors in one set (you end up just skipping them via Altered beasts>Tarkilhi Paladins>Kharil Lizards. and War Beast Miner and Demented Warthogs in the second set (you end up just skipping them via Kharil Lizards>Tarkilhi Knights).

In some cases a player will be hunting mobs such as Paladins for 25+ levels and Lizards for 35+ levels if levelling capped, if leveling by gimping which is currently the fastest they can expect to stay at Paladins from ~48 to 100.

As it stands i'm currently leveling my way through this bracket after joining back to Dsoma and these are my findings so far from a previous post when i was level 77;

Stats collected at 77 as a knuckler

160 str (capped for me) KL 10% p/h standard farming.
160 str (capped for me) WBM 5% p/h standard farming.
61 str TP 18% p/h standard farming.
139 str TP 11% p/h standard farming.

Now being level 84 I can say that the stats have not changed much (give or take 1% an hour apart from WBM that's closer to 8% now.)

Hopefully something can be looked into and implemented to firstly stop the gimping of Dsoma characters to level effectively. Then secondly to make the mobs within these gaps give an xp/hr that makes them worthy of farming to break up seeing the exact same mob because talking from experience farming 35,520 KL for 100 hours to get from 84 to 100 is quite an off putting prospect having farmed them from 65 already.

TL;DR gimping is still a thing, mobs gaps are painful. small tweaks please!

Anyway. Hopefully this makes sense (a bit of throwing information at you guys and seeing what you think) and hopefully I haven't angered anyone as this game does hold a special place in my heart, I just hope some of these underlying issues can be resolved.

Fisty out :D
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[quote="FISTY"]So ill start this out by saying the game is good enough as it is. just a few small changes could make a world of difference. This isn't intended to be bashing the game in any way and like many others I do appreciate the effort the dev's put into the game to keep it running, fixing any issues and re-balancing that occurs over time. This will also not be a Hsoma vs Dsoma post however there are some elements that have their place being talked about. I would also like players to chime in and give their opinions and ideas about the situation. First up is melee issues in pvp. This morning I was talking with Mutiny members (long term players, short term players and players that have left Dsoma for Hsoma) about how we feel melee in soma doesn't quite sit right, as it stands due to every player having the exact same run speed coupled with how hard it is to get a melee hit on a running target pvp for us outside of the set events such as SS,GVW,WOTW comes down to just chasing enemy players endlessly. If the person you're chasing doesn't wish to fight you there is 100% nothing you can do about it due to stamina being so high. A prime example of this was a T6 raid yesterday, Brainstorm and I (Fisty) ended up chasing Papapilas for the entire duration of the event, at no point was there any chance of us doing anything but chase and we both ended up being TP'd back to town with more than 50% of our stamina remaining. After talking about how this style of pvp isn't fun and coming to the realisation that for most pvp our melee users just end up using a 30 skill bow for the majority of events until it comes to holding stones it really feels like there is not much point making a character unless its ranged, be it a mage or an archer. The case becomes even more apparent and an exception is thrown into the mix when you look at axe and the majority of Hsoma. The fact Hsoma can mix and match their weapon proficiency means the majority of players use an axe as their secondary purely for the fact you can stone people, other than that, everyone uses ranged in some variety. This is because stone is the only melee lockdown in the game and is the only way to make melee effective aside from tanking/taking down tanks on stones. Now when coming up with ideas on how to remedy this a few possibilites were thrown out as follows; Give melee attackers stamina % damage on hit depending on their weapon usage/speed to be able to eventually pin a ranged attacker down. Give melee attackers a stone % chance on hit and for differing times depending on their weapon usage/speed (not full stone, just to stop movement for set time) Give melee attackers a slow on hit to force players to walk for set time (not the best idea as it could become too much with successive hits) Reduce predominantly ranged users stamina by possibly tying stamina to weapon skills. Give melee an aura that drains enemy stamina around them in a set distance. TL;DR Melee needs a method of being effective outside of events, please discuss! My second part to this post is Dsoma leveling. Shro touched on this subject earlier on predominantly looking at mages having to gimp themselves stat wise to level. Although this issue has somewhat been resolved by a 20% increase to late game int mob xp the most effective way to level is still by gimping yourself (by a nominal margin i might add that i'd hazard a guess its not worth doing it anymore) so kudos on remedying that so fast. The issue still lies within the game for most other classes however as we hunt similar mobs, for most there are easily 2-3-4 mob gaps in some areas that are completely unused and via gimping yourself you still beat the xp of these mobs anyway. A prime example of this is Evolved Beasts, Minotaurs, Tarkilhi warriors in one set (you end up just skipping them via Altered beasts>Tarkilhi Paladins>Kharil Lizards. and War Beast Miner and Demented Warthogs in the second set (you end up just skipping them via Kharil Lizards>Tarkilhi Knights). In some cases a player will be hunting mobs such as Paladins for 25+ levels and Lizards for 35+ levels if levelling capped, if leveling by gimping which is currently the fastest they can expect to stay at Paladins from ~48 to 100. As it stands i'm currently leveling my way through this bracket after joining back to Dsoma and these are my findings so far from a previous post when i was level 77; Stats collected at 77 as a knuckler 160 str (capped for me) KL 10% p/h standard farming. 160 str (capped for me) WBM 5% p/h standard farming. 61 str TP 18% p/h standard farming. 139 str TP 11% p/h standard farming. Now being level 84 I can say that the stats have not changed much (give or take 1% an hour apart from WBM that's closer to 8% now.) Hopefully something can be looked into and implemented to firstly stop the gimping of Dsoma characters to level effectively. Then secondly to make the mobs within these gaps give an xp/hr that makes them worthy of farming to break up seeing the exact same mob because talking from experience farming 35,520 KL for 100 hours to get from 84 to 100 is quite an off putting prospect having farmed them from 65 already. TL;DR gimping is still a thing, mobs gaps are painful. small tweaks please! Anyway. Hopefully this makes sense (a bit of throwing information at you guys and seeing what you think) and hopefully I haven't angered anyone as this game does hold a special place in my heart, I just hope some of these underlying issues can be resolved. Fisty out :D [/quote]
add in a level range to dsoma mobs and then they cant just leave points unspent to keep hunting
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[quote="FRINGE"]add in a level range to dsoma mobs and then they cant just leave points unspent to keep hunting[/quote]
Excellent work, Fisty, I really hope this gets as much attention as my thread did, you've expanded on the work I did to prove that it's all of DSoma that need(ed)s tweaks, not just mages. - Gimping is still a thing, although it's not as prevalent within mages as it once was, thanks to the wonderful work the devs did resolving the issue after it was properly brought to their attention. Let's see melee get some love. :)

Fringe's idea works perfectly IMO - If EGF for example, level capped at 58 (currently they can take you to 55 with your int, after which if you cap you gotta leave. - If this level cap was imposed, you'd only be able to gimp for 3 levels (for example) before being forced to move on. However, mob XP rates would probably need readjusting to give a more unified levelling experience, loosing loads of % because you capped a mob and aren't strong enough for the next one is always a bad feeling.
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[quote="SHRO"]Excellent work, Fisty, I really hope this gets as much attention as my thread did, you've expanded on the work I did to prove that it's all of DSoma that need(ed)s tweaks, not just mages. - Gimping is still a thing, although it's not as prevalent within mages as it once was, thanks to the wonderful work the devs did resolving the issue after it was properly brought to their attention. Let's see melee get some love. :) Fringe's idea works perfectly IMO - If EGF for example, level capped at 58 (currently they can take you to 55 with your int, after which if you cap you gotta leave. - If this level cap was imposed, you'd only be able to gimp for 3 levels (for example) before being forced to move on. However, mob XP rates would probably need readjusting to give a more unified levelling experience, loosing loads of % because you capped a mob and aren't strong enough for the next one is always a bad feeling.[/quote]
The melle issues in pvp u raise... we have slow/ poison/weak/blind/confuse procs...... tho ppl tend not to use them too much as the str and dex/eva access/arm seem more effective... A raise in their % to proc could mayb make them more attractive and become a larger part of the game
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[quote="THE7THSEAL"]The melle issues in pvp u raise... we have slow/ poison/weak/blind/confuse procs...... tho ppl tend not to use them too much as the str and dex/eva access/arm seem more effective... A raise in their % to proc could mayb make them more attractive and become a larger part of the game[/quote]
I think Fringe hit it on the head, however doing so you would need to make sure theres a logical progression path through the mobs and not have mobs like WBM that give diminished xp even though they should theoretically be giving the best xp when looking at str-str ratio.

The7th Thats not a bad possibility, although as it stands i think 3% proc chance is the highest for them?
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[quote="FISTY"]I think Fringe hit it on the head, however doing so you would need to make sure theres a logical progression path through the mobs and not have mobs like WBM that give diminished xp even though they should theoretically be giving the best xp when looking at str-str ratio. The7th Thats not a bad possibility, although as it stands i think 3% proc chance is the highest for them?[/quote]
Personally, I'd love to see more procs on melee gear, Slow and Weaken specifically, if melee could run in and get weaken/slow procs on people it'd certainly make things a lot more interesting... Honestly, I don't know much about how that would affect the balance of the game (perhaps someone with more knowledge could comment?) but I think it'd be cool to see...
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[quote="SHRO"]Personally, I'd love to see more procs on melee gear, Slow and Weaken specifically, if melee could run in and get weaken/slow procs on people it'd certainly make things a lot more interesting... Honestly, I don't know much about how that would affect the balance of the game (perhaps someone with more knowledge could comment?) but I think it'd be cool to see...[/quote]
Duno bout devs..but for instance all our bitter bone comes with 3% poison added...but when u add a dp or ke ..the poison disappears... would be nice if u could add the eva or acc to the poison... and mayb add vials to it too.. mix and match kinda thing..
Also mayb have the bitter bone stuff drop with different types of proc added at the starting point of 3%
Our boars drop a fair few vials..would be nice to make use of them on armours as well as accessories
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[quote="THE7THSEAL"]Duno bout devs..but for instance all our bitter bone comes with 3% poison added...but when u add a dp or ke ..the poison disappears... would be nice if u could add the eva or acc to the poison... and mayb add vials to it too.. mix and match kinda thing.. Also mayb have the bitter bone stuff drop with different types of proc added at the starting point of 3% Our boars drop a fair few vials..would be nice to make use of them on armours as well as accessories[/quote]
allowing for more than 1 upgrade to go on armour/wep would be a great addition
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[quote="FRINGE"]allowing for more than 1 upgrade to go on armour/wep would be a great addition[/quote]
More trying to stay on topic of the 2 points, the slow idea for melee would be nice, but 3% is nowhere near enough and you would have to lock ranged out of having it or else you're going to make the problem worse with archers that can slow melee endlessly.
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[quote="FISTY"]More trying to stay on topic of the 2 points, the slow idea for melee would be nice, but 3% is nowhere near enough and you would have to lock ranged out of having it or else you're going to make the problem worse with archers that can slow melee endlessly.[/quote]
Agree levelling should take current level into consideration not just your Str

Being able to up the zombie proc would be nice but not sure about a stone proc as this is the main use of axe class, will make them even more less used then they are now
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[quote="TYROZET"]Agree levelling should take current level into consideration not just your Str Being able to up the zombie proc would be nice but not sure about a stone proc as this is the main use of axe class, will make them even more less used then they are now [/quote]
"THE7THSEAL"Duno bout devs..but for instance all our bitter bone comes with 3% poison added...but when u add a dp or ke ..the poison disappears... would be nice if u could add the eva or acc to the poison... and mayb add vials to it too.. mix and match kinda thing..
Also mayb have the bitter bone stuff drop with different types of proc added at the starting point of 3%
Our boars drop a fair few vials..would be nice to make use of them on armours as well as accessories


the application of upgrades on items with multiple stats was a technical obstacle from memory.
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[quote="TYPHIN"][quote="THE7THSEAL"]Duno bout devs..but for instance all our bitter bone comes with 3% poison added...but when u add a dp or ke ..the poison disappears... would be nice if u could add the eva or acc to the poison... and mayb add vials to it too.. mix and match kinda thing.. Also mayb have the bitter bone stuff drop with different types of proc added at the starting point of 3% Our boars drop a fair few vials..would be nice to make use of them on armours as well as accessories[/quote] the application of upgrades on items with multiple stats was a technical obstacle from memory.[/quote]
I don't see a problem with PVP other than we all deal too much damage to each other...

I keep saying con needs buffing, but more for each class say axe>spear>sword>knuckle>mage>archer.

Zombie is powerful enough as is (needs a nerf imo if anything), all you will see is it favour archers/dex classes more if you up the %.

If the person you're chasing doesn't wish to fight you there is 100% nothing you can do about it due to stamina being so high.


They will just warp if this is removed...and if you remove their ability to warp/run then you will just end up with more pissed off people...you can catch people with 5th stone if you are lucky and an archer should be able to slow someone down a tiny bit if they are any good, try using some feathers to jump in front of your opponent as well.
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[quote="SLAYER"]I don't see a problem with PVP other than we all deal too much damage to each other... I keep saying con needs buffing, but more for each class say axe>spear>sword>knuckle>mage>archer. Zombie is powerful enough as is (needs a nerf imo if anything), all you will see is it favour archers/dex classes more if you up the %. [quote=] If the person you're chasing doesn't wish to fight you there is 100% nothing you can do about it due to stamina being so high. [/quote] They will just warp if this is removed...and if you remove their ability to warp/run then you will just end up with more pissed off people...you can catch people with 5th stone if you are lucky and an archer should be able to slow someone down a tiny bit if they are any good, try using some feathers to jump in front of your opponent as well.[/quote]
I quit because of the terrible pvp.

Obvious that all non ranged classes (or at least a couple of them so group pvp is viable) need a ranged version of stone or a ranged attack that forces players into walk mode for some amount of time for open world pvp to exist for anything but ranged classes.
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[quote="SAL3M"]I quit because of the terrible pvp. Obvious that all non ranged classes (or at least a couple of them so group pvp is viable) need a ranged version of stone or a ranged attack that forces players into walk mode for some amount of time for open world pvp to exist for anything but ranged classes.[/quote]
Tyro i agree that stone shouldn't be the solution as it detracts from axe users, i think a slow is what is needed, just at a decent % chance and locked to melee users.

The point of the post though guys was about melee users never getting enough time to get hits in unless they're tanking an objective, zombie wasn't part of this.

Slayer, i can see your point, id just prefer a quick warp out as a "peace out" sort of gesture rather than wasting time chasing.
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[quote="FISTY"]Tyro i agree that stone shouldn't be the solution as it detracts from axe users, i think a slow is what is needed, just at a decent % chance and locked to melee users. The point of the post though guys was about melee users never getting enough time to get hits in unless they're tanking an objective, zombie wasn't part of this. Slayer, i can see your point, id just prefer a quick warp out as a "peace out" sort of gesture rather than wasting time chasing.[/quote]
"FISTY"Tyro i agree that stone shouldn't be the solution as it detracts from axe users, i think a slow is what is needed, just at a decent % chance and locked to melee users.

The point of the post though guys was about melee users never getting enough time to get hits in unless they're tanking an objective, zombie wasn't part of this.

Slayer, i can see your point, id just prefer a quick warp out as a "peace out" sort of gesture rather than wasting time chasing.


Well you could take them running for 30-60 seconds as a peace out gesture lol...no one is forcing you to chase them.

But again this is also why I think a small con buff is needed to bring other classes back up a little bit again (doesn't solve the problem you mention, but if someone doesn't want to fight an archer/mage isn't going to do much different either (i.e. they can just warp away or maintain edge of screen distance or more)).

Some sort of paralyse or concussion wouldn't be right in soma imo. You already get single guilds dominating with what they have.
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[quote="SLAYER"][quote="FISTY"]Tyro i agree that stone shouldn't be the solution as it detracts from axe users, i think a slow is what is needed, just at a decent % chance and locked to melee users. The point of the post though guys was about melee users never getting enough time to get hits in unless they're tanking an objective, zombie wasn't part of this. Slayer, i can see your point, id just prefer a quick warp out as a "peace out" sort of gesture rather than wasting time chasing.[/quote] Well you could take them running for 30-60 seconds as a peace out gesture lol...no one is forcing you to chase them. But again this is also why I think a small con buff is needed to bring other classes back up a little bit again (doesn't solve the problem you mention, but if someone doesn't want to fight an archer/mage isn't going to do much different either (i.e. they can just warp away or maintain edge of screen distance or more)). Some sort of paralyse or concussion wouldn't be right in soma imo. You already get single guilds dominating with what they have.[/quote]

 

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