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The state of Dsoma melee and leveling

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Thanks Fisty for this post - I will give my input on a small area of what you touched on.

From my point of view the problem I see is the pvp between archers vs melee and how do we remedy it, rather than those who decide to flee.

The issue with archers during PVP is not the fact that they run, it is that they would wear zombie pants and hit and run when you get closer - certain archers have become a pro at this.

This has added a massive boring factor to the game - I have had archers doing this for hours and if you finally catch up with them you usually miss them most of the time unless you have a very high dex gear - so usually the only alternative is to pull out an archer yourself to fight because unlike humans you can't mix and match your weapon. We have provided multiple feedback during when new patch has launched one of which you can refer back to is https://myth-of-soma.com/Forum/Thread.asp?ID=18080&title=dsoma+axe+class&Page=7#post122165

I think we need some sort of slow down to avoid archers that continue to hit and run - maybe as part of the new pk system if a character engages in pk/pvp then their stamina goes down to 5% and they can only increase it back to 10% max until a cooldown of 5mins where there is no pk. During this time you should only be able to use a limited amount of features... like 5 features per min.

Perhaps I am asking too much but this in my opinion would make it so much interesting, especially since the new suggested pk system will mean that you can't grief anyone (2 kills per 30mins or so).
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[quote="AFRO"]Thanks Fisty for this post - I will give my input on a small area of what you touched on. From my point of view the problem I see is the pvp between archers vs melee and how do we remedy it, rather than those who decide to flee. The issue with archers during PVP is not the fact that they run, it is that they would wear zombie pants and hit and run when you get closer - certain archers have become a pro at this. This has added a massive boring factor to the game - I have had archers doing this for hours and if you finally catch up with them you usually miss them most of the time unless you have a very high dex gear - so usually the only alternative is to pull out an archer yourself to fight because unlike humans you can't mix and match your weapon. We have provided multiple feedback during when new patch has launched one of which you can refer back to is https://myth-of-soma.com/Forum/Thread.asp?ID=18080&title=dsoma+axe+class&Page=7#post122165 I think we need some sort of slow down to avoid archers that continue to hit and run - maybe as part of the new pk system if a character engages in pk/pvp then their stamina goes down to 5% and they can only increase it back to 10% max until a cooldown of 5mins where there is no pk. During this time you should only be able to use a limited amount of features... like 5 features per min. Perhaps I am asking too much but this in my opinion would make it so much interesting, especially since the new suggested pk system will mean that you can't grief anyone (2 kills per 30mins or so).[/quote]
I don't see any problem with a proc chance to 3rd axe aura someone X% chance and for X amount of time based on your class.. maybe axers could have a damage/accuracy proc chance to make up for they're no needing stone aura. (3rd axe only so people can still attack back but cannot move)

The main problem with Soma PvP is everyone has the same run speed.
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[quote="SUPERSTOREV2"]I don't see any problem with a proc chance to 3rd axe aura someone X% chance and for X amount of time based on your class.. maybe axers could have a damage/accuracy proc chance to make up for they're no needing stone aura. (3rd axe only so people can still attack back but cannot move) The main problem with Soma PvP is everyone has the same run speed. [/quote]
Nah stone is for axers it's basically our only saving grace the idea of movement speed procs or spells is the way to go can't just give one classes major spell to everyone. A snare like proc would be ideal that forces walk.
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[quote="KHASAV"]Nah stone is for axers it's basically our only saving grace the idea of movement speed procs or spells is the way to go can't just give one classes major spell to everyone. A snare like proc would be ideal that forces walk.[/quote]
I think you guys are trying to add modern gaming dynamics to an old game...

Won't people just G bird until it wears off if you have something like that?
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[quote="SLAYER"]I think you guys are trying to add modern gaming dynamics to an old game... Won't people just G bird until it wears off if you have something like that?[/quote]
"KHASAV"Nah stone is for axers it's basically our only saving grace the idea of movement speed procs or spells is the way to go can't just give one classes major spell to everyone. A snare like proc would be ideal that forces walk.


yeah it's hard to find something to add that doesn't nerf axers too hard (maybe give them a proc % chance for 5th sword type aura?)

But something is needed to make sure everyone doesn't always have the same movement speed- even on Hsoma where the dex/stat balance isn't an issue after cap and melle weps have had a really big damage boost almost every single person is still using bow/axe or staff/axe combo
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[quote="SUPERSTOREV2"][quote="KHASAV"]Nah stone is for axers it's basically our only saving grace the idea of movement speed procs or spells is the way to go can't just give one classes major spell to everyone. A snare like proc would be ideal that forces walk.[/quote] yeah it's hard to find something to add that doesn't nerf axers too hard (maybe give them a proc % chance for 5th sword type aura?) But something is needed to make sure everyone doesn't always have the same movement speed- even on Hsoma where the dex/stat balance isn't an issue after cap and melle weps have had a really big damage boost almost every single person is still using bow/axe or staff/axe combo[/quote]
I’m liking the ideas that are coming out guys it’s exactly what I wanted, a discussion highlighting the issues with potentially better ideas added in.

Slayer this isn’t meant to come across nastily or anything but really there’s a reason modern games have ways for melee to catch up with ranged and that’s because nobody likes playing piggy in the middle except for the people who aren’t in the middle lol.
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[quote="FISTY"]I’m liking the ideas that are coming out guys it’s exactly what I wanted, a discussion highlighting the issues with potentially better ideas added in. Slayer this isn’t meant to come across nastily or anything but really there’s a reason modern games have ways for melee to catch up with ranged and that’s because nobody likes playing piggy in the middle except for the people who aren’t in the middle lol.[/quote]
I really like the idea of having stamina play more of a part in all PVP..... What that looks like exactly I don't know as I am a total noob haha.

I just like the thought that if I was a mage or an archer someone could basically take me to low stamina quickly so I either need to eat food to boost it back up or carry more g birds. Everyone would need to be a lot more tactical about what pots they carry. Just adds a nice new dynamic to PVP I think.

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[quote="HOGAN"]I really like the idea of having stamina play more of a part in all PVP..... What that looks like exactly I don't know as I am a total noob haha. I just like the thought that if I was a mage or an archer someone could basically take me to low stamina quickly so I either need to eat food to boost it back up or carry more g birds. Everyone would need to be a lot more tactical about what pots they carry. Just adds a nice new dynamic to PVP I think. [/quote]
perhaps something like run speed increases the less your carrying. so you could risk having a low amount of pots to be able to catch up to people who are running
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[quote="FRINGE"]perhaps something like run speed increases the less your carrying. so you could risk having a low amount of pots to be able to catch up to people who are running[/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


perhaps they could implement a dropped items from end game mobs that you can apply to a piece of (gear)/melee weapon (to stop archers being even more op) which doesn't remove or destroy whatever upped item you decide to use on it. Kind of acting like a socket.
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[quote="SURGE"][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] perhaps they could implement a dropped items from end game mobs that you can apply to a piece of (gear)/melee weapon (to stop archers being even more op) which doesn't remove or destroy whatever upped item you decide to use on it. Kind of acting like a socket. [/quote]
If I understand correctly sockets etc and increasing Run speed is a technical limitation devs can’t change within soma. Although they are nice ideas. And hopefully this won’t get me banned but in my opinion ranged players spamming g birds in pvp so melee can’t touch them is the single most cancerous thing in this game and I have no idea why this is permitted to be a valid tactic.
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[quote="FISTY"]If I understand correctly sockets etc and increasing Run speed is a technical limitation devs can’t change within soma. Although they are nice ideas. And hopefully this won’t get me banned but in my opinion ranged players spamming g birds in pvp so melee can’t touch them is the single most cancerous thing in this game and I have no idea why this is permitted to be a valid tactic.[/quote]
run speed etc can be changed easily
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[quote="FRINGE"]run speed etc can be changed easily[/quote]
Then that’s a much simpler solution, make melee faster than ranged chars and maybe give a higher chance to slow people. Still no idea if this fixes how hard it is to hit people due to the fact if someone’s moving from one tile that you can hit into one that you can’t then you can’t attack them as you have to be able to hit both tiles they’re moving from and to to be able to hit.
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[quote="FISTY"]Then that’s a much simpler solution, make melee faster than ranged chars and maybe give a higher chance to slow people. Still no idea if this fixes how hard it is to hit people due to the fact if someone’s moving from one tile that you can hit into one that you can’t then you can’t attack them as you have to be able to hit both tiles they’re moving from and to to be able to hit.[/quote]
"FISTY"If I understand correctly sockets etc and increasing Run speed is a technical limitation devs can’t change within soma. Although they are nice ideas. And hopefully this won’t get me banned but in my opinion ranged players spamming g birds in pvp so melee can’t touch them is the single most cancerous thing in this game and I have no idea why this is permitted to be a valid tactic.


I agree with the gbirds. I ment dropped items like a new tablet that 0 crafting skill players can upgrade a melee weapon with which doesnt remove say... a +2 speed b sword, could still have a "%chance on hit to blind/confuse/slow/2-3seconds walk speed only" etc so it would read something like thison the weapon:

sword of darkness+2
100-125
weight: 35
dura: 2400
Speed C
"this weapon has a ?% chance to blind on hit"
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[quote="SURGE"][quote="FISTY"]If I understand correctly sockets etc and increasing Run speed is a technical limitation devs can’t change within soma. Although they are nice ideas. And hopefully this won’t get me banned but in my opinion ranged players spamming g birds in pvp so melee can’t touch them is the single most cancerous thing in this game and I have no idea why this is permitted to be a valid tactic.[/quote] I agree with the gbirds. I ment dropped items like a new tablet that 0 crafting skill players can upgrade a melee weapon with which doesnt remove say... a +2 speed b sword, could still have a "%chance on hit to blind/confuse/slow/2-3seconds walk speed only" etc so it would read something like thison the weapon: sword of darkness+2 100-125 weight: 35 dura: 2400 Speed C [b]"this weapon has a ?% chance to blind on hit"[/b] [/quote]
you could add a visionless vial to give blind proc
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[quote="FRINGE"]you could add a visionless vial to give blind proc[/quote]
Think everyones just over thinking it all

Dsoma is designed so you take 1 of each class and not 4 archers for pvp

So then the question is why is there more archers in pvp, and how much of a bonus does there range give them.

Should melee class get some bonus to make up for this range difference

Last thing id wana see is a slow movement speed proc that end up in the hands of all the archers
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[quote="JAHEIRA"]Think everyones just over thinking it all Dsoma is designed so you take 1 of each class and not 4 archers for pvp So then the question is why is there more archers in pvp, and how much of a bonus does there range give them. Should melee class get some bonus to make up for this range difference Last thing id wana see is a slow movement speed proc that end up in the hands of all the archers[/quote]

 

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