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Range 1 on Dsoma Zombie pants

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Yeah will consider it.

Might also want to consider applying range restrictions to other effects that items can cast.
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[quote="FINITO"]Yeah will consider it. Might also want to consider applying range restrictions to other effects that items can cast.[/quote]
"FINITO"Yeah will consider it.

Might also want to consider applying range restrictions to other effects that items can cast.


The others aint as op as zombie, well maybe the brittle braclets (tho wouldnt be as bad if was black spell instead of the blue)
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[quote="JAHEIRA"][quote="FINITO"]Yeah will consider it. Might also want to consider applying range restrictions to other effects that items can cast.[/quote] The others aint as op as zombie, well maybe the brittle braclets (tho wouldnt be as bad if was black spell instead of the blue)[/quote]
"FINITO"Yeah will consider it.

Might also want to consider applying range restrictions to other effects that items can cast.


Yeah that's true, slow proc or confusion for instance is also way more advantageous to an archer vs a player trying to run away and is range 1.

Agree with Jah on the brittle bracelets, but only to the extent that they should probably be black serums, think they deserve the range as mages are weak enough as it is.
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[quote="SLAYER"][quote="FINITO"]Yeah will consider it. Might also want to consider applying range restrictions to other effects that items can cast.[/quote] Yeah that's true, slow proc or confusion for instance is also way more advantageous to an archer vs a player trying to run away and is range 1. Agree with Jah on the brittle bracelets, but only to the extent that they should probably be black serums, think they deserve the range as mages are weak enough as it is.[/quote]
All proc parts will always be geared toward archer, they have range and highest hit rate, would be nice to give them an incentive to get involved at range1 rather than pinging procs from distance,
Mages in general only proc spells, the generic melee ones are cast of used at all as they need the extr defense of armour's to even survive, the weaken rings are the only exception though 10% chance to land zombie is rather op, especially as you dont kno to expect it, at least zombie you can spot the green pants
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[quote="DEIMOS"]All proc parts will always be geared toward archer, they have range and highest hit rate, would be nice to give them an incentive to get involved at range1 rather than pinging procs from distance, Mages in general only proc spells, the generic melee ones are cast of used at all as they need the extr defense of armour's to even survive, the weaken rings are the only exception though 10% chance to land zombie is rather op, especially as you dont kno to expect it, at least zombie you can spot the green pants[/quote]
Weaken not zombie*****
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[quote="DEIMOS"]Weaken not zombie*****[/quote]
It's an excellent idea tbh. Would solve a lot.

The point of zombie pants is that you take a big risk by putting on a literal pair on unarmoured undies. That risk is like 30-45 less defence? Yet range makes this absolutely not an issue. Range 1 would make it an equal risk/reward calculation for all classes, and might force archers to equip str/def gear to compensate zombie pants rather than just slamming dex gear, not getting any incoming damage, and having huge hit chances on everyone else.
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[quote="STRELKA"]It's an excellent idea tbh. Would solve a lot. The point of zombie pants is that you take a big risk by putting on a literal pair on unarmoured undies. That risk is like 30-45 less defence? Yet range makes this absolutely not an issue. Range 1 would make it an equal risk/reward calculation for all classes, and might force archers to equip str/def gear to compensate zombie pants rather than just slamming dex gear, not getting any incoming damage, and having huge hit chances on everyone else. [/quote]
Any further thought fin/isy?
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[quote="SLAYER"]Any further thought fin/isy?[/quote]
I like the range 2ish zombie proc but how will we ever kill a running/moving target?
This is how I see it
Add range restriction to zombie but also add CTF slow aura for all classes (make it fun to obtain)
Make zombie proc per click instead per hit
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[quote="AFRO"]I like the range 2ish zombie proc but how will we ever kill a running/moving target? This is how I see it Add range restriction to zombie but also add CTF slow aura for all classes (make it fun to obtain) Make zombie proc per click instead per hit [/quote]
I don't get it

If zombie pants were only range 1 you think archers would wear them but come in close and take big hits? They are already the worst class for con

They will just wear the attack pads they own instead and continue to run around the outside unless they have great dex gear. Zombie adds a great dynamic in not just being able to spam F1

Nobody will wear zombie pants anymore imo

That's my view feel free to disagree as always :)
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[quote="TYROZET"]I don't get it If zombie pants were only range 1 you think archers would wear them but come in close and take big hits? They are already the worst class for con They will just wear the attack pads they own instead and continue to run around the outside unless they have great dex gear. Zombie adds a great dynamic in not just being able to spam F1 Nobody will wear zombie pants anymore imo That's my view feel free to disagree as always :) [/quote]
good only mages should have zombie
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[quote="MINGEPIECE"]good only mages should have zombie[/quote]
"TYROZET"Yada yada yada...

Nobody will wear zombie pants anymore imo

That's my view feel free to disagree as always :)


So no class wears zombie pants as it is?

What does that tell you?
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[quote="SLAYER"][quote="TYROZET"]Yada yada yada... Nobody will wear zombie pants anymore imo That's my view feel free to disagree as always :) [/quote] So no class wears zombie pants as it is? What does that tell you?[/quote]
"AFRO"I like the range 2ish zombie proc but how will we ever kill a running/moving target?
This is how I see it
Add range restriction to zombie but also add CTF slow aura for all classes (make it fun to obtain)
Make zombie proc per click instead per hit


Who kill a running moving target?

How do you think it was managed pre zombie days...Element of surprise in general or people stood and fought because they didn't have the fact they could pot themselves to death (inb4 can only go to 0 hp, you know what I mean) from repeated zombie procs.
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[quote="SLAYER"][quote="AFRO"]I like the range 2ish zombie proc but how will we ever kill a running/moving target? This is how I see it Add range restriction to zombie but also add CTF slow aura for all classes (make it fun to obtain) Make zombie proc per click instead per hit [/quote] Who kill a running moving target? How do you think it was managed pre zombie days...Element of surprise in general or people stood and fought because they didn't have the fact they could pot themselves to death (inb4 can only go to 0 hp, you know what I mean) from repeated zombie procs.[/quote]
LOL god bless you. You remind me of my nan "back in them days when we had no electricity you needed the element of... SUPRISE"
I think you just typing for the sake of typing.
I said my points and don't want to go off topic ;)
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[quote="AFRO"]LOL god bless you. You remind me of my nan "back in them days when we had no electricity you needed the element of... SUPRISE" I think you just typing for the sake of typing. I said my points and don't want to go off topic ;)[/quote]
"AFRO"LOL god bless you. You remind me of my nan "back in them days when we had no electricity you needed the element of... SUPRISE"
I think you just typing for the sake of typing.
I said my points and don't want to go off topic ;)


Stop clogging up the thread then.

You would like range 2 as both your ideas (although I don't dissagree with the every click idea, it's not a bad one Really) the range 2 thing would still benefit spear/archer more, so no, range 1 is needed.

A running/moving target, which I assumed you realized by now, can be 5th axed, whilst being hit by archers to make them flinch, allowing the axer to get the odd stone in (which is often guaranteed death).

Yes 1 v 1 it's still something that needs to be considered possibly but that's where needing diversity is required in the past also, but again I assumed you already realized this.

P.s. glad I reminded you of your Nan, you must view/of viewed her as a wise old soul.
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[quote="SLAYER"][quote="AFRO"]LOL god bless you. You remind me of my nan "back in them days when we had no electricity you needed the element of... SUPRISE" I think you just typing for the sake of typing. I said my points and don't want to go off topic ;)[/quote] Stop clogging up the thread then. You would like range 2 as both your ideas (although I don't dissagree with the every click idea, it's not a bad one Really) the range 2 thing would still benefit spear/archer more, so no, range 1 is needed. A running/moving target, which I assumed you realized by now, can be 5th axed, whilst being hit by archers to make them flinch, allowing the axer to get the odd stone in (which is often guaranteed death). Yes 1 v 1 it's still something that needs to be considered possibly but that's where needing diversity is required in the past also, but again I assumed you already realized this. P.s. glad I reminded you of your Nan, you must view/of viewed her as a wise old soul.[/quote]
Range 2 imo is close enough for range 1 to get in and hit, trying to hit n run at range two for long is close to impossible
But definitely a click rate instead of hit rate +10000
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[quote="DEIMOS"]Range 2 imo is close enough for range 1 to get in and hit, trying to hit n run at range two for long is close to impossible But definitely a click rate instead of hit rate +10000[/quote]

 

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