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Unbiased RVR balance no moaning.

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I have noticed a lot of these RVR threads are getting a bit heated and i just want a thread so Dan can see the ACTUAL points from a few calm people who have positive input instead of the usual bullshit that usually occurs.

I used to play my spear but by the time i get to a human i have been killed by a weaken proc 2 man combo or the human runs. If i was a human i would run if i couldnt outpot damage, very simple mechanics to prevent death, no problem there. The 2 man proc combo is a rare site in previous weeks but with current balance and way the game has progressed it is what is needed to destroy all melee devils.
As a melee devil i feel hard done by being 1shot and 1proc and instantly dying, on the other hand if the humans are not as organised and i have a friend we could time my hit and 2nd with an archer 4th and probably get the same result purely through organisation - all good.

I dont like this syle of gameplay personally so i reverted back to levelling up my mage.

Mage perspective suits my gameplay much better.
A dsoma mage may look like they are tanking everyone who has turned up, what you cant see is i am 5th axed and potting like an absolute madman. The balance between mage is a bit weird as i can outpot alot of people where as NO melee char could do that. For this seemingly more defensive stance i dont think i hurt the "proc mages" and people using staffs as much as a dsoma archer would be (might be wrong but please correct me). Therefore in a RVR stance a dsoma mage is essentially playing a tank role which again is fine and it works as basically opposite of GVWs for us so mixes it up.
The humans who choose to show up with their gatling guns, ninja swords or scaffold poles deal significant damage to me. I would struggle to outpot 2 hsoma archers just the same as i would struggle against 2 dsoma archers.

So IMO the 2 perspectives i have seen through seem pretty balanced to me Melee>Mage + Mage>Melee.
I totally sympathize with melee humans not being able to hurt dsoma melee enough to get a kill but i personally feel if the melee was dramatically increased for humans (enough to hurt dsoma melee) dsoma mages would be unable to attend and the hsoma mages would > the remaining dsoma melee.
This is an issue im sure the GMs hear daily as a minimum and i personally struggle to find a fix to the issues that we have made even more difficult with the huge variation in side numbers each week.

Please post any ideas you might have for a possible solution or tweaks that could be made to aid weaker classes after you think about the consequences this would have on the bigger picture of the war.

Sorry for the lengthy read
Sam
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[quote="IBEX"]I have noticed a lot of these RVR threads are getting a bit heated and i just want a thread so Dan can see the ACTUAL points from a few calm people who have positive input instead of the usual bullshit that usually occurs. I used to play my spear but by the time i get to a human i have been killed by a weaken proc 2 man combo or the human runs. If i was a human i would run if i couldnt outpot damage, very simple mechanics to prevent death, no problem there. The 2 man proc combo is a rare site in previous weeks but with current balance and way the game has progressed it is what is needed to destroy all melee devils. As a melee devil i feel hard done by being 1shot and 1proc and instantly dying, on the other hand if the humans are not as organised and i have a friend we could time my hit and 2nd with an archer 4th and probably get the same result purely through organisation - all good. I dont like this syle of gameplay personally so i reverted back to levelling up my mage. Mage perspective suits my gameplay much better. A dsoma mage may look like they are tanking everyone who has turned up, what you cant see is i am 5th axed and potting like an absolute madman. The balance between mage is a bit weird as i can outpot alot of people where as NO melee char could do that. For this seemingly more defensive stance i dont think i hurt the "proc mages" and people using staffs as much as a dsoma archer would be (might be wrong but please correct me). Therefore in a RVR stance a dsoma mage is essentially playing a tank role which again is fine and it works as basically opposite of GVWs for us so mixes it up. The humans who choose to show up with their gatling guns, ninja swords or scaffold poles deal significant damage to me. I would struggle to outpot 2 hsoma archers just the same as i would struggle against 2 dsoma archers. So IMO the 2 perspectives i have seen through seem pretty balanced to me Melee>Mage + Mage>Melee. I totally sympathize with melee humans not being able to hurt dsoma melee enough to get a kill but i personally feel if the melee was dramatically increased for humans (enough to hurt dsoma melee) dsoma mages would be unable to attend and the hsoma mages would > the remaining dsoma melee. This is an issue im sure the GMs hear daily as a minimum and i personally struggle to find a fix to the issues that we have made even more difficult with the huge variation in side numbers each week. Please post any ideas you might have for a possible solution or tweaks that could be made to aid weaker classes after you think about the consequences this would have on the bigger picture of the war. Sorry for the lengthy read Sam[/quote]
+1
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[quote="TEDZ0R"]+1[/quote]
What about a set min AND max damage limit across the board?
Yes hsoma bows would still probably cause the min damage but the speed of hsoma weps compared to dsoma would probably bridge the damage gap?

Maybe even go so far as capping wotw eva/acc limits to 70/30 rather than the 95 or whatever it is currently?

Only things I can think of tbh, realistically they're trying to common up 2 completely different games which were never intended to be balanced much, that and the stats we all have on this server are way over and above anything esoma had so everything is exaggerated
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[quote="MERLIN"]What about a set min AND max damage limit across the board? Yes hsoma bows would still probably cause the min damage but the speed of hsoma weps compared to dsoma would probably bridge the damage gap? Maybe even go so far as capping wotw eva/acc limits to 70/30 rather than the 95 or whatever it is currently? Only things I can think of tbh, realistically they're trying to common up 2 completely different games which were never intended to be balanced much, that and the stats we all have on this server are way over and above anything esoma had so everything is exaggerated[/quote]
"MERLIN"What about a set min AND max damage limit across the board?
Yes hsoma bows would still probably cause the min damage but the speed of hsoma weps compared to dsoma would probably bridge the damage gap?

Maybe even go so far as capping wotw eva/acc limits to 70/30 rather than the 95 or whatever it is currently?

Only things I can think of tbh, realistically they're trying to common up 2 completely different games which were never intended to be balanced much, that and the stats we all have on this server are way over and above anything esoma had so everything is exaggerated


Min/Max damage could work and be achieved same way as CTF fixed damage is done with a bit of tweaking i imagine.
Capped eva/acc limits could definitely be beneficial for melee humans and they could play a bigger part and start wearing attack gear instead of accuracy gear that they are currently forced to wear to land any hits without impacting the damage on weaker classes.
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[quote="IBEX"][quote="MERLIN"]What about a set min AND max damage limit across the board? Yes hsoma bows would still probably cause the min damage but the speed of hsoma weps compared to dsoma would probably bridge the damage gap? Maybe even go so far as capping wotw eva/acc limits to 70/30 rather than the 95 or whatever it is currently? Only things I can think of tbh, realistically they're trying to common up 2 completely different games which were never intended to be balanced much, that and the stats we all have on this server are way over and above anything esoma had so everything is exaggerated[/quote] Min/Max damage could work and be achieved same way as CTF fixed damage is done with a bit of tweaking i imagine. Capped eva/acc limits could definitely be beneficial for melee humans and they could play a bigger part and start wearing attack gear instead of accuracy gear that they are currently forced to wear to land any hits without impacting the damage on weaker classes. [/quote]
Would also allow lower levels to participate as it would be more of a numbers game
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[quote="MERLIN"]Would also allow lower levels to participate as it would be more of a numbers game[/quote]
The only way this could work in my opinion is when we enter wotw both sides are equal stats IF the numbers are equal like the way CTF works. Then as numbers become unbalanced (most likely alot more humans) the percent increases in favour of the lower pop side.

But realistically this would end up like it is now higher percentage devil's due to lower population at war, but at least when the humans warp the percent drops lol.
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[quote="ADATH"]The only way this could work in my opinion is when we enter wotw both sides are equal stats IF the numbers are equal like the way CTF works. Then as numbers become unbalanced (most likely alot more humans) the percent increases in favour of the lower pop side. But realistically this would end up like it is now higher percentage devil's due to lower population at war, but at least when the humans warp the percent drops lol.[/quote]
If something was worked out to equal mellee hsoma and dsoma there would definitely need to be a cap on hsoma wep speeds

Also when mellee ot both world become viable mages at wotw will die out entirely at the war,
Currently my mage still takes some serious damage off some folk, if they were raised to the same level as dsoma theres no point attending most dsoma chars kill a mate in 3 hits or less, nuk is 4-5 but higher attack speed obviously
In the numbers humans will turn out in if mellee attend it's just rip rip rip
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[quote="MERLIN"]If something was worked out to equal mellee hsoma and dsoma there would definitely need to be a cap on hsoma wep speeds Also when mellee ot both world become viable mages at wotw will die out entirely at the war, Currently my mage still takes some serious damage off some folk, if they were raised to the same level as dsoma theres no point attending most dsoma chars kill a mate in 3 hits or less, nuk is 4-5 but higher attack speed obviously In the numbers humans will turn out in if mellee attend it's just rip rip rip[/quote]
New armour set after the patch with mage requirements (high int/wisdom) but it would give higher defence than the current 139 con armour??

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[quote="MS"]New armour set after the patch with mage requirements (high int/wisdom) but it would give higher defence than the current 139 con armour?? [/quote]
Myself and ibex floated this idea (with the idea of it being non upgradable so we wouldn't be able to add proc) therefore sacrificing our only chance of killing people 1v1 for the extra defense and it still got shot down
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[quote="MERLIN"]Myself and ibex floated this idea (with the idea of it being non upgradable so we wouldn't be able to add proc) therefore sacrificing our only chance of killing people 1v1 for the extra defense and it still got shot down[/quote]
The balance will be so hard to achieve. Yes overall there are a lot more humans than devils. But most capped humans are now trying to cap a dev. So atm They would rather devils win conti etc. And that's why humans have struggled recently Alternatively if all VK, DL, espada, mistress, arcanix all turn up. And the solo players (150 humans) devils will never win regardless of a %. It just depends which guilds decides to play human or devil that week


It's good for a change not to see a flame thread btw on the.
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[quote="SHOOTY"]The balance will be so hard to achieve. Yes overall there are a lot more humans than devils. But most capped humans are now trying to cap a dev. So atm They would rather devils win conti etc. And that's why humans have struggled recently Alternatively if all VK, DL, espada, mistress, arcanix all turn up. And the solo players (150 humans) devils will never win regardless of a %. It just depends which guilds decides to play human or devil that week It's good for a change not to see a flame thread btw on the.[/quote]
Imo the only thing that needs to happen is make the % debuff effect def dex so human melee can actually hit
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[quote="DISCOBISCUIT"]Imo the only thing that needs to happen is make the % debuff effect def dex so human melee can actually hit [/quote]
I'm pretty sure if human melee could hit it would still take quite a few human archers to take down a dev
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[quote="DISCOBISCUIT"]I'm pretty sure if human melee could hit it would still take quite a few human archers to take down a dev[/quote]
Which is how it should be but the fact that we have effectively a 20% chance of hitting a dev archer makes any human melee pretty useless and I'm arguing against archers because let's be honest 80- 90%of debs are archers for a reason
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[quote="DISCOBISCUIT"]Which is how it should be but the fact that we have effectively a 20% chance of hitting a dev archer makes any human melee pretty useless and I'm arguing against archers because let's be honest 80- 90%of debs are archers for a reason [/quote]

 

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