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Dsoma community poll

Author Content Date
DROPS
need complete overhaul and massive increase in drop rate
Invul should be added to apai and above, same with trolls and above on mage side
Maybe adjust a few recipes to remove the demand on rubies and spread the love across

STAT SYSTEM
DeX should be split into atack/def too, this would even out the value or dt's at the same time as lowering the advantage dex classes have over str based

Range will always win out because everyone just does far too much damage to eachother and feathers are designed to be abused regarding no cooldown and can keep you perma out of range, a simple clicker for archers is enough to get a couple shots off before anyone can close the gap

RvR
Now that stat caps are reasonably comparable the fact that hsoma has 3% eva/acc at +1 is massive advantage to them, human DeX char in full eva leaves many done swinging at nothing
Lastly dispel at wow is just ridiculous, it's a ranged spammable stop to mages do anything
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[quote="MERLIN"]DROPS need complete overhaul and massive increase in drop rate Invul should be added to apai and above, same with trolls and above on mage side Maybe adjust a few recipes to remove the demand on rubies and spread the love across STAT SYSTEM DeX should be split into atack/def too, this would even out the value or dt's at the same time as lowering the advantage dex classes have over str based Range will always win out because everyone just does far too much damage to eachother and feathers are designed to be abused regarding no cooldown and can keep you perma out of range, a simple clicker for archers is enough to get a couple shots off before anyone can close the gap RvR Now that stat caps are reasonably comparable the fact that hsoma has 3% eva/acc at +1 is massive advantage to them, human DeX char in full eva leaves many done swinging at nothing Lastly dispel at wow is just ridiculous, it's a ranged spammable stop to mages do anything [/quote]
The problem I had with slow auras for movement was that it completely gives power to ranged chars
I get it helps low range chars get to people but in groups with majority ranged it just means person on receiving end is a sitting duck

(I agree something needs help but just not sure how/what to close the gap - maybe lower the range available to bow/magic?)
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[quote="MERLIN"]The problem I had with slow auras for movement was that it completely gives power to ranged chars I get it helps low range chars get to people but in groups with majority ranged it just means person on receiving end is a sitting duck (I agree something needs help but just not sure how/what to close the gap - maybe lower the range available to bow/magic?)[/quote]
"MERLIN"The problem I had with slow auras for movement was that it completely gives power to ranged chars
I get it helps low range chars get to people but in groups with majority ranged it just means person on receiving end is a sitting duck

(I agree something needs help but just not sure how/what to close the gap - maybe lower the range available to bow/magic?)


Maybe after 2-3 range the range damage is reduced for pvp .. range 5ish = 50% damage for example.

Or just give the aura to the melee chars and something different to range chars.

Example 1 - mage and archers gets CTF blink so they can every x amount of time feather off to a different spot
Example 2 - mage gets whatever the CTF aura that kind of makes you stone yourself (which I figure its meant to be to boost your defence for x duration) that way you can get slowed but counter it with defence aura... the cool down on them will be the key part of the PVP

Just examples but point is the same aura doesn't have to be applied to all classes
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[quote="AFRO"][quote="MERLIN"]The problem I had with slow auras for movement was that it completely gives power to ranged chars I get it helps low range chars get to people but in groups with majority ranged it just means person on receiving end is a sitting duck (I agree something needs help but just not sure how/what to close the gap - maybe lower the range available to bow/magic?)[/quote] Maybe after 2-3 range the range damage is reduced for pvp .. range 5ish = 50% damage for example. Or just give the aura to the melee chars and something different to range chars. Example 1 - mage and archers gets CTF blink so they can every x amount of time feather off to a different spot Example 2 - mage gets whatever the CTF aura that kind of makes you stone yourself (which I figure its meant to be to boost your defence for x duration) that way you can get slowed but counter it with defence aura... the cool down on them will be the key part of the PVP Just examples but point is the same aura doesn't have to be applied to all classes[/quote]
"MERLIN"DROPS
need complete overhaul and massive increase in drop rate
Invul should be added to apai and above, same with trolls and above on mage side
Maybe adjust a few recipes to remove the demand on rubies and spread the love across

STAT SYSTEM
DeX should be split into atack/def too, this would even out the value or dt's at the same time as lowering the advantage dex classes have over str based

Range will always win out because everyone just does far too much damage to eachother and feathers are designed to be abused regarding no cooldown and can keep you perma out of range, a simple clicker for archers is enough to get a couple shots off before anyone can close the gap

RvR
Now that stat caps are reasonably comparable the fact that hsoma has 3% eva/acc at +1 is massive advantage to them, human DeX char in full eva leaves many done swinging at nothing
Lastly dispel at wow is just ridiculous, it's a ranged spammable stop to mages do anything


Drops - 100% with you on that

DeX should be split into attack/def - completely disagree with this point, in order to split it we will have to get more points than what we have now... which will make mages and tank axers so much more OP.

Extra points for a mage - means you can fully put them on defensive dex as you have no need for offensive dex and at that stage you will have godly dex and be able to still 1 hit proc melee.

Extra points for tank axer - means you can max out your defensive dex, con, str and put all your extra point on wis - or for someone like sharpi he would max con, int and defensive dex which can mean he will have similar int as capped mages and anyway you see it, it will have a big boost for tanking.

The people who will suffer from this are the rest of the classes, as we will still need to have both offensive and defensive dex!

I am sure there are other reasons as to why this idea cannot work but I am too sleepy to think of them :)

RVR -
+1 3% accuracy/eva is an advantage and it would be nice to improve dsoma accuracy so at +1 its 3%... to keep things fair imo

Dispel is the only counter to all the mage procs that is out there I think... unless all procs are disabled during wow I don't think it would be fair to request to stop dispel only.
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[quote="AFRO"][quote="MERLIN"]DROPS need complete overhaul and massive increase in drop rate Invul should be added to apai and above, same with trolls and above on mage side Maybe adjust a few recipes to remove the demand on rubies and spread the love across STAT SYSTEM DeX should be split into atack/def too, this would even out the value or dt's at the same time as lowering the advantage dex classes have over str based Range will always win out because everyone just does far too much damage to eachother and feathers are designed to be abused regarding no cooldown and can keep you perma out of range, a simple clicker for archers is enough to get a couple shots off before anyone can close the gap RvR Now that stat caps are reasonably comparable the fact that hsoma has 3% eva/acc at +1 is massive advantage to them, human DeX char in full eva leaves many done swinging at nothing Lastly dispel at wow is just ridiculous, it's a ranged spammable stop to mages do anything [/quote] [b]Drops[/b] - 100% with you on that [b]DeX should be split into attack/def[/b] - completely disagree with this point, in order to split it we will have to get more points than what we have now... which will make mages and tank axers so much more OP. Extra points for a mage - means you can fully put them on defensive dex as you have no need for offensive dex and at that stage you will have godly dex and be able to still 1 hit proc melee. Extra points for tank axer - means you can max out your defensive dex, con, str and put all your extra point on wis - or for someone like sharpi he would max con, int and defensive dex which can mean he will have similar int as capped mages and anyway you see it, it will have a big boost for tanking. The people who will suffer from this are the rest of the classes, as we will still need to have both offensive and defensive dex! I am sure there are other reasons as to why this idea cannot work but I am too sleepy to think of them :) [b]RVR[/b] - +1 3% accuracy/eva is an [url=https://www.youtube.com/watch?v=0B4Nd3GBDmg]advantage[/url] and it would be nice to improve dsoma accuracy so at +1 its 3%... to keep things fair imo Dispel is the only counter to all the mage procs that is out there I think... unless all procs are disabled during wow I don't think it would be fair to request to stop dispel only. [/quote]
Ok the dex argument you make is fair, hadnt thought of that, unless some well thought out stat caps for dif classes were put in place

I dont mind the dispel on items from proc tbh, it's the spamming of the spell, maybe a cooldown on the spell, much like cooldown was suggested on zombie spell
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[quote="MERLIN"]Ok the dex argument you make is fair, hadnt thought of that, unless some well thought out stat caps for dif classes were put in place I dont mind the dispel on items from proc tbh, it's the spamming of the spell, maybe a cooldown on the spell, much like cooldown was suggested on zombie spell[/quote]
Why split up dex rather than combing str and con as in h soma since we know that works?

Could just set con to work the same as h soma and give every body 30 surly?
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[quote="BEACHSHORTS"]Why split up dex rather than combing str and con as in h soma since we know that works? Could just set con to work the same as h soma and give every body 30 surly?[/quote]
Originally con and str were as they are now
This server did combine them both into just str but reverted back to separate stats when they did the stat rework
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[quote="MERLIN"]Originally con and str were as they are now This server did combine them both into just str but reverted back to separate stats when they did the stat rework[/quote]
"MERLIN"Originally con and str were as they are now
This server did combine them both into just str but reverted back to separate stats when they did the stat rework


So are you supporting the proposition?

I think combining them (I think you're saying they were originally combined and only split when the point system came in?) would help to balance what I percieve as the huge problem of imbalance toward dex classes in d soma with them effectively having double points for every point in dex they have over non-dex classes.
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[quote="BEACHSHORTS"][quote="MERLIN"]Originally con and str were as they are now This server did combine them both into just str but reverted back to separate stats when they did the stat rework[/quote] So are you supporting the proposition? I think combining them (I think you're saying they were originally combined and only split when the point system came in?) would help to balance what I percieve as the huge problem of imbalance toward dex classes in d soma with them effectively having double points for every point in dex they have over non-dex classes. [/quote]
I dont mind either way tbh, it more destroyed the value of things in dsoma tabs wise as rdt is str - now only ,1-1 attack rather than both whereas DeX as 1 stat means dt benefits attack and defense
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[quote="MERLIN"]I dont mind either way tbh, it more destroyed the value of things in dsoma tabs wise as rdt is str - now only ,1-1 attack rather than both whereas DeX as 1 stat means dt benefits attack and defense[/quote]
Quality of life change for new players would be removing the item buy price from items in shop and replace with bar. It's always been a pain specially with how monsters don't drop relevant items for level you are at. Also since it will be no tagged stuff it won't be over powered but entry level items.
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[quote="CHARM3D"]Quality of life change for new players would be removing the item buy price from items in shop and replace with bar. It's always been a pain specially with how monsters don't drop relevant items for level you are at. Also since it will be no tagged stuff it won't be over powered but entry level items.[/quote]
"CHARM3D"Quality of life change for new players would be removing the item buy price from items in shop and replace with bar. It's always been a pain specially with how monsters don't drop relevant items for level you are at. Also since it will be no tagged stuff it won't be over powered but entry level items.


The mobs do drop what you need, getting a drop wilst your there is another question
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[quote="KAZOKU"][quote="CHARM3D"]Quality of life change for new players would be removing the item buy price from items in shop and replace with bar. It's always been a pain specially with how monsters don't drop relevant items for level you are at. Also since it will be no tagged stuff it won't be over powered but entry level items.[/quote] The mobs do drop what you need, getting a drop wilst your there is another question [/quote]
Quests in dsoma used to be great for level required against stats needed for the armour as the reward, no idea if this was reworked when the armour requirements were changed, if not realigning them would be a good help
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[quote="MERLIN"]Quests in dsoma used to be great for level required against stats needed for the armour as the reward, no idea if this was reworked when the armour requirements were changed, if not realigning them would be a good help[/quote]
I would love to see better drop rate and maybe a reward for all the crafting hours put in. Hsoma get rewarded for sitting at the craft table but devils get nothing :(
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[quote="COFFEESILK"]I would love to see better drop rate and maybe a reward for all the crafting hours put in. Hsoma get rewarded for sitting at the craft table but devils get nothing :([/quote]
Did the patch actually bring anything to dsoma or was it all hsoma love again
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[quote="MERLIN"]Did the patch actually bring anything to dsoma or was it all hsoma love again[/quote]
Drop files for lvling mobs upto late game mobs were all re-done

Same with boss files

But not put ingame yet dont think fin has had the time

They did re-do the npcs to sell all low lvl weps/arm but i mever checked if this was done as well I presume it was as hsomas was done
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[quote="SUBXERO"]Drop files for lvling mobs upto late game mobs were all re-done Same with boss files But not put ingame yet dont think fin has had the time They did re-do the npcs to sell all low lvl weps/arm but i mever checked if this was done as well I presume it was as hsomas was done[/quote]

 

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