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Remove Range 3 Stone From Mags (D Soma)

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Well, magic only shreds non mages.

Going back to the point of the thread, which I totally agree with y the way; the issue is that ranged stone is a nightmare for non ranged classes. If the only way to reduce the range of stone is by reducing their magic range to 1, why not just scrap stone altogether?

Range 1 magic and melee shuts mages down from casting. Magic only murders melee classes (except bow), melee only also would shut mages down. Surely the easiest solution is to get rid of stone? Maybe replace it with an offensive aura of some kind?

I'm very happy with just the not getting 1 hit by whelps. Stone improvement is just gravy; but the only decent solution I can see, on the proviso that specifically stone cant be reduced to range 1, is to scrap it off entirely.
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[quote="ROCH"]Well, magic only shreds non mages. Going back to the point of the thread, which I totally agree with y the way; the issue is that ranged stone is a nightmare for non ranged classes. If the only way to reduce the range of stone is by reducing their magic range to 1, why not just scrap stone altogether? Range 1 magic and melee shuts mages down from casting. Magic only murders melee classes (except bow), melee only also would shut mages down. Surely the easiest solution is to get rid of stone? Maybe replace it with an offensive aura of some kind? I'm very happy with just the not getting 1 hit by whelps. Stone improvement is just gravy; but the only decent solution I can see, on the proviso that specifically stone cant be reduced to range 1, is to scrap it off entirely.[/quote]
Sorry for the confusion .....

What I am asking is for the "magic attack" not to happen at Range 1.

(So melee characters , like knuckle, don't get blasted whilst in melee)

Mages will be unaffected and Archers will be unaffected (they both still suffer ranged magic attack)

Melee characters get "hit" with both melee attack AND magic attack which leads to the "imbalance" shown in the statistics chart above.

(Which has prevented me, and characters like mine, from being able to hunt Magmas at all)

Jac
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[quote="PROWLER"]Sorry for the confusion ..... What I am asking is for the "magic attack" not to happen at Range 1. (So melee characters , like knuckle, don't get blasted whilst in melee) Mages will be unaffected and Archers will be unaffected (they both still suffer ranged magic attack) Melee characters get "hit" with both melee attack AND magic attack which leads to the "imbalance" shown in the statistics chart above. (Which has prevented me, and characters like mine, from being able to hunt Magmas at all) Jac[/quote]
Genuinely think the solution is to give primarily magic attacks as tbh most of the damage will be at a fixed min and max value regardless of whether it’s int or str based.

Because currently I’ve got people saying:

- I don’t want to get stoned from distance
- I don’t want to get magic’d up close
- I want to be able to cast at all times
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[quote="ISYLVER"]Genuinely think the solution is to give primarily magic attacks as tbh most of the damage will be at a fixed min and max value regardless of whether it’s int or str based. Because currently I’ve got people saying: - I don’t want to get stoned from distance - I don’t want to get magic’d up close - I want to be able to cast at all times [/quote]
Yes, I completely understand.

The moment you "give" an inch, people want to "take" a mile. Its been the same every time you have had an event (Birthday/Christmas/Halloween) etc. As well as every time you have done anything in game (such as increased "rates" which attracts shouts of "More drops please"). I do completely understand where you are on all this.

The Magmas have always discriminated against characters with less than a marvellous amount of STR (ranged archers) or INT (Mages) and characters that took a different route have been unable to benefit from them.

I completely accept the argument "well, you chose that character build" .... but..... you keep on generously improving the Magmas which is, unfortunately, increasing the imbalance.

The "Stoning" affected every person regardless of character build and did not discriminate.

The Range 1 Magic Attack, however, causes a cataclysmic disproportionate amount of time and effort for knuckle/sword and maybe spear users. It can be seen below;


14mins 30secs 100kills x Leiver Beasts (0 HP Pots)
26mins 40secs 100kills x Elite Lizardmen (0 HP Pots)
16mins 40secs 100kills x Drazil (0 HP Pots)
13mins 50secs 100kills x Beast Lord Guardians (0 HP Pots)
16mins 30secs 100kills x Enraged Boars (0 HP Pots)
28mins 20secs 100kills x Hellish Trolls (0 HP Pots)

2hrs 10mins 100kills x Magma Beast (330 HP Pots


If you can be arsed (and I totally don't blame you if you cannot) log on to Prowler and have a wander up - you will see what I mean.

In the meantime, character builds other than archers (magic attack only) and mages (magic attack only) can't benefit from any of the improvements (or the massively generous drop file).

I am only asking for "Class Balance" ....

Hope I have managed to explain better.

Jac

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[quote="PROWLER"]Yes, I completely understand. The moment you "give" an inch, people want to "take" a mile. Its been the same every time you have had an event (Birthday/Christmas/Halloween) etc. As well as every time you have done anything in game (such as increased "rates" which attracts shouts of "More drops please"). I do completely understand where you are on all this. The Magmas have always discriminated against characters with less than a marvellous amount of STR (ranged archers) or INT (Mages) and characters that took a different route have been unable to benefit from them. I completely accept the argument "well, you chose that character build" .... but..... you keep on generously improving the Magmas which is, unfortunately, increasing the imbalance. The "Stoning" affected every person regardless of character build and did not discriminate. The Range 1 Magic Attack, however, causes a cataclysmic disproportionate amount of time and effort for knuckle/sword and maybe spear users. It can be seen below; 14mins 30secs 100kills x Leiver Beasts (0 HP Pots) 26mins 40secs 100kills x Elite Lizardmen (0 HP Pots) 16mins 40secs 100kills x Drazil (0 HP Pots) 13mins 50secs 100kills x Beast Lord Guardians (0 HP Pots) 16mins 30secs 100kills x Enraged Boars (0 HP Pots) 28mins 20secs 100kills x Hellish Trolls (0 HP Pots) [b]2hrs 10mins 100kills x Magma Beast (330 HP Pots [/b] If you can be arsed (and I totally don't blame you if you cannot) log on to Prowler and have a wander up - you will see what I mean. In the meantime, character builds other than archers (magic attack only) and mages (magic attack only) can't benefit from any of the improvements (or the massively generous drop file). I am only asking for "Class Balance" .... Hope I have managed to explain better. Jac [/quote]
Confused... do what you want @isylver we can only test it for you. Personally the attacks and stone and magic are fine because you just adjust your play or hunt style. So i'm knuck and bow. If there is a group ill wait till one moves then hammer it with bow, then as it approaches me ill move 6 spaces, wait for it to stop and blast it some more and it should be dead by the time it gets to me. If a magmus comes to heal i'll follow step one still but on the second approach ill move towards 1 space and switch to knuck. Ill do this until ive run out of special repairs then stay knuck and lure one over and move 1 space. For the record my int/str and gear isn't the best but i can do mags with 200 pots for a few hours ez and now I don't have to worry about that rouge whelp spawn next to you -_- Win Win.

Dsoma on the other hand, ive no idea so wouldn't like to comment but now having whelps not 1 bang should make things betterer? Am i wrong in thinking that devs can have another wep skill up to 50? tbf dont need skill for training bow?

Yes stone can be annoying with another mag spawning next to you or in range but meh, you want drops from end game mob you gotta pay, only resi n pots at the end of the day but im walking away with 1-2 mill a hunt so... idk

Personally add these guys and do nothing with regards to att or range and sit on it for a month 'testing' it, maybe pop on and watch someone hunt them and get an idea of the issues/problems of hunting them, tbf we will only adapt our hunting style to them even if its hit and run ;p

POGS

/Meth
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[quote="METHUSELAH"]Confused... do what you want @isylver we can only test it for you. Personally the attacks and stone and magic are fine because you just adjust your play or hunt style. So i'm knuck and bow. If there is a group ill wait till one moves then hammer it with bow, then as it approaches me ill move 6 spaces, wait for it to stop and blast it some more and it should be dead by the time it gets to me. If a magmus comes to heal i'll follow step one still but on the second approach ill move towards 1 space and switch to knuck. Ill do this until ive run out of special repairs then stay knuck and lure one over and move 1 space. For the record my int/str and gear isn't the best but i can do mags with 200 pots for a few hours ez and now I don't have to worry about that rouge whelp spawn next to you -_- Win Win. Dsoma on the other hand, ive no idea so wouldn't like to comment but now having whelps not 1 bang should make things betterer? Am i wrong in thinking that devs can have another wep skill up to 50? tbf dont need skill for training bow? Yes stone can be annoying with another mag spawning next to you or in range but meh, you want drops from end game mob you gotta pay, only resi n pots at the end of the day but im walking away with 1-2 mill a hunt so... idk Personally add these guys and do nothing with regards to att or range and sit on it for a month 'testing' it, maybe pop on and watch someone hunt them and get an idea of the issues/problems of hunting them, tbf we will only adapt our hunting style to them even if its hit and run ;p POGS /Meth[/quote]
My point is if I switch it to range 1 with every attack being a spell / stone with the min damage at 30 everyone will get hit the same amount - thus making it as fair as possible. There’s no other way.
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[quote="ISYLVER"]My point is if I switch it to range 1 with every attack being a spell / stone with the min damage at 30 everyone will get hit the same amount - thus making it as fair as possible. There’s no other way.[/quote]
"ISYLVER"Genuinely think the solution is to give primarily magic attacks as tbh most of the damage will be at a fixed min and max value regardless of whether it’s int or str based.

Because currently I’ve got people saying:

- I don’t want to get stoned from distance
- I don’t want to get magic’d up close
- I want to be able to cast at all times


Speaking as a range 1 melee character; I'd just rather them be left alone then. Magic only would absolutlet shred through pots of range 1 chars (including the devils who asked for the change) far more than any positive benefit a non-ranged stone would have. Whelps not being so devastating to range 1 chars is a brilliant improvement.

Thanks very much though Dan for addressing our concerns. Its definitely not an easy job trying to strike the balance. GM life huh? ^^

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[quote="ROCH"][quote="ISYLVER"]Genuinely think the solution is to give primarily magic attacks as tbh most of the damage will be at a fixed min and max value regardless of whether it’s int or str based. Because currently I’ve got people saying: - I don’t want to get stoned from distance - I don’t want to get magic’d up close - I want to be able to cast at all times [/quote] Speaking as a range 1 melee character; I'd just rather them be left alone then. Magic only would absolutlet shred through pots of range 1 chars (including the devils who asked for the change) far more than any positive benefit a non-ranged stone would have. Whelps not being so devastating to range 1 chars is a brilliant improvement. Thanks very much though Dan for addressing our concerns. Its definitely not an easy job trying to strike the balance. GM life huh? ^^ [/quote]
"ISYLVER"My point is if I switch it to range 1 with every attack being a spell / stone with the min damage at 30 everyone will get hit the same amount - thus making it as fair as possible. There’s no other way.


It's only equal if everyone actually takes 30 damage but I'm assuming its Int based? The low int melee builds (those who have the hardest time at mags, inc devils) are going to be taking more like 150 damage or more per cast.
That would make mags far more punishing for the guys who the change is supposed to be helping, while making mags far easier for mages, who the magic doesnt hurt anyway; or bow chars, who can outright avoid the range 1 magic damage and have the best time of it anyway, as they can now hit an run even more easily.

I'm assuming you dont plan on dropping the magic attack of the mags that is?

I dont know the solution, Im just trying to give a little pre-tweak feedback. Hopefully it'll end up bang on after a little back and forth.
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[quote="ROCH"][quote="ISYLVER"]My point is if I switch it to range 1 with every attack being a spell / stone with the min damage at 30 everyone will get hit the same amount - thus making it as fair as possible. There’s no other way.[/quote] It's only equal if everyone actually takes 30 damage but I'm assuming its Int based? The low int melee builds (those who have the hardest time at mags, inc devils) are going to be taking more like 150 damage or more per cast. That would make mags far more punishing for the guys who the change is supposed to be helping, while making mags far easier for mages, who the magic doesnt hurt anyway; or bow chars, who can outright avoid the range 1 magic damage and have the best time of it anyway, as they can now hit an run even more easily. I'm assuming you dont plan on dropping the magic attack of the mags that is? I dont know the solution, Im just trying to give a little pre-tweak feedback. Hopefully it'll end up bang on after a little back and forth.[/quote]
Sorry iSylver, I had not realised you were switching off ALL the ranged attacks.

Roch, however, is correct ….. changing everything to Range 1 will utterly rape melee characters that favoured DEX over STR.

As it stands, it takes a melee class 4x the time and a substantial number of return trips to town for HP pots. This makes the drop file very difficult to access. It also makes all the magma quests virtually impossible (I have managed to complete zero) and the better drops unattainable. Being hit with increased magic attacks will push all that difficulty towards impossible.

If you intend to pursue this (which is your gift of course) then please would you do nothing further to enhance the drop file of the magma as it is already far beyond generous and exploited by some and unobtainable to others (which is the imbalance I am referring to).

Additionally, would you consider structuring the Elder Magma in such a fashion that no particular “class” has a pecuniary advantage?

Thanks.

Jac
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[quote="PROWLER"]Sorry iSylver, I had not realised you were switching off ALL the ranged attacks. Roch, however, is correct ….. changing everything to Range 1 will utterly rape melee characters that favoured DEX over STR. As it stands, it takes a melee class 4x the time and a substantial number of return trips to town for HP pots. This makes the drop file very difficult to access. It also makes all the magma quests virtually impossible (I have managed to complete zero) and the better drops unattainable. Being hit with increased magic attacks will push all that difficulty towards impossible. If you intend to pursue this (which is your gift of course) then please would you do nothing further to enhance the drop file of the magma as it is already far beyond generous and exploited by some and unobtainable to others (which is the imbalance I am referring to). Additionally, would you consider structuring the Elder Magma in such a fashion that no particular “class” has a pecuniary advantage? Thanks. Jac [/quote]
So to be clear if it was all int the intAttack for magma beast is:

Dsoma: 180
Hsoma: 115

You've got two choices here. Either I revert back to how they were or give them 100% int attacks.
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[quote="ISYLVER"]So to be clear if it was all int the intAttack for magma beast is: Dsoma: 180 Hsoma: 115 You've got two choices here. Either I revert back to how they were or give them 100% int attacks. [/quote]
Revert back please
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[quote="PROWLER"]Revert back please[/quote]
* reverted back until someone gives me a solution *
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[quote="ISYLVER"]* reverted back until someone gives me a solution *[/quote]
all a bit confusing tbh.. would have thought mags not stoning until within 1 range would be a good enough bonus/help for every1..mages/ mele alike..
Leave as they were.. just stop the stoning from range.
( as sal3ms original post )
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[quote="LUPISCUS"]all a bit confusing tbh.. would have thought mags not stoning until within 1 range would be a good enough bonus/help for every1..mages/ mele alike.. Leave as they were.. just stop the stoning from range. ( as sal3ms original post )[/quote]
The issue is that the proposals ARE helpful and ARE beneficial ..... but only to the people who don't have a problem "hunting" them right now.

Unfortunately, the proposals make it much more difficult for the people who already struggle.

I will give this some thought.

Thank you iSylver.

Jac
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[quote="PROWLER"]The issue is that the proposals ARE helpful and ARE beneficial ..... but only to the people who don't have a problem "hunting" them right now. Unfortunately, the proposals make it much more difficult for the people who already struggle. I will give this some thought. Thank you iSylver. Jac[/quote]
revert back and remove stone aura and add another attacking aura
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[quote="FRINGE"]revert back and remove stone aura and add another attacking aura[/quote]

 

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