Back to Home

Myth of Soma Account Management

By clicking GO to login you are agreeing to the terms and conditions and privacy policy. > Register an Account > Forgot your password?

The Forum

Recent changes for mages regarding the damage reduction

Author Content Date
Magic attack items are almost obsolete in pvp due to the change in dynamics. Think the range damage reduction has brought the game back to being unbalanced. Nerfs are ruining hsoma side of things.

Was in arena earlier against Corleone couldn't kill him even weakened. Same with Maximo in full ma or proc. Ma is even worse than proc.

This was at range one. Will make a video to demonstrate.
PM Reply Quote
[quote="4634"]Magic attack items are almost obsolete in pvp due to the change in dynamics. Think the range damage reduction has brought the game back to being unbalanced. Nerfs are ruining hsoma side of things. Was in arena earlier against Corleone couldn't kill him even weakened. Same with Maximo in full ma or proc. Ma is even worse than proc. This was at range one. Will make a video to demonstrate. [/quote]
none of the changes even affect range 1 :O
PM Reply Quote
[quote="KOLLIN"]none of the changes even affect range 1 :O[/quote]
"KOLLIN"none of the changes even affect range 1 :O


Maybe the code interferes with magic attack i dnt no ? but not being able to kill someone at range one while their weakened in +8 warp necky, +7+/8 ma rings, hero top, hero emblem and insight boots , weaken pants and water proc helm using dragon breath is just stupid

If proc is stronger than insight/ma gear then insight tabs just become cheaper.
PM Reply Quote
[quote="4634"][quote="KOLLIN"]none of the changes even affect range 1 :O[/quote] Maybe the code interferes with magic attack i dnt no ? but not being able to kill someone at range one while their weakened in +8 warp necky, +7+/8 ma rings, hero top, hero emblem and insight boots , weaken pants and water proc helm using dragon breath is just stupid If proc is stronger than insight/ma gear then insight tabs just become cheaper.[/quote]
pk was never supposed to be a 1 person thing. hence the introduction of spells like zombie etc that you dont see.
support roles and teamwork is the dream
PM Reply Quote
[quote="KOLLIN"]pk was never supposed to be a 1 person thing. hence the introduction of spells like zombie etc that you dont see. support roles and teamwork is the dream[/quote]
"4634"
"KOLLIN"none of the changes even affect range 1 :O


Maybe the code interferes with magic attack i dnt no ? but not being able to kill someone at range one while their weakened in +8 warp necky, +7+/8 ma rings, hero top, hero emblem and insight boots , weaken pants and water proc helm using dragon breath is just stupid

If proc is stronger than insight/ma gear then insight tabs just become cheaper.


Proc has always been stronger than MA/insight. That's why hardly any1 wears it and wears mostly proc.
PM Reply Quote
[quote="BIGRIK86"][quote="4634"][quote="KOLLIN"]none of the changes even affect range 1 :O[/quote] Maybe the code interferes with magic attack i dnt no ? but not being able to kill someone at range one while their weakened in +8 warp necky, +7+/8 ma rings, hero top, hero emblem and insight boots , weaken pants and water proc helm using dragon breath is just stupid If proc is stronger than insight/ma gear then insight tabs just become cheaper.[/quote] Proc has always been stronger than MA/insight. That's why hardly any1 wears it and wears mostly proc. [/quote]
"KOLLIN"pk was never supposed to be a 1 person thing. hence the introduction of spells like zombie etc that you dont see.
support roles and teamwork is the dream


ye great idea and i do think its brilliant but the numbers dont work like that hence they win gvw for like 18 months not great numbers and thats not a criticism to the server, just the way it is.
PM Reply Quote
[quote="4634"][quote="KOLLIN"]pk was never supposed to be a 1 person thing. hence the introduction of spells like zombie etc that you dont see. support roles and teamwork is the dream[/quote] ye great idea and i do think its brilliant but the numbers dont work like that hence they win gvw for like 18 months not great numbers and thats not a criticism to the server, just the way it is. [/quote]
If anything mages need reviewing and correcting… wotw wearing big MD omni, still took big damage and killed… know there’s a deficit with % but that was daft some of the hits.

And the amount of gbird casts insane… 4634 you were biggest person doing this… remove gbird and stick in random teleport or interrupt cast or cool down…

Actually team work PvP / RvR is better… not pure luck proc claiming ‘big skillz’
PM Reply Quote
[quote="AXOM"]If anything mages need reviewing and correcting… wotw wearing big MD omni, still took big damage and killed… know there’s a deficit with % but that was daft some of the hits. And the amount of gbird casts insane… 4634 you were biggest person doing this… remove gbird and stick in random teleport or interrupt cast or cool down… Actually team work PvP / RvR is better… not pure luck proc claiming ‘big skillz’[/quote]
think i only saw 1 or 2 people at wotw who cast weaken. rather than spamming feathers and attack.
PM Reply Quote
[quote="KOLLIN"]think i only saw 1 or 2 people at wotw who cast weaken. rather than spamming feathers and attack. [/quote]
"AXOM"If anything mages need reviewing and correcting… wotw wearing big MD omni, still took big damage and killed… know there’s a deficit with % but that was daft some of the hits.

And the amount of gbird casts insane… 4634 you were biggest person doing this… remove gbird and stick in random teleport or interrupt cast or cool down…

Actually team work PvP / RvR is better… not pure luck proc claiming ‘big skillz’


You need numbers for team work, thats why devil/mutiny and mandemz/darklegacy/outlawz won for 18 months because they got all the numbers. Soma has never been a numbers game maximum m players on esoma at peak was 500 maybe 1k. most gams have 70 million a month.

Win 15 gvw in a row where dl turn up and then tell ill believe you soma is a numbers game

Cod 70 million+9 a month soma: 100 + a month
PM Reply Quote
[quote="4634"][quote="AXOM"]If anything mages need reviewing and correcting… wotw wearing big MD omni, still took big damage and killed… know there’s a deficit with % but that was daft some of the hits. And the amount of gbird casts insane… 4634 you were biggest person doing this… remove gbird and stick in random teleport or interrupt cast or cool down… Actually team work PvP / RvR is better… not pure luck proc claiming ‘big skillz’[/quote] You need numbers for team work, thats why devil/mutiny and mandemz/darklegacy/outlawz won for 18 months because they got all the numbers. Soma has never been a numbers game maximum m players on esoma at peak was 500 maybe 1k. most gams have 70 million a month. Win 15 gvw in a row where dl turn up and then tell ill believe you soma is a numbers game Cod 70 million+9 a month soma: 100 + a month[/quote]
axom is right, the game was better when teamwork was needed for pvp

you dont need 70 million players to have a decent pk fight


remove proc and g birds (and then nerf melee to balance it)
PM Reply Quote
[quote="ETHDTGSGSRG"]axom is right, the game was better when teamwork was needed for pvp you dont need 70 million players to have a decent pk fight remove proc and g birds (and then nerf melee to balance it)[/quote]
"AXOM"If anything mages need reviewing and correcting… wotw wearing big MD omni, still took big damage and killed… know there’s a deficit with % but that was daft some of the hits.

And the amount of gbird casts insane… 4634 you were biggest person doing this… remove gbird and stick in random teleport or interrupt cast or cool down…

Actually team work PvP / RvR is better… not pure luck proc claiming ‘big skillz’


This would be brilliant imo.
And devil/mutiny haven't won the gvw for 18 month Jamie? We need to look realistically, remove the ability to g bird and cast, and limit proc then should be evenly balanced
PM Reply Quote
[quote="BIGRIK86"][quote="AXOM"]If anything mages need reviewing and correcting… wotw wearing big MD omni, still took big damage and killed… know there’s a deficit with % but that was daft some of the hits. And the amount of gbird casts insane… 4634 you were biggest person doing this… remove gbird and stick in random teleport or interrupt cast or cool down… Actually team work PvP / RvR is better… not pure luck proc claiming ‘big skillz’[/quote] This would be brilliant imo. And devil/mutiny haven't won the gvw for 18 month Jamie? We need to look realistically, remove the ability to g bird and cast, and limit proc then should be evenly balanced [/quote]
I’m going to test my MA gear later, see if there is any difference. I would have thought with the reduction over range MA would have mitigated the loss but I guess it depends on how the reduction is calculated.

I’m still a firm believer in limiting proc, stopping feather casts and also making mages uninterruptible.

All these changes have done is force me to use proc and stone, probably the last thing melee want all mages doing.

I know most mages use these anyway but a damage over range reduction basically necessitates it.

I honestly think making mages uninterruptible, limiting proc to one cast at a time and stopping feather casts would have introduced better PvP, as mages would go toe to toe with enemies, sure some would still stone, but I would love a proper fight against a swordie etc toe to toe instead of feathering around like the flash.
PM Reply Quote
[quote="CHOJINE"]I’m going to test my MA gear later, see if there is any difference. I would have thought with the reduction over range MA would have mitigated the loss but I guess it depends on how the reduction is calculated. I’m still a firm believer in limiting proc, stopping feather casts and also making mages uninterruptible. All these changes have done is force me to use proc and stone, probably the last thing melee want all mages doing. I know most mages use these anyway but a damage over range reduction basically necessitates it. I honestly think making mages uninterruptible, limiting proc to one cast at a time and stopping feather casts would have introduced better PvP, as mages would go toe to toe with enemies, sure some would still stone, but I would love a proper fight against a swordie etc toe to toe instead of feathering around like the flash.[/quote]
"CHOJINE"I’m going to test my MA gear later, see if there is any difference. I would have thought with the reduction over range MA would have mitigated the loss but I guess it depends on how the reduction is calculated.

I’m still a firm believer in limiting proc, stopping feather casts and also making mages uninterruptible.

All these changes have done is force me to use proc and stone, probably the last thing melee want all mages doing.

I know most mages use these anyway but a damage over range reduction basically necessitates it.

I honestly think making mages uninterruptible, limiting proc to one cast at a time and stopping feather casts would have introduced better PvP, as mages would go toe to toe with enemies, sure some would still stone, but I would love a proper fight against a swordie etc toe to toe instead of feathering around like the flash.


+1

PM Reply Quote
[quote="SB99"][quote="CHOJINE"]I’m going to test my MA gear later, see if there is any difference. I would have thought with the reduction over range MA would have mitigated the loss but I guess it depends on how the reduction is calculated. I’m still a firm believer in limiting proc, stopping feather casts and also making mages uninterruptible. All these changes have done is force me to use proc and stone, probably the last thing melee want all mages doing. I know most mages use these anyway but a damage over range reduction basically necessitates it. I honestly think making mages uninterruptible, limiting proc to one cast at a time and stopping feather casts would have introduced better PvP, as mages would go toe to toe with enemies, sure some would still stone, but I would love a proper fight against a swordie etc toe to toe instead of feathering around like the flash.[/quote] +1 [/quote]
"CHOJINE"I’m going to test my MA gear later, see if there is any difference. I would have thought with the reduction over range MA would have mitigated the loss but I guess it depends on how the reduction is calculated.

I’m still a firm believer in limiting proc, stopping feather casts and also making mages uninterruptible.

All these changes have done is force me to use proc and stone, probably the last thing melee want all mages doing.

I know most mages use these anyway but a damage over range reduction basically necessitates it.

I honestly think making mages uninterruptible, limiting proc to one cast at a time and stopping feather casts would have introduced better PvP, as mages would go toe to toe with enemies, sure some would still stone, but I would love a proper fight against a swordie etc toe to toe instead of feathering around like the flash.


Any nerfs that dan does now post new weapon released will cost the user count. Proc has been nerfed once:

https://www.dropbox.com/s/cwbozr3qvplkapy/Desktop%202021.07.27%20-%2011.10.58.04.DVR.mp4?dl=0

Obviously when i put ma on it should give a boost but it doesn't both attacks are 288 meaning magic attack is obsolete.

Also -1 to your idea, cap your character get involved with pk agaainst dl then you see why i say -1 to that. SOMA IS NOT A NUMEBRS GAM EVEN AT PEAK ON ESOMA it was like 500-1000 playewrs. Games that are based on numbers usually have like a usercount in the millions each month.

We can make soma a numebrs game by limiting a guild to 8 players max.
PM Reply Quote
[quote="4634"][quote="CHOJINE"]I’m going to test my MA gear later, see if there is any difference. I would have thought with the reduction over range MA would have mitigated the loss but I guess it depends on how the reduction is calculated. I’m still a firm believer in limiting proc, stopping feather casts and also making mages uninterruptible. All these changes have done is force me to use proc and stone, probably the last thing melee want all mages doing. I know most mages use these anyway but a damage over range reduction basically necessitates it. I honestly think making mages uninterruptible, limiting proc to one cast at a time and stopping feather casts would have introduced better PvP, as mages would go toe to toe with enemies, sure some would still stone, but I would love a proper fight against a swordie etc toe to toe instead of feathering around like the flash.[/quote] Any nerfs that dan does now post new weapon released will cost the user count. Proc has been nerfed once: https://www.dropbox.com/s/cwbozr3qvplkapy/Desktop%202021.07.27%20-%2011.10.58.04.DVR.mp4?dl=0 Obviously when i put ma on it should give a boost but it doesn't both attacks are 288 meaning magic attack is obsolete. Also -1 to your idea, cap your character get involved with pk agaainst dl then you see why i say -1 to that. SOMA IS NOT A NUMEBRS GAM EVEN AT PEAK ON ESOMA it was like 500-1000 playewrs. Games that are based on numbers usually have like a usercount in the millions each month. We can make soma a numebrs game by limiting a guild to 8 players max. [/quote]
You didn’t even make sense then Daeny 😂

Also my idea was instead of the nerf, not including.

Soma was a numbers game but dexterity has ruined the balance, it’s the reason melee have 120 int and the reason mages stone.

A soft cap kept it in check.

Proc was an answer to fast speed weapons, which aren’t an issue if everyone has 100-110 dex.

The game was kept balanced by similar dexterity among classes, keeping evasion etc relevant even for mages.

If you allow 200 dexterity melee players will get it to remain relevant and competitive, leaving no room for intelligence. This makes evasion pointless for mages and forces them to look at mechanics to compete, i.e. proc, feathers and stone.

The fact so many changes have been introduced over time shows how the balance has slowly been eroded.
PM Reply Quote
[quote="CHOJINE"]You didn’t even make sense then Daeny 😂 Also my idea was instead of the nerf, not including. Soma was a numbers game but dexterity has ruined the balance, it’s the reason melee have 120 int and the reason mages stone. A soft cap kept it in check. Proc was an answer to fast speed weapons, which aren’t an issue if everyone has 100-110 dex. The game was kept balanced by similar dexterity among classes, keeping evasion etc relevant even for mages. If you allow 200 dexterity melee players will get it to remain relevant and competitive, leaving no room for intelligence. This makes evasion pointless for mages and forces them to look at mechanics to compete, i.e. proc, feathers and stone. The fact so many changes have been introduced over time shows how the balance has slowly been eroded.[/quote]

 

Please sign in with one of your characters to reply