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QOL changes (part2)

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Whilst the work on done on part 1 ideas was great I can still think of a few good changes that I think can take the edge of the grind we're all witnessing.

1) Elder mags these poor monsters need some loving. Is it possible for have all items that drop from these to be minimal rare tag. Also SD added to these would be massively welcome.

2) All bosses that drop souls and not on fixed time to have respawn timers reduced by 50%.

3) All items in valour npc that are not valour/champion/corrupt to be removed and added to minton npc, would suggest removing all tags apart from epic and have these sell for 25 mintons apc. Keeping valour weapons at the current price they're and reducing corrupt/champion armour to hard>25,rare>50 and epic>100 valour.

4) Look to increase the drop rates on all magic monsters human and devil side. The kill rate time is x2 longer than the melle monsters.

5) A sell back npc for unwanted valour items for valour?

6) Long awaited reward for crafters. Currently cap is now 250 with no added benefits for crafters getting these? I think adding another SR at 225 and adding a better upgrade success rate for 250.

7) 250 skill crafters to be able to craft mythical items and the chances of all tagged items increased.

And these from last post.
SpoilerShow

5) Add 5 levels
6) fix stat gains after 253 to same as rate as gains were 230.
7) Add quest to collect all tomes to reward hero2 item ( repeatable only twice )


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[quote="TEMEROSO"]Whilst the work on done on part 1 ideas was great I can still think of a few good changes that I think can take the edge of the grind we're all witnessing. 1) Elder mags these poor monsters need some loving. Is it possible for have all items that drop from these to be minimal rare tag. Also SD added to these would be massively welcome. 2) All bosses that drop souls and not on fixed time to have respawn timers reduced by 50%. 3) All items in valour npc that are not valour/champion/corrupt to be removed and added to minton npc, would suggest removing all tags apart from epic and have these sell for 25 mintons apc. Keeping valour weapons at the current price they're and reducing corrupt/champion armour to hard>25,rare>50 and epic>100 valour. 4) Look to increase the drop rates on all magic monsters human and devil side. The kill rate time is x2 longer than the melle monsters. 5) A sell back npc for unwanted valour items for valour? 6) Long awaited reward for crafters. Currently cap is now 250 with no added benefits for crafters getting these? I think adding another SR at 225 and adding a better upgrade success rate for 250. 7) 250 skill crafters to be able to craft mythical items and the chances of all tagged items increased. And these from last post. [spoiler] 5) Add 5 levels 6) fix stat gains after 253 to same as rate as gains were 230. 7) Add quest to collect all tomes to reward hero2 item ( repeatable only twice )[/spoiler] [/quote]
Ancient to drop from elders is the only other feed back I’d give to that.

Otherwise all very good and reasonable ideas.
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[quote="TYRESE"]Ancient to drop from elders is the only other feed back I’d give to that. Otherwise all very good and reasonable ideas. [/quote]
"TEMEROSO"Whilst the work on done on part 1 ideas was great I can still think of a few good changes that I think can take the edge of the grind we're all witnessing.

1) Elder mags these poor monsters need some loving. Is it possible for have all items that drop from these to be minimal rare tag. Also SD added to these would be massively welcome.

2) All bosses that drop souls and not on fixed time to have respawn timers reduced by 50%.

3) All items in valour npc that are not valour/champion/corrupt to be removed and added to minton npc, would suggest removing all tags apart from epic and have these sell for 25 mintons apc. Keeping valour weapons at the current price they're and reducing corrupt/champion armour to hard>25,rare>50 and epic>100 valour.

4) Look to increase the drop rates on all magic monsters human and devil side. The kill rate time is x2 longer than the melle monsters.

5) A sell back npc for unwanted valour items for valour?

6) Long awaited reward for crafters. Currently cap is now 250 with no added benefits for crafters getting these? I think adding another SR at 225 and adding a better upgrade success rate for 250.

7) 250 skill crafters to be able to craft mythical items and the chances of all tagged items increased.

And these from last post.
SpoilerShow

5) Add 5 levels
6) fix stat gains after 253 to same as rate as gains were 230.
7) Add quest to collect all tomes to reward hero2 item ( repeatable only twice )




cap raise to please
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[quote="MY_UNICORN"][quote="TEMEROSO"]Whilst the work on done on part 1 ideas was great I can still think of a few good changes that I think can take the edge of the grind we're all witnessing. 1) Elder mags these poor monsters need some loving. Is it possible for have all items that drop from these to be minimal rare tag. Also SD added to these would be massively welcome. 2) All bosses that drop souls and not on fixed time to have respawn timers reduced by 50%. 3) All items in valour npc that are not valour/champion/corrupt to be removed and added to minton npc, would suggest removing all tags apart from epic and have these sell for 25 mintons apc. Keeping valour weapons at the current price they're and reducing corrupt/champion armour to hard>25,rare>50 and epic>100 valour. 4) Look to increase the drop rates on all magic monsters human and devil side. The kill rate time is x2 longer than the melle monsters. 5) A sell back npc for unwanted valour items for valour? 6) Long awaited reward for crafters. Currently cap is now 250 with no added benefits for crafters getting these? I think adding another SR at 225 and adding a better upgrade success rate for 250. 7) 250 skill crafters to be able to craft mythical items and the chances of all tagged items increased. And these from last post. [spoiler] 5) Add 5 levels 6) fix stat gains after 253 to same as rate as gains were 230. 7) Add quest to collect all tomes to reward hero2 item ( repeatable only twice )[/spoiler] [/quote] cap raise to please [/quote]
7) 250 skill crafters to be able to craft mythical items and the chances of all tagged items increased.

You can already craft mythical tag items, the reward of 200-250 for an extra 5% chance of maybe possibly crafting a tag just doesn’t justify the time needed to invest for the 50 extra skill. Time needed to collect the mats, time needed to gather the Barr needed to pay for the mats for a possible maybe 5% more chance of a tag spitting out just doesn’t seem worthwhile.

I was crafting less tags than when I was between 150-170 weapon craft skill and I stopped at I think back in March at 214 weapon craft skill.

An extra 1% for every extra 10 skill between 200-250 (5%) doesn’t seem to be worth the time invested needed to make even less tags than I was crafting before.

My question would be what was the % beforehand? What was the chance to craft a tag beforehand? Cause it feels like someone has put the . In the wrong place.

Increase the success rate from it’s supposedly fixed 80% in increments from 200-250 would be more use, but the 5% more chance of a tag for an extra 50 skill investment just isn’t worth the time one bit.
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[quote="RAVENSOUL"]7) 250 skill crafters to be able to craft mythical items and the chances of all tagged items increased. You can already craft mythical tag items, the reward of 200-250 for an extra 5% chance of maybe possibly crafting a tag just doesn’t justify the time needed to invest for the 50 extra skill. Time needed to collect the mats, time needed to gather the Barr needed to pay for the mats for a possible maybe 5% more chance of a tag spitting out just doesn’t seem worthwhile. I was crafting less tags than when I was between 150-170 weapon craft skill and I stopped at I think back in March at 214 weapon craft skill. An extra 1% for every extra 10 skill between 200-250 (5%) doesn’t seem to be worth the time invested needed to make even less tags than I was crafting before. My question would be what was the % beforehand? What was the chance to craft a tag beforehand? Cause it feels like someone has put the . In the wrong place. Increase the success rate from it’s supposedly fixed 80% in increments from 200-250 would be more use, but the 5% more chance of a tag for an extra 50 skill investment just isn’t worth the time one bit.[/quote]
Bump in hope.
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[quote="TYRESE"]Bump in hope. [/quote]
Agree with this mate. +1
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[quote="BIGRIK"]Agree with this mate. +1[/quote]

 

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