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"MY_UNICORN"
"TEMEROSO"
"SOMACCTV1"


No reward for better stats at lower level
There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded.


An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable.

Consideration of rewards or mechanics that make better stats at lower levels meaningful.


[url]<a href="https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]">https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]</a>

Literally everything explained here…

Maybe ask your ai to explain this in simple terms for you, you obviously struggle to comprehend basics without the use of it.


Before you throw links around, maybe evaluate why earlier cap raises and gameplay changes, like the anvil update, actually revived the game, while this one only pulled back the group that pushed it. The issue isn’t the update support, it’s the one‑sided feedback shaping the outcome. If that’s too complex for you, feel free to borrow my AI, it might help you keep up.


Why are you a complete mong…

You can literally level anywhere without the risk of ruining your build, ANYWHERE at any point, you now have freedom to build your character in any witch way. Explain how this is bad? If someone new finds soma they wont ever be put off by bow axe int con healing. It is literally go off and do what you like, if you want some more stats in something else crack on pick a different weapon.


Soma has become too easy, people now whinging about skill being too hard… whilst getting 2 LD a hour 🤣


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[quote="TEMEROSO"][quote="MY_UNICORN"][quote="TEMEROSO"][quote="SOMACCTV1"] No reward for better stats at lower level There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded. An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable. Consideration of rewards or mechanics that make better stats at lower levels meaningful.[/quote] [url]<a href="https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]">https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]</a> Literally everything explained here… Maybe ask your ai to explain this in simple terms for you, you obviously struggle to comprehend basics without the use of it. [/quote] Before you throw links around, maybe evaluate why earlier cap raises and gameplay changes, like the anvil update, actually revived the game, while this one only pulled back the group that pushed it. The issue isn’t the update support, it’s the one‑sided feedback shaping the outcome. If that’s too complex for you, feel free to borrow my AI, it might help you keep up. [/quote] Why are you a complete mong… You can literally level anywhere without the risk of ruining your build, ANYWHERE at any point, you now have freedom to build your character in any witch way. Explain how this is bad? If someone new finds soma they wont ever be put off by bow axe int con healing. It is literally go off and do what you like, if you want some more stats in something else crack on pick a different weapon. Soma has become too easy, people now whinging about skill being too hard… whilst getting 2 LD a hour 🤣 [/quote]
i know your not directly quoting me mate, but i don't think people are moaning about skill being too hard, more of a suggestion that if it was say 2x faster people would probably swap weapons more often

It's certainly not make or break for the game but just a nice QoL change that could be done so people can reskill faster.
Some sort of Barr / item sink for a skill swap NPC maybe? but that would be more complex to put in the game for Fin than a simple 2x skill rates.

-EDIT-
Also i know it sounds like a moan for myself and everyone about the spawns, but its only down to the influx of returning players (and the influx of everyone using a Val weapon) why bigger or more spawns are needed asap, as people just cant get into a flowstate of chill grind when the spawns are so swamped all the time
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[quote="ZUZU"]i know your not directly quoting me mate, but i don't think people are moaning about skill being too hard, more of a suggestion that if it was say 2x faster people would probably swap weapons more often It's certainly not make or break for the game but just a nice QoL change that could be done so people can reskill faster. Some sort of Barr / item sink for a skill swap NPC maybe? but that would be more complex to put in the game for Fin than a simple 2x skill rates. -EDIT- Also i know it sounds like a moan for myself and everyone about the spawns, but its only down to the influx of returning players (and the influx of everyone using a Val weapon) why bigger or more spawns are needed asap, as people just cant get into a flowstate of chill grind when the spawns are so swamped all the time[/quote]
"TEMEROSO"

Why are you a complete mong…

You can literally level anywhere without the risk of ruining your build, ANYWHERE at any point, you now have freedom to build your character in any witch way. Explain how this is bad? If someone new finds soma they wont ever be put off by bow axe int con healing. It is literally go off and do what you like, if you want some more stats in something else crack on pick a different weapon.


Soma has become too easy, people now whinging about skill being too hard… whilst getting 2 LD a hour 🤣




I think you’re misunderstanding what people are actually talking about. Players aren’t AOE’ing because they’re scared of ruining their build — AAGAIN…they’re doing it purely for skill because Bugs was removed. Bugs wasn’t just a skilling mob; it gave people something useful to do during downtime, whether that was waiting for PvP, an event to start, or dealing with map pressure from the other alliance.

And the “freedom to build however you want” sounds great, but in practice every build ends up the same because there’s no reward for hunting higher‑tier mobs. You actually get punished for trying to fight harder content — it’s slower, it’s less EXP per stat, and it makes no sense. Normally, less EXP per stat would be a good thing because it means you can fine‑tune your build. But with the update, it’s become a punishment: you spend more time, get fewer stats, and fall behind people who just hit the easiest mobs. That’s why people are raising the issue — not because the game is too hard, but because the progression loop doesn’t encourage different playstyles anymore.

Also, hearing “Soma is too easy” from someone who’s a known cheater is a bit ironic. Most players aren’t asking for the game to be harder — they just want skilling and progression to feel fun.



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[quote="MY_UNICORN"][quote="TEMEROSO"] Why are you a complete mong… You can literally level anywhere without the risk of ruining your build, ANYWHERE at any point, you now have freedom to build your character in any witch way. Explain how this is bad? If someone new finds soma they wont ever be put off by bow axe int con healing. It is literally go off and do what you like, if you want some more stats in something else crack on pick a different weapon. Soma has become too easy, people now whinging about skill being too hard… whilst getting 2 LD a hour 🤣 [/quote] I think you’re misunderstanding what people are actually talking about. Players aren’t AOE’ing because they’re scared of ruining their build — AAGAIN…they’re doing it purely for skill because Bugs was removed. Bugs wasn’t just a skilling mob; it gave people something useful to do during downtime, whether that was waiting for PvP, an event to start, or dealing with map pressure from the other alliance. And the “freedom to build however you want” sounds great, but in practice every build ends up the same because there’s no reward for hunting higher‑tier mobs. You actually get punished for trying to fight harder content — it’s slower, it’s less EXP per stat, and it makes no sense. Normally, less EXP per stat would be a good thing because it means you can fine‑tune your build. But with the update, it’s become a punishment: you spend more time, get fewer stats, and fall behind people who just hit the easiest mobs. That’s why people are raising the issue — not because the game is too hard, but because the progression loop doesn’t encourage different playstyles anymore. Also, hearing “Soma is too easy” from someone who’s a known cheater is a bit ironic. Most players aren’t asking for the game to be harder — they just want skilling and progression to feel fun. [/quote]
i know its hard having shit for brains but when you have unlimited levelling potential how can you ruin your build with unlimited gains?...... you daft bastard, coming from a guy who used to bot devilfish and palus religously for SD to trade for everything he wanted and bragging about it ( i have screenshots of you admitting this in discord) so i suggest quit ya crying whinge bag
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[quote="HAREWOUSE"]i know its hard having shit for brains but when you have unlimited levelling potential how can you ruin your build with unlimited gains?...... you daft bastard, coming from a guy who used to bot devilfish and palus religously for SD to trade for everything he wanted and bragging about it ( i have screenshots of you admitting this in discord) so i suggest quit ya crying whinge bag[/quote]
"ZUZU"i know your not directly quoting me mate, but i don't think people are moaning about skill being too hard, more of a suggestion that if it was say 2x faster people would probably swap weapons more often

It's certainly not make or break for the game but just a nice QoL change that could be done so people can reskill faster.
Some sort of Barr / item sink for a skill swap NPC maybe? but that would be more complex to put in the game for Fin than a simple 2x skill rates.

-EDIT-
Also i know it sounds like a moan for myself and everyone about the spawns, but its only down to the influx of returning players (and the influx of everyone using a Val weapon) why bigger or more spawns are needed asap, as people just cant get into a flowstate of chill grind when the spawns are so swamped all the time


I don’t think anyone’s saying skilling is “too hard.” It’s just boring as hell and feels like a hideous chore. Most players are still going to stick with axe, bow, orb, and spear for botting because of the HP drain like the character advantage - not targeting anyone — that advantage isn’t going anywhere.

And honestly, 2× skill rates would make things too easy. Convenience is fun, sure, but there’s a better solution: bring Bugs back. Soma is already a time‑demanding game, and everyone’s life is busy. Bugs gave people something to do during downtime, helped with PvP flow, and stopped skilling from feeling like a punishment. Removing it made everything more repetitive.

Adding an NPC for skill swapping sounds nice, but it would just make the game even easier for pay‑to‑win players and botters. That’s not really a healthy direction.

As for the spawn pressure — let’s be real. The influx of players is mostly from one side, and a lot of them are dual‑logged tanks for AOE skilling or outright botters. That’s why spawns feel swamped. It’s not just “more players,” it’s the way they’re being used




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[quote="MY_UNICORN"][quote="ZUZU"]i know your not directly quoting me mate, but i don't think people are moaning about skill being too hard, more of a suggestion that if it was say 2x faster people would probably swap weapons more often It's certainly not make or break for the game but just a nice QoL change that could be done so people can reskill faster. Some sort of Barr / item sink for a skill swap NPC maybe? but that would be more complex to put in the game for Fin than a simple 2x skill rates. -EDIT- Also i know it sounds like a moan for myself and everyone about the spawns, but its only down to the influx of returning players (and the influx of everyone using a Val weapon) why bigger or more spawns are needed asap, as people just cant get into a flowstate of chill grind when the spawns are so swamped all the time[/quote] I don’t think anyone’s saying skilling is “too hard.” It’s just boring as hell and feels like a hideous chore. Most players are still going to stick with axe, bow, orb, and spear for botting because of the HP drain like the character advantage - not targeting anyone — that advantage isn’t going anywhere. And honestly, 2× skill rates would make things too easy. Convenience is fun, sure, but there’s a better solution: bring Bugs back. Soma is already a time‑demanding game, and everyone’s life is busy. Bugs gave people something to do during downtime, helped with PvP flow, and stopped skilling from feeling like a punishment. Removing it made everything more repetitive. Adding an NPC for skill swapping sounds nice, but it would just make the game even easier for pay‑to‑win players and botters. That’s not really a healthy direction. As for the spawn pressure — let’s be real. The influx of players is mostly from one side, and a lot of them are dual‑logged tanks for AOE skilling or outright botters. That’s why spawns feel swamped. It’s not just “more players,” it’s the way they’re being used [/quote]
"MY_UNICORN"
"ZUZU"i know your not directly quoting me mate, but i don't think people are moaning about skill being too hard, more of a suggestion that if it was say 2x faster people would probably swap weapons more often

It's certainly not make or break for the game but just a nice QoL change that could be done so people can reskill faster.
Some sort of Barr / item sink for a skill swap NPC maybe? but that would be more complex to put in the game for Fin than a simple 2x skill rates.

-EDIT-
Also i know it sounds like a moan for myself and everyone about the spawns, but its only down to the influx of returning players (and the influx of everyone using a Val weapon) why bigger or more spawns are needed asap, as people just cant get into a flowstate of chill grind when the spawns are so swamped all the time


I don’t think anyone’s saying skilling is “too hard.” It’s just boring as hell and feels like a hideous chore. Most players are still going to stick with axe, bow, orb, and spear for botting because of the HP drain like the character advantage - not targeting anyone — that advantage isn’t going anywhere.

And honestly, 2× skill rates would make things too easy. Convenience is fun, sure, but there’s a better solution: bring Bugs back. Soma is already a time‑demanding game, and everyone’s life is busy. Bugs gave people something to do during downtime, helped with PvP flow, and stopped skilling from feeling like a punishment. Removing it made everything more repetitive.

Adding an NPC for skill swapping sounds nice, but it would just make the game even easier for pay‑to‑win players and botters. That’s not really a healthy direction.

As for the spawn pressure — let’s be real. The influx of players is mostly from one side, and a lot of them are dual‑logged tanks for AOE skilling or outright botters. That’s why spawns feel swamped. It’s not just “more players,” it’s the way they’re being used






You arent playing. Neither is your moronic friends.

Do everyone a favour. And fuck off
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[quote="SYLVERINE"][quote="MY_UNICORN"][quote="ZUZU"]i know your not directly quoting me mate, but i don't think people are moaning about skill being too hard, more of a suggestion that if it was say 2x faster people would probably swap weapons more often It's certainly not make or break for the game but just a nice QoL change that could be done so people can reskill faster. Some sort of Barr / item sink for a skill swap NPC maybe? but that would be more complex to put in the game for Fin than a simple 2x skill rates. -EDIT- Also i know it sounds like a moan for myself and everyone about the spawns, but its only down to the influx of returning players (and the influx of everyone using a Val weapon) why bigger or more spawns are needed asap, as people just cant get into a flowstate of chill grind when the spawns are so swamped all the time[/quote] I don’t think anyone’s saying skilling is “too hard.” It’s just boring as hell and feels like a hideous chore. Most players are still going to stick with axe, bow, orb, and spear for botting because of the HP drain like the character advantage - not targeting anyone — that advantage isn’t going anywhere. And honestly, 2× skill rates would make things too easy. Convenience is fun, sure, but there’s a better solution: bring Bugs back. Soma is already a time‑demanding game, and everyone’s life is busy. Bugs gave people something to do during downtime, helped with PvP flow, and stopped skilling from feeling like a punishment. Removing it made everything more repetitive. Adding an NPC for skill swapping sounds nice, but it would just make the game even easier for pay‑to‑win players and botters. That’s not really a healthy direction. As for the spawn pressure — let’s be real. The influx of players is mostly from one side, and a lot of them are dual‑logged tanks for AOE skilling or outright botters. That’s why spawns feel swamped. It’s not just “more players,” it’s the way they’re being used [/quote] You arent playing. Neither is your moronic friends. Do everyone a favour. And fuck off [/quote]
"MY_UNICORN"

And the “freedom to build however you want” sounds great, but in practice every build ends up the same because there’s no reward for hunting higher‑tier mobs. You actually get punished for trying to fight harder content — it’s slower, it’s less EXP per stat, and it makes no sense. Normally, less EXP per stat would be a good thing because it means you can fine‑tune your build. But with the update, it’s become a punishment: you spend more time, get fewer stats, and fall behind people who just hit the easiest mobs. That’s why people are raising the issue — not because the game is too hard, but because the progression loop doesn’t encourage different playstyles anymore.



What are you talking about? Exp doesn’t mean a thing anymore. Level number is just a number….

I’ll tell you now no build will ever be the same… you either balance or push and focus one stat. It’s been a few weeks since patch give it a few months and moan about it…
There is no cap on stats that will be reached. No one will have 500 str/int/dex ever!
Dex is like 40 minutes per 0.1 and im not sure anyone has enough SR to hunt 4 hours straight …
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[quote="VERDE"][quote="MY_UNICORN"] And the “freedom to build however you want” sounds great, but in practice every build ends up the same because there’s no reward for hunting higher‑tier mobs. You actually get punished for trying to fight harder content — it’s slower, it’s less EXP per stat, and it makes no sense. Normally, less EXP per stat would be a good thing because it means you can fine‑tune your build. But with the update, it’s become a punishment: you spend more time, get fewer stats, and fall behind people who just hit the easiest mobs. That’s why people are raising the issue — not because the game is too hard, but because the progression loop doesn’t encourage different playstyles anymore. [/quote] What are you talking about? Exp doesn’t mean a thing anymore. Level number is just a number…. I’ll tell you now no build will ever be the same… you either balance or push and focus one stat. It’s been a few weeks since patch give it a few months and moan about it… There is no cap on stats that will be reached. No one will have 500 str/int/dex ever! Dex is like 40 minutes per 0.1 and im not sure anyone has enough SR to hunt 4 hours straight … [/quote]
"VERDE",

What are you talking about? Exp doesn’t mean a thing anymore. Level number is just a number….

I’ll tell you now no build will ever be the same… you either balance or push and focus one stat. It’s been a few weeks since patch give it a few months and moan about it…
There is no cap on stats that will be reached. No one will have 500 str/int/dex ever!
Dex is like 40 minutes per 0.1 and im not sure anyone has enough SR to hunt 4 hours straight …


Just to clarify what I mean about builds feeling the same. Everyone knows level doesn’t matter anymore. The issue isn’t “EXP per level,” it’s EXP per stat. You used to get more stats per level, which meant that by the time you reached cap you were actually rewarded for hunting harder mobs. The update changed how progression feels.

Before the patch, getting less EXP per stat on higher‑tier mobs was a good thing because it let you fine‑tune your build — you were rewarded for doing the harder hunts. After the patch, that same behaviour became pointless. Harder content gives worse progression, so everyone ends up doing the same thing.

If you hunt mobs that give more stats per EXP, there’s no benefit. You don’t end up with a better build for doing harder content — you just waste time as exp per a stat no longer matter as exp no longer matters. So the optimal path becomes “hunt anything,” which is why everyone gravitates to the same easy mobs, hence the issue with spawns.

The harder mobs still give better stats per EXP, but there’s no point in hunting them now. When all stats get ridiculously slow, everyone will just target their weakest stat, which will result in most builds being the same.

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[quote="MY_UNICORN"][quote="VERDE"], What are you talking about? Exp doesn’t mean a thing anymore. Level number is just a number…. I’ll tell you now no build will ever be the same… you either balance or push and focus one stat. It’s been a few weeks since patch give it a few months and moan about it… There is no cap on stats that will be reached. No one will have 500 str/int/dex ever! Dex is like 40 minutes per 0.1 and im not sure anyone has enough SR to hunt 4 hours straight … [/quote] Just to clarify what I mean about builds feeling the same. Everyone knows level doesn’t matter anymore. The issue isn’t “EXP per level,” it’s EXP per stat. You used to get more stats per level, which meant that by the time you reached cap you were actually rewarded for hunting harder mobs. The update changed how progression feels. Before the patch, getting less EXP per stat on higher‑tier mobs was a good thing because it let you fine‑tune your build — you were rewarded for doing the harder hunts. After the patch, that same behaviour became pointless. Harder content gives worse progression, so everyone ends up doing the same thing. If you hunt mobs that give more stats per EXP, there’s no benefit. You don’t end up with a better build for doing harder content — you just waste time as exp per a stat no longer matter as exp no longer matters. So the optimal path becomes “hunt anything,” which is why everyone gravitates to the same easy mobs, hence the issue with spawns. The harder mobs still give better stats per EXP, but there’s no point in hunting them now. When all stats get ridiculously slow, everyone will just target their weakest stat, which will result in most builds being the same. [/quote]
You do know BLG have more exp than Vafer raptors…

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[quote="VERDE"]You do know BLG have more exp than Vafer raptors… [/quote]
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[quote="VERDE"][url=https://freeimage.host/i/CSz1GFs][img]https://iili.io/CSz1GFs.md.jpg[/img][/url][/quote]
"VERDE"


Paper vs practice 🖕

In practice the comparison doesn’t hold up. I’m talking about things like BLG vs Hoarde ShaNIS or Vafer Raptor vs Hellish Trolls or Magma Beasts — not something ridiculous like Vafer Raptor vs BLG, which would make no sense on either side of the argument. Nobody’s going back to old monsters unless it’s for a quest or a specific drop.

Old monsters still have relevance in TOV, and they still cause disturbance in PK — Apus interrupting mages casting magic, Mecrowasps hitting warriors mid‑fight, that sort of thing. But that’s situational, not progression‑driven.

Hellish Trolls are significantly faster than Vafer Raptors, and Raptors are supposed to be end‑game mobs. Trolls were still hunted before the change because they offered better flow and efficiency with potruns, hunting diammidns and rubies Sammie time etc.. A lot of monsters were hunted for essences, quests, and drops, not just raw stat gain — and that’s where the current system feels off. It’s not about making weaker mobs “useful again”; it’s about keeping progression logical and rewarding across tiers. In fact I would even argue it makes bottling a whole lot easier.

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[quote="MY_UNICORN"][quote="VERDE"][url=https://freeimage.host/i/CSz1GFs][img]https://iili.io/CSz1GFs.md.jpg[/img][/url][/quote] Paper vs practice 🖕 In practice the comparison doesn’t hold up. I’m talking about things like BLG vs Hoarde ShaNIS or Vafer Raptor vs Hellish Trolls or Magma Beasts — not something ridiculous like Vafer Raptor vs BLG, which would make no sense on either side of the argument. Nobody’s going back to old monsters unless it’s for a quest or a specific drop. Old monsters still have relevance in TOV, and they still cause disturbance in PK — Apus interrupting mages casting magic, Mecrowasps hitting warriors mid‑fight, that sort of thing. But that’s situational, not progression‑driven. Hellish Trolls are significantly faster than Vafer Raptors, and Raptors are supposed to be end‑game mobs. Trolls were still hunted before the change because they offered better flow and efficiency with potruns, hunting diammidns and rubies Sammie time etc.. A lot of monsters were hunted for essences, quests, and drops, not just raw stat gain — and that’s where the current system feels off. It’s not about making weaker mobs “useful again”; it’s about keeping progression logical and rewarding across tiers. In fact I would even argue it makes bottling a whole lot easier. [/quote]
It’s been a few weeks… I’m sure you said you quit so how do you even know? The 100 users online don’t seem to have these issues…
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[quote="VERDE"]It’s been a few weeks… I’m sure you said you quit so how do you even know? The 100 users online don’t seem to have these issues… [/quote]
I'd just like to point out that if bugs were ingame people would still aoe trolls for skill. Bugs do not magically give faster skill. One hit counts towards one progress to skill. One aoe is 8 hits of progress.

I've touched on this topic before of skill and it doesn't seem to be on the top prioirty list (dynanic spawn should be anyway :D). It's good to see it discussed though.

i personally also dont completely agree with the idea that hunting higher level mobs is useless. A friend of mine has limited game time and an esoma style of hunting. From what I can see he's not actually gaining stats that much slower even though he goes to mobs before any of us would even think about going there.

There's a balance between hunting higher mobs for stats and lower mobs for kill speed. This will different per mob, per spawn. ie moving away from devil warriors would take a lot longer than moving away from forest trolls (in amount of stats, not amount of time) simply because dw's are a pro spawn. If I had to lvl now I'd probably stay blg longer and go trolls sooner just to spend less time on those annoying boars. The exact 'meta' so to say isn't figured out yet. Anyone claming they have is lying either to us or to themselves.
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[quote="SQUEEZIE"]I'd just like to point out that if bugs were ingame people would still aoe trolls for skill. Bugs do not magically give faster skill. One hit counts towards one progress to skill. One aoe is 8 hits of progress. I've touched on this topic before of skill and it doesn't seem to be on the top prioirty list (dynanic spawn should be anyway :D). It's good to see it discussed though. i personally also dont completely agree with the idea that hunting higher level mobs is useless. A friend of mine has limited game time and an esoma style of hunting. From what I can see he's not actually gaining stats that much slower even though he goes to mobs before any of us would even think about going there. There's a balance between hunting higher mobs for stats and lower mobs for kill speed. This will different per mob, per spawn. ie moving away from devil warriors would take a lot longer than moving away from forest trolls (in amount of stats, not amount of time) simply because dw's are a pro spawn. If I had to lvl now I'd probably stay blg longer and go trolls sooner just to spend less time on those annoying boars. The exact 'meta' so to say isn't figured out yet. Anyone claming they have is lying either to us or to themselves.[/quote]
"SQUEEZIE"I'd just like to point out that if bugs were ingame people would still aoe trolls for skill. Bugs do not magically give faster skill. One hit counts towards one progress to skill. One aoe is 8 hits of progress.

I've touched on this topic before of skill and it doesn't seem to be on the top prioirty list (dynanic spawn should be anyway :D). It's good to see it discussed though.

i personally also dont completely agree with the idea that hunting higher level mobs is useless. A friend of mine has limited game time and an esoma style of hunting. From what I can see he's not actually gaining stats that much slower even though he goes to mobs before any of us would even think about going there.

There's a balance between hunting higher mobs for stats and lower mobs for kill speed. This will different per mob, per spawn. ie moving away from devil warriors would take a lot longer than moving away from forest trolls (in amount of stats, not amount of time) simply because dw's are a pro spawn. If I had to lvl now I'd probably stay blg longer and go trolls sooner just to spend less time on those annoying boars. The exact 'meta' so to say isn't figured out yet. Anyone claming they have is lying either to us or to themselves.


I get what you’re saying, but the point about Bugs isn’t that they give faster skill — nobody claimed that. AOE will always outpace single‑target skilling, regardless of the mob. The issue is that Bugs used to spread players out and give people an alternative place to skill or hunt during downtime.

On the stat progression side, saying higher‑level mobs “aren’t useless” because someone with limited time can still hunt them doesn’t really address the core problem. Harder mobs still give better stats per EXP, sure — but there’s no reason to hunt them anymore. When stats slow down to a crawl, everyone just targets their weakest stat, and that naturally pushes most builds into the same pattern. Your friend doing esoma‑style hunting is fine, but individual exceptions don’t change the overall trend. That’s why i am trying to point out the flattening effect.

And yeah, the exact meta isn’t fully mapped out yet, but the incentive structure has already shifted. The order used to matter because your final build reflected the effort you put into harder content. Now it doesn’t. That’s the part people are reacting to, not pretending they’ve solved the entire route.
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[quote="MY_UNICORN"][quote="SQUEEZIE"]I'd just like to point out that if bugs were ingame people would still aoe trolls for skill. Bugs do not magically give faster skill. One hit counts towards one progress to skill. One aoe is 8 hits of progress. I've touched on this topic before of skill and it doesn't seem to be on the top prioirty list (dynanic spawn should be anyway :D). It's good to see it discussed though. i personally also dont completely agree with the idea that hunting higher level mobs is useless. A friend of mine has limited game time and an esoma style of hunting. From what I can see he's not actually gaining stats that much slower even though he goes to mobs before any of us would even think about going there. There's a balance between hunting higher mobs for stats and lower mobs for kill speed. This will different per mob, per spawn. ie moving away from devil warriors would take a lot longer than moving away from forest trolls (in amount of stats, not amount of time) simply because dw's are a pro spawn. If I had to lvl now I'd probably stay blg longer and go trolls sooner just to spend less time on those annoying boars. The exact 'meta' so to say isn't figured out yet. Anyone claming they have is lying either to us or to themselves.[/quote] I get what you’re saying, but the point about Bugs isn’t that they give faster skill — nobody claimed that. AOE will always outpace single‑target skilling, regardless of the mob. The issue is that Bugs used to spread players out and give people an alternative place to skill or hunt during downtime. On the stat progression side, saying higher‑level mobs “aren’t useless” because someone with limited time can still hunt them doesn’t really address the core problem. Harder mobs still give better stats per EXP, sure — but there’s no reason to hunt them anymore. When stats slow down to a crawl, everyone just targets their weakest stat, and that naturally pushes most builds into the same pattern. Your friend doing esoma‑style hunting is fine, but individual exceptions don’t change the overall trend. That’s why i am trying to point out the flattening effect. And yeah, the exact meta isn’t fully mapped out yet, but the incentive structure has already shifted. The order used to matter because your final build reflected the effort you put into harder content. Now it doesn’t. That’s the part people are reacting to, not pretending they’ve solved the entire route.[/quote]
I dont know. Let's take Shanis as an example. When would the speed from killing shanis outweigh the extra stat gains from vafers? To go further into this we need the help of some number crunchers and proper experimenters. We have little to no data. Untill then, I just assume every does what they feel is best. Or what they've been told.

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[quote="SQUEEZIE"]I dont know. Let's take Shanis as an example. When would the speed from killing shanis outweigh the extra stat gains from vafers? To go further into this we need the help of some number crunchers and proper experimenters. We have little to no data. Untill then, I just assume every does what they feel is best. Or what they've been told. [/quote]

 

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