Recent posts by ErifFieri on Kongregate

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Topic: Nightbanes / UPDATED:Guide to gameplay:Tips,Tricks and a whole lot of theory

Originally posted by qwertyuiopazs:
Originally posted by ErifFieri:

Well, this looks nice and informative. Allow me to throw a few cents in here too.

blabblabblabt even becomes and issue. With this simple strategy, Player V increases their odds of getting a powerful taking unit out faster. And if one tanking unit becomes damaged, there is always the chance that you can summon another while simultaneously healing that damaged unit. See? Synergy and Planning at their finest.


6. Don’t take anyone else’s advice for building a deck. Sure, you can ask about card strength and decide from there, but do not let someone else tell you how to play. Play how you want, and you’ll find better ways to win. If you don’t, ask for some advice on how to improve, but try not to rebuild an entire deck on someone else’s say-so. Even if it helps, odds are they will have some way to counter it. For example, a person with a deck full of “Execute” can tell you that making a deck full of “Toughness” is a great idea. Meanwhile, if you ever face them, or someone/thing else that is heavy with “Execute”, you will be summarily and utterly boned.


8. This may be common sense to some, but if it becomes necessary, try to build your deck around the opponent you face. Here’s a few examples. If your opponent is “Tenacity” and “Heal” heavy, use a deck with “Necrosis” based units, mounts, artifacts, and weapons. If your opponent is “Resilience” based, use a deck of non-physical units. If your opponent is “Toughness” based, use a deck of “Execute” based units. If your main deck doesn’t do it, just switch to whatever will.


tl;dr Take all of this advice with a grain of salt. Learn the game mechanics and formulate your own strategies, and don’t be afraid to gamble. This game is luck based, so there is no 100% win rate. The best you can do is try, try, and try. And if that doesn’t work, well, in the famous words of Albert Einstein “It is often said that insanity is doing the same thing over and over again, and expecting a different result.” So change it up a bit, and try again.


Good luck guys.
-Erif Fieri


You skipped 7

. . .

No I didn’t.

 
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Topic: Nightbanes / UPDATED:Guide to gameplay:Tips,Tricks and a whole lot of theory

crazed, autoplay tends to just play whatever card is in the left side of your hand. No real rhyme or reason to it. It does help show you some of the possibilities though.

 
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Topic: Nightbanes / UPDATED:Guide to gameplay:Tips,Tricks and a whole lot of theory

Well, this looks nice and informative. Allow me to throw a few cents in here too.

1. Don’t listen to the above guy too much. A good lord will help, but it will not make or break you. One thing you must understand is that this game is luck based, to a certain degree. A good lord could help you a bit, but he/she won’t do a bit of good if you draw crappy cards. Before you focus on acquiring a better lord, focus on improving your cards. Without his pawns, a king is just a man with an empty crown.

2. This is my opinion, but Death From Below isn’t the only viable choice for a starter. Sure, Basilisk is useful, but only if he lives. And since he runs the “Toughness” ability, which can be countered by the rather common “Execute” ability, he loses his defensive advantage rather quickly. Admittedly, his “Stun” is useful, but I found just as much success when I chose the Empty Grave deck. Granted, the lord’s ability increases the rage of only 1 creature by 3, but it’s still helpful. Especially for someone who knows what they’re doing. But you won’t for a while, which is why you’d choose the easier lord. Meanwhile, while everyone sings the praises of the Basilisk, I found that the Empty Graves’ Necromancer is just as useful. 1 extra Blood Lust means you have to stall a turn longer, but if you do, it can allow you to overwhelm your enemy early on, or give you the time needed to play some game changers later. Again though, requires some skill to use, so the Basilisk would be considered easier to choose. It boils down to this. Death From Below is good for people who don’t wanna learn the game mechanics early and just want to win as soon as possible. Empty Graves is more for those that take a more strategic approach to playing, and aren’t afraid of a couple of losses to learn how to play.

3. Screw what anyone says. ValorOfOne was absolutely right. The Base Light packs are good. Very good. If you’re willing to gamble on the chance they give you, you can get Rares instead of just Uncommons. I have personally gotten a few choice cards from it. Crypt Keeper, Liches, Specter, Crypt Wight. All useful rares early on, and will fit into just about any deck. And these are just a couple of different ones you can get. You can also get some useful artifacts and weapons from the Base Light packs too. Bottom line, screw what anyone says about only getting them when you have an excess of money. Get them often, unless you have a specific card in mind that you are saving for.

4. Synergy is key, like Valor said. A deck with no set style may be hard to counter, as there is no predictable way to beat it. But it also lacks any other real strengths. A Tank Deck, Healing Deck, Elemental Deck, Racial Deck. These are the kinds of things you can do. Summoning Deck, Rushing Deck, and even some Equipment Decks I’ve seen. So long as you prepare the deck accordingly, then even with luck being the main deciding factor of if you’ll win or not, you can still increase your odds tremendously.

5. Don’t be afraid to drop some cards in exchange for a combo or two. If you pair cards right in your deck, victory can be one of the easiest things to acquire. Here’s an example. Let’s call our example Player V. Player V wants to get their Zombie Hulks out faster. Since a lot of enemies use physical damage, this is a viable strategy. But you can only have four of them in one deck, which gives you a 4/25 chance of getting them. So what does Player V do? Player V removes all non-undeads from their deck, and then adds 4 Orbs of Darkness. This is a spell that allows you to heal one undead creature for 5 health points, and summon another undead creature to the field. This effectively boosts Player V’s odds of getting their Zombie Hulk out from 4/25 to 8/25. Be warned, this also basically depletes Player V’s deck slightly faster, but the game should be over before that even becomes and issue. With this simple strategy, Player V increases their odds of getting a powerful taking unit out faster. And if one tanking unit becomes damaged, there is always the chance that you can summon another while simultaneously healing that damaged unit. See? Synergy and Planning at their finest.

6. Don’t take anyone else’s advice for building a deck. Sure, you can ask about card strength and decide from there, but do not let someone else tell you how to play. Play how you want, and you’ll find better ways to win. If you don’t, ask for some advice on how to improve, but try not to rebuild an entire deck on someone else’s say-so. Even if it helps, odds are they will have some way to counter it. For example, a person with a deck full of “Execute” can tell you that making a deck full of “Toughness” is a great idea. Meanwhile, if you ever face them, or someone/thing else that is heavy with “Execute”, you will be summarily and utterly boned.

7. This may be common sense to some, but if it becomes necessary, try to build your deck around the opponent you face. Here’s a few examples. If your opponent is “Tenacity” and “Heal” heavy, use a deck with “Necrosis” based units, mounts, artifacts, and weapons. If your opponent is “Resilience” based, use a deck of non-physical units. If your opponent is “Toughness” based, use a deck of “Execute” based units. If your main deck doesn’t do it, just switch to whatever will.

tl;dr Take all of this advice with a grain of salt. Learn the game mechanics and formulate your own strategies, and don’t be afraid to gamble. This game is luck based, so there is no 100% win rate. The best you can do is try, try, and try. And if that doesn’t work, well, in the famous words of Albert Einstein “It is often said that insanity is doing the same thing over and over again, and expecting a different result.” So change it up a bit, and try again.

Good luck guys.
-Erif Fieri

 
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Topic: Nightbanes / Beta Suggestions

Phestus

1) The Lord system is fine as is, save maybe the starters. Even then, the abilities are one time uses. So even if Rolondo’s ability is more useful than the others, it has the same limitations. And card packs are random. “Fixing” that would be next to impossible. And even if they did, how would you propose they do it?

2) Can’t really argue there. Kind of an annoying ability.

3) The “Who’s goes first” thing is not bugged. Even if odds are 50-50, it will not always happen in a 1:1 ratio. And I doubt the system is set to say “Hey, make sure Phestus goes first fewer times than anyone else.” As for the rewards, this makes MAJOR sense. The Chaos Dragon is quite literally the most OP card in the game, if he survives to fill up his full Blood Lust. And the Summoning Statue can possibly summon 1-2 units per turn on your side of the field. Imagine having 2 Lycan Warlocks out. This can easily turn the tide of a battle with some luck (hell, the game itself is based on luck anyhow.) Anyhow, the system now prevents players from getting overly powerful items too quickly.

 
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Topic: Nightbanes / Hulks

The Hulk’s aren’t really too powerful. You just have to play smart against them. With the right combination of easy-to-get cards, you can kill a Hulk with all but impunity.

For instance, when I see a Hulk, I tend to play my Vicious Witch (reward) against him. If possible, I also equip her with a Grave Scythe (loot). She’ll be ready 3 turns sooner than the Hulk.

Now, the Hulk can block 1 combat damage and 2 physical damage per attack. With the Witch dealing Shadow damage, and having Execute, she can put in a full 3 damage per turn on the Hulk. In the 3 turns it would take him to be able to fight back, he would be dead, for his full health is only 7. For added effect, a Darkwolf Medallion (reward) would make him even more vulnerable to the Witch, allowing her to deal 4 damage per turn to him. Over half his health. With this combination (and a few others, mostly involving witches and weapons with execute) I’ve played games where I’ve had 3 or 4 Hulks die, and lost no units to any of them.

Of course, the previous strategy of mine generally works in the same way that all CCG’s and TCG’s work. It requires a bit of luck. Luck of the draw, luck of timing, and luck of circumstance. Then again, it’s a far more reliable way to handle Hulks than most would think. You just need to think on the your feet to beat the Hulks.

 
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Topic: Nightbanes / Why is it so damn easy to loose?

We;;, another piece of advice to follow is to try and tailor your deck to your current enemy. Most areas have similar cards, and most enemies have a noticeable pattern you can take advantage of, if you play right. For instance, the first area loves it’s undeads. So use something with undead bane for added damage. Etc, etc. It just takes a while to catch on. I admit, it was tough in the beginning. But once you pass a certain bar, it gets easy.

 
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Topic: Nightbanes / Halloween event extended until Nov 18th

Well, extending it this far past Halloween is an insanely awesome thing to do. Thanks a ton.

 
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Topic: Rise of Mythos / [discussion] shadow bolt should have a minimum 1 damage...

Originally posted by juderiverman:
Originally posted by SSZKonvict:

why not between 1 and (2x attack -1)

refer to the 2 reasons in the top.

Instead, look to my argument about 4 posts up and notice how I explain that Shadow Bolt is balanced and not in need of any change.

Originally posted by Gambaro:
Originally posted by ErifFieri:

Shadowbolt is one of the more balanced things in Rise of Mythos.

I really love this comment. It’s kinda like the only balanced thing. ^^

Thank you.

 
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Topic: Rise of Mythos / [discussion] shadow bolt should have a minimum 1 damage...

I’m pretty sure Shadowbolt is good as is.

You can get any amount from 0 to twice your current damage, and even further with a chance for critical. Allowing a set amount 1 damage for Shadowbolt would be retarded, as it would basically cause the attack and it’s gamble of a nature to become meaningless. Shadowbolt is just that, a gamble. You use it hoping for 100%<X damage, but can’t accept the 0%? Shadowbolt is one of the more balanced things in Rise of Mythos.

An epic Wraith has 5 damage. Now, if you play this, you can’t just think “Oh hey, I’m going to do high amounts of damage with this card because of the 200%, hur dur.” No, you have to prepare for 0%. This means, and I’ve experienced this, you can get 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, or even 20 damage. All of these numerical values are possible. Even discounting the criticals, there is a 50% chance that you will do damage greater than or equal to the Wraith’s set attack power. Now tell me, what is wrong with this?

The odds are not against you, and you stand to benefit as much as suffer from it. And on top of that, you chose to use it. So why the heck nerf or change it? You’d just screw up a nice ability, all because you think it suck when luck decides not to stand in your corner. I’d say this post was dumb from the beginning.

 
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Topic: Rise of Mythos / Revisiting a suggestion

We seriously need that ignore button. I don’t like complaining on these kinds of games, I find the amount of work going into one must be quite impressive. But for the love of all that is Holy, please grant us an ignore button.

 
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Topic: Rise of Mythos / 1.3 Launching on October 17th!

Well, I’m happy with my quarter million silver. Can’t wait for the new savage packs.

Originally posted by DarkxKnight101:
Originally posted by Seizan_7:

I like how you left out new garbage PvP addition out of announcement. I wonder if it’s only coincidence that universally hated change isn’t mentioned.


Originally posted by DarkxKnight101:
Originally posted by Jorumi:

Saved up my money for this time to come…
I have over 100,000 coins! :)


i got 6 million silver saved. Get owned boy.


Who cares wallet warrior? Not even 10 million would help you in overcoming total doucheness you’re afflicted with.


lolol why u mad bro? i was trolling. get a sense of humor plox x]

While he’s getting a sense of humor, you should go back to grade school. I believe the word you were looking for was “please”.

And in the meantime, learn how to actually troll. That attempt was just downright pathetic. It’s easy to see through such a BS lie.

 
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Topic: Rise of Mythos / Legendary Cards

I would also like to point out that, while insanely low, there is a very slight chance you can acquire a legendary card from a Standard pack. A good idea is to save silver, and just buy a lot of standard packs. The cards you get from those you can use as fusion fodder later on to try and still make some more legendaries. Again though, the chances are extremely slim.

 
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Topic: Rise of Mythos / 1.3 Sneak Peek! Ogre Faction & Trolls!

I don’t think we need arrow interception. The skeletons, while low on health, have the ability Skeletal, which provides 2 abilities. Reduced damage from archers, and the bonepile ability.

As for these new goblins and ogres, I’m so freaking psyched.

 
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Topic: Rise of Mythos / If you want to get gold to buy master's packs: don't

Actually Fred, if memory serves, the Master Packs can give you ANY card you just mentioned. The race packs specifically can give you Aug, Vel, Lion, and Bael. The non-race master pack can give you the spells, albeit with low rates. Jesus.

 
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Topic: Rise of Mythos / Worst King's Pack Ever?

Oh boo-freaking-hoo. You failed, so you failed. Get over it.

 
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Topic: Rise of Mythos / Guide Glitch

You say that as if I don’t understand that. Maybe I should be a little clearer on the subject. Since getting to 44%, I have acquired several 1.2 Undeads I did not previously own, and it remains at 44%. Please, don’t assume I meant just getting cards. I’ve been playing this since Beta and I know how the game works.

 
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Topic: Rise of Mythos / Guide Glitch

Regardless of how many I seem to acquire, my completion in the guide for my 1.2 Undeads never goes past 44%. This is kinda annoying…

 
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Topic: Rise of Mythos / Card Ideas

Originally posted by Jorumi:

This would be a nice card to start out the Mythology cards dont you think? More characters would look forward to a strong card like Elemental Hydra. Plus Triple attack strength could easily be blocked by Lizards. And before you say something about magic resistance the Hydra just need some simple back up before you summon it.

Err, let me correct you on something. The Hydra would be doing magic damage. Not physical. Lizards cannot block magic based damage. Neither can humans, undeads, or just about anything with armor.

 
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Topic: Rise of Mythos / Card Ideas

Originally posted by deathvonduel:
Originally posted by ErifFieri:
Originally posted by deathvonduel:

I’d rather replace the second ability with something like this:
When attacked but not killed: gains +1/2/3 life(in the way that buffs work, so both current and cap)
sort of like enrage, but on life.

Should fit better with the myth IMO.

How about no? Gaining life from being attacked is similar to armor. So that would just make that suggestion unnecessary. It would make the Hydra too effective against certain play types, giving it near omnipotence in some cases. Even if you change it to exclude magic damage, too many card rely on physical damage. That would be a rather poor ability to have.

1. It is not the same as armor, because it can be healed above its original hp by other cards. In this aspect, it is stronger than armor(also immune to sunder and crash)
2. It is reasonable for making it melee physical attack only. The hydra only grows a head when its head is cut off, certainly won’t grow a head when it’s attacked by magic(per mythology, fire magic would in fact be a counter and stop its regen ability, but that would be too complicated) and arrow, while unmentioned, is not exactly fitting with “cut off”. If it is affected by melee physical only, it’d be weaker than armor in this aspect
Overall, it would be similar to but different from armor.

As for the first ability…
Just in WHAT mythology does hydra breath ice, fire and lightning anyway?
It should be, IMO, something like this:
hydra-head: attacks a random number of times between 1 and 9
Tainted blade 1/2/3
Regrowth 1/2/3: When attacked but not killed by a melee physical attacker, gain +1/2/3 hp
Frankly, that’s all the ORIGINAL hydra related myth.
The spawn part is WARCRAFT only. NOWHERE in the original mythology does hydra make spawns, in fact it’s very much one of a kind. So that ability have no place in a proper myth creature.

This is why I proposed a regen instead. Maybe starting the Hydra off with less hp would make that theoretically balanced, but the very thought of it gaining +3 health from every physical attack when most melee creatures that we can get our hands on do around 2 or so, even in the Epic category, is just frightening. The free players already have to worry about Vel and Bael. This would just be more nightmare fuel.

As for the baby spawn thing, yeah… I don’t see where that comes in either.

 
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Topic: Rise of Mythos / Card Ideas

Yeah, but you’d be wasting potential for what this card could have been. If we go off of mythology, you could have several pretty good abilities added, like the regen and triple attack. Sacrificing those possiblities for the sake of one skill is kinda meh…

 
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Topic: Rise of Mythos / Card Ideas

Again, I see where you’re going, but that would take up 1 of Hydra’s ability slots and would make Regeneration useless. Just let that ability go. It’s not worth keeping.

 
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Topic: Rise of Mythos / Card Ideas

Originally posted by Jorumi:
Originally posted by ErifFieri:

This card’s kinda going into the “Mildly Retarded” category. +5 life and +3 damage per rank. First of all, that is too freaking huge a jump for it to not have a negative effect. And why must there be 3 different elements when calculating damage? There aren’t many things (or ANYTHING as far as I’m aware) that can survive specific elements. So giving it three different elements in an attack won’t do much good. Each element also has a good reason for being it’s own element, and each are cited in the cards abilities. Usually, fire damage based cards will have the added effect of causing a burn for x damage per y turns. Electricity will often come with the added ability to procure a complete stun on the turn, making the enemy unable to move, use ability (in certain cases), or attack. Ice will generally increase in power when the enemy has status effects and will usually slow the enemy’s movement down. Usually to about 1/2 of it’s usual movement. The ability you propose, Elemental Blast, completely drops each and every one of these abilities, and therefore makes the different elemental properties absolutely useless. As for ability number 2 that you’ve proposed, Hydra Hatch, there is no logical explanation as to why a Hydra taking out another enemy will allow for that enemy to be replaced with a baby Hydra. That ability is also, as is proven by Bael when he is used in PvP or PvE, way to overpowered. It can literally turn a game in a matter of a few turns. Proposing this type of ability while also giving each one elemental manipulation, assuming they keep their respective elements abilities, would make for a completely 1 sided match.

What I suggest to improve this design:

First of all, nix that first ability. It’s crap. Give the Hydra a set amount of damage per rank. Multiples of 3 are fine, but do remember that 9 attack upon being summoned is kinda messed up. So something along the lines of Epic-4, Legendary-5, Godlike-6 would suffice, without needing to waste a skill slot for something uneeded. In fact, let me make a simpler suggestion. Similar to some of the new halfbloods, nix the Elemental Blast, and give the hydra Triple Strike. The dmagaes could then be Epic-1, Legendary-2, Godlike-2. This gives it a fair amount of damage while staying close to it’s nature from mythology.

Second, if you absolutely want to keep Elemental Blast, why don’t we do away with the entire concept and change it to something like this: “When damaged by this attack, the enemy has a 25% chance of either being slowed by 50%, burned for x damage for 5 turns, or being stunned for 1 turn.” This would make keeping the elemental aspect of this creature worthwhile, while also mitigating the damage it can do by having so many elemental properties. There’s a chance it’ll do one, but no chance it’ll do more. Also, lessening the odds of success. This’ll keep the ability from being completely unfair.

Third, remove the second ability all together. With the previous 2, the Hydra should by now be capable of causing widespread destruction without needing it. This ability was overkill in the first place.

Fourth, in relation to the Hydra’s mythic counterpart, we could add a slight regeneration. Epic- Heal 1 per round. Legendary- Heal 2 per round. Godlike- Heal 3 per round. This gives the Hydra a balanced set of skills that play to it’s mythology quite well without going into “overboard” territory too much.

Fifth, the scaling for ranks. The health should be dropped a bit to reflect the power of the skills, and it shouldn’t scale up quite so quickly. For example, the scale should be a little more like this:

Epic: (Triple Strike, Elemental Blast (revised), Regeneration 1)
Life 10
Attack 1
Countdown 8

Legendary: (Triple Strike, Elemental Blast (revised), Regeneration 2)
Life 12
Attack 2
Countdown 8

Godlike: (Triple Strike, Elemental Blast (revised), Regeneration 3)
Life 15
Attack 2
Countdown 8

As for the design and such, you can leave them how they are.

This is my suggestion as to how to improve your suggestion of a new Beast card. While I admit beasts could use a little more diversity, don’t go too ridiculous. Legendary creatures are nice, but overkill is overkill.

Thanks for the feedback ErifFieri. I was intending to add the differently abilities such as 33 percent chance to freeze ( so opponent creature could not move for 1-5 turns ), stun (can not move or attack 1-5 turns) , and fire (takes 1 fire damage at the end.). I am keeping Elemental Blast mainly because it can burn, freeze, or stun. Not for decoration. I may add regeneration though for a 3rd ability though instead of resist mainly because resist could make it OP. I think Regeneration would do that too though. As for Hydra Hatch, I am focusing it more around how Emperor Augustus summons. Hydra Hatch will now summon a baby hydra of fire, ice, or lightning every turn. And yes the baby hydras will be able to inflict stun, freeze, or fire. It would just be decreased to 25 percent instead of 33 percent like the Elemental Hydra. Again Thanks for the Feedback and I will be considering the Regeneration ability.

I honstly think trying to retain the Hydra Hatch ability is a bit much. For the sake of balance, please just nix it. As you can see, even Augustus and Bael aren’t given second abilities (that are good) because those abilities are too powerful. You’d have to drop all of the other Hydra Abilities if you want Hydra Hatch to be added. Trust me, it’s better to kill that idea now.

Originally posted by deathvonduel:

I’d rather replace the second ability with something like this:
When attacked but not killed: gains +1/2/3 life(in the way that buffs work, so both current and cap)
sort of like enrage, but on life.

Should fit better with the myth IMO.

How about no? Gaining life from being attacked is similar to armor. So that would just make that suggestion unnecessary. It would make the Hydra too effective against certain play types, giving it near omnipotence in some cases. Even if you change it to exclude magic damage, too many card rely on physical damage. That would be a rather poor ability to have.

 
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Topic: Rise of Mythos / crit and block in pvp

I’ll be honest, I treated all the replies as Lipsum Orum here. I mostly just wanna say this to the kid who started this post.

You sir, are a freaking idiot. The critical chances of units are improved either by using those same units types repeatedly, or by upgrading your weapon. You are complaining that somebody put more time into leveling their Elves or Humans than you did, and they crit more often for it. This is a reward for using 1 type more. You think they should lose that reward for PvP because you can’t accept being owned? Stop being a child.

 
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Topic: Rise of Mythos / Card Ideas

This card’s kinda going into the “Mildly Retarded” category. +5 life and +3 damage per rank. First of all, that is too freaking huge a jump for it to not have a negative effect. And why must there be 3 different elements when calculating damage? There aren’t many things (or ANYTHING as far as I’m aware) that can survive specific elements. So giving it three different elements in an attack won’t do much good. Each element also has a good reason for being it’s own element, and each are cited in the cards abilities. Usually, fire damage based cards will have the added effect of causing a burn for x damage per y turns. Electricity will often come with the added ability to procure a complete stun on the turn, making the enemy unable to move, use ability (in certain cases), or attack. Ice will generally increase in power when the enemy has status effects and will usually slow the enemy’s movement down. Usually to about 1/2 of it’s usual movement. The ability you propose, Elemental Blast, completely drops each and every one of these abilities, and therefore makes the different elemental properties absolutely useless. As for ability number 2 that you’ve proposed, Hydra Hatch, there is no logical explanation as to why a Hydra taking out another enemy will allow for that enemy to be replaced with a baby Hydra. That ability is also, as is proven by Bael when he is used in PvP or PvE, way to overpowered. It can literally turn a game in a matter of a few turns. Proposing this type of ability while also giving each one elemental manipulation, assuming they keep their respective elements abilities, would make for a completely 1 sided match.

What I suggest to improve this design:

First of all, nix that first ability. It’s crap. Give the Hydra a set amount of damage per rank. Multiples of 3 are fine, but do remember that 9 attack upon being summoned is kinda messed up. So something along the lines of Epic-4, Legendary-5, Godlike-6 would suffice, without needing to waste a skill slot for something uneeded. In fact, let me make a simpler suggestion. Similar to some of the new halfbloods, nix the Elemental Blast, and give the hydra Triple Strike. The damages could then be Epic-1, Legendary-2, Godlike-2. This gives it a fair amount of damage while staying close to it’s nature from mythology.

Second, if you absolutely want to keep Elemental Blast, why don’t we do away with the entire concept and change it to something like this: “When damaged by this attack, the enemy has a 25% chance of either being slowed by 50%, burned for x damage for 5 turns, or being stunned for 1 turn.” This would make keeping the elemental aspect of this creature worthwhile, while also mitigating the damage it can do by having so many elemental properties. There’s a chance it’ll do one, but no chance it’ll do more. Also, lessening the odds of success. This’ll keep the ability from being completely unfair.

Third, remove the second ability all together. With the previous 2, the Hydra should by now be capable of causing widespread destruction without needing it. This ability was overkill in the first place.

Fourth, in relation to the Hydra’s mythic counterpart, we could add a slight regeneration. Epic- Heal 1 per round. Legendary- Heal 2 per round. Godlike- Heal 3 per round. This gives the Hydra a balanced set of skills that play to it’s mythology quite well without going into “overboard” territory too much.

Fifth, the scaling for ranks. The health should be dropped a bit to reflect the power of the skills, and it shouldn’t scale up quite so quickly. For example, the scale should be a little more like this:

Epic: (Triple Strike, Elemental Blast (revised), Regeneration 1)
Life 10
Attack 1
Countdown 8

Legendary: (Triple Strike, Elemental Blast (revised), Regeneration 2)
Life 12
Attack 2
Countdown 8

Godlike: (Triple Strike, Elemental Blast (revised), Regeneration 3)
Life 15
Attack 2
Countdown 8

As for the design and such, you can leave them how they are.

This is my suggestion as to how to improve your suggestion of a new Beast card. While I admit beasts could use a little more diversity, don’t go too ridiculous. Legendary creatures are nice, but overkill is overkill.

 
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Topic: Rise of Mythos / How to Win Playing F2P

Is it just me, or does all this advice seem worthless? A guy who Pays to Win explaining how to win without paying is like a guy with no experience explaining how giving birth feels in perfect detail. From a Free-to-Play standpoint, all you said was either basic knowledge, or completely impossible for us (like the consistent levying.) How about this then:

1) Put focus into upgrading Alchemy Lab and Alchemy based skills in your guild. Despite being unable to purchase insane cards, you can fuse or combine them. It’ll cost you quite a few silvers for some good cards, and the odds may not be the best (As low as 5% minimum to create a legendary) but they’re still odds. And fusion is a great way to acquire some great cards; one of my guildies fused a Legendary Guardian Angel spell. So yeah, Alchemy Lab is important.

2) Work your arse off to acquire similarly leveled and classified gear, and combine them in your blacksmith. Work on Blacksmith Techs and the building where possible. Every stat you have can affect a battle; be it winning by 1 health point thanks to vitality, blocking an attack thanks to fortitude, getting a critical from your valor, or getting your spell card back from expertise. All of those stats can and will turn the tide of a battle.

3) Screw Elite packs. Standard packs have, albeit extremely small, a chance to yield Legendaries, and will yield Epics very often. You can purchase up to three Standard packs for the cost of one Elite pack. As I used to buy Elite’s, I noticed the odds of an Epic are basically guaranteed, but not the quality. That 1 Epic may not even be worth the 15k silver spent to purchase it. Meanwhile, that very 15k could’ve bought you 15 cards instead of 5, with a higher chance for a good Epic, and plenty of Alchemy fodder.

4) This one is agreeing with one previously mentioned, but the Rep Shop has some good cards for those who need Alchemy Fodder. I mean, let’s do some simple math. I could buy 1 1-star card from there for 100 silver. It won’t be a good card, but meh. Now, 3 of those cards and I have 100% chance for an 2-star. Now, about 4 or 5 uncommon’s and I can get a 3-star. But it wouldn’t even take those 4 or 5 to get one most of the time. But for now, let’s do the math. If you only have the basic line of the shop open, you can combine for a 3-star for (100×3)x4 or (100×3)x5. Doing the math, it’s roughly 1.2-1.5k per each. For a 4-star, you’d need about 7 or 8 Epics. So, about 1.2k x 7 or so, and you have a 4 star bought for about 8.4k. It may not be the best 4-star, being a regular ghost or cavalry or something, but it can be summoned fast, and, if used right, can fight on par with a greater 4 star or advanced unit 3 star. And all this for 8.4k. Buying an elite pack would also guarantee you an 4-star most of the time, but at the same time, it would cost you almost twice as much. And with this system, after a week or two of doing this consistently, you will be able to (with a level 11 Alchemy Lab) craft a Legendary with a relatively high success rate. Now, what are the odds you will get a good amount of similar epics purchasing Elite packs? Not quite that good. Still possible, but meh.

Either way, these may or may not help, incite some riots over my advice, or cause the previous posters to claim I stole their ideas, sugar coated them, and made them my own. Whatever you say, have fun, be more intelligent than these wallet warriors, and kick some butt my fellow Free Fighters!