Recent posts by DANzam111 on Kongregate

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Topic: Rise of Mythos / [discussion] Milestones in card collection

First King: Vel assar for 2k from ah
First zodiac: scorpio for 600 gold from AH
First godlike: None yet :( :( :(

 
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Topic: Rise of Mythos / I call BS!

I have opened 3 blazing horsehairs in this pegasus event alone (counting part one a few weeks ago). I didn’t buy any gold or spend much during this time.

Similar to the blacksmith thing, you’ve had some poor (good?) luck and are blaming it on extenuating circumstances that don’t actually exist. There isn’t much of a chance to get the 5th item, but there’s even less of a chance to get the 6th and 7th so suck it up and count your blessings.

 
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Topic: Rise of Mythos / Please fix the blacksmith

Originally posted by Skywind:
Originally posted by DANzam111:
Originally posted by icyh:

Probability that 1 combine succeed is 20%.
Probability that the 1st fails, 2nd succeed is : 0.2+(1-0.2)0.2 = 0.36 → 36%
Probability that the 2 fails, 3nd succeed is : 0.36+(1-0.36)
0.2 = 0.488 → 48.8%
Probability that the 3 fails, 4th succeed is : 0.488+(1-0.488)*0.2 = 0.5904 → 59.04%
and so on

So, having long fail streaks, with high %, should not happen that often. Yet, they happen more then enough. Therefore, something is wrong with blacksmith combines


I really don’t know what else to say to you so I’m just gonna stop trying to explain that probability does not work that way.

There’s not much to expect from a kongregate forum about mathematical understanding. But I have to agree with icyh, he essentially did the same thing as me except calculate the success instead of the failure. There is nothing wrong with what he wrote, he is no longer talking about the P(1 success), hes talking about probability of success after consecutive failures, so if you agree that P(1 success) = 20% there is no reason to think that the other ones are wrong… For example you can conduct an experimental probability of including only those observations that have 1 failure first, with the next one being a success, as a success, with everything else counting as a failure. Theoretically, this would count up to 16% if you include those with P(1 success) as well it becomes 36%…

Here’s another way to illustrate it. You have 2 trials and you use binomial theorem instead. You get 2 C 1 = 2 * 0.8 * 0.2 = 0.32 —> represents 1 failure and 1 success. Then the other 4% is 2 C 2 = 1 * 0.2 * 0.2 = 0.04. Therefore P(success) = 0.36. That means if you have a 20% of success and you attempt to enchant, or combine equipment at this rate or whatever… the probability of success is 36%.

The problem isn’t so much that the theoretical probability is incorrectly computed, so much that it is incorrectly reported and then taken to be “proof” that the blacksmith is broken.

Saying “I went on a 10 fail streak and that’s unfavorable so this must be true” is the issue. Icyh did calculate the theoretical probability to succeed combines correctly, that in particular wasn’t what I was getting at with that last post. If someone really did fail 10 combines in a row, then they are an outlier and were unfortunate. With the empirical data that Mal so graciously provided, we can see that there were 64 instances where 5 consecutive attempts failed and 16 instances where 10+ consecutive combines failed.

This conclusively proves that the blacksmith is not faulty, people are just unlucky and quick to make assumptions.

 
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Topic: Rise of Mythos / Please fix the blacksmith

Originally posted by Skywind:
Originally posted by DANzam111:
Originally posted by Skywind:
Originally posted by DANzam111:
Originally posted by nuneska:
Originally posted by Everlast11:

heh over 8k rubies wasted to +16 my armour and like 1300g. and it is still +15 but i feel blacksmith is fine, you got to look at it how it is. a 20-25% chance everytime! this does not mean 1 out of every 4/5 should succeed but as it states, a 1 in 4/ 1 in 5 chance to succeed each time you combine. possibly a system where each fail would add increments of % would be nice, but compared to other games the % rates are fairly good.

its the same …25% everytime is around 1 in 4 if the event are non dependant! this means if i tried 100 times around 25 times i get success… this is not happening in blacksmith and its not for 1 or 2 players… most of players try to combine equips and fail 8-10 times in a row with 25-30% chance. This is statistical significant and means that: or the 25% its not true or the system is broken…

Personaly i think its on purpose… we almost can never combine a high level equip before spending a certain amount of money… but thats only my bad temper…

The blacksmith is not broken. Statistics don’t work like that. If you flipped a coin 5 times and got heads each time, you’d think the odds tend toward the next flip being tails. However, the odds are still 50/50.

I’ve personally failed several successive combines at 80% chance, it doesn’t necessarily mean my next 80% will succeed. Same game, same odds.

(I combined a legend sword with a 7.5% chance yesterday btw)

A coin analogy is a poor example and it’s called probability, and I don’t think this game follows it all the time. Well, I’m not going to bore you with all the examples I could pull from my experiences but you can calculate the probability that you fail say 8 times in a row with 25% chance —> 0.75^8 = 10%. Generally for equipment I find that combining 4 blues is most optimal, personally I have not anywhere near the 19% success combining 2 blues, much lower actually, but I have experienced that combining 4 blues at 59% succeeds almost all the time. For epics, this probability tends to be in the low 20’s or lower if you try to combine 4. Honestly, its a waste of epics and its no different from combining 2. At one point I had a full page of epics and I tried to combine 4 at a time to test if it was worth combining 4 at a time if you try multiple times in a row. The chance no legendary equipment was 6% btw, and I got nothing. Sure I could of gotten unlucky, but as someone said before, if you look at all the players you could see that the chances arent really accurate. Its not broken, but the probabilities are misleading. This is pretty much the same with combines, either going for 2x combines or 100% seems to be the only 2 options, you’re just gambling just as much with the only downside to a larger silver cost if you do 2×.

For the coin example, sure you can get 5 heads in a row, but the guy earlier is saying for large sample sizes – notes as he says ‘most of players’, which means like 1000 coin flips, the probability of heads should be 50% since it is a common fact. But what if you observe 300 heads out of 1000? Do you still think its 50%? It could be, but unlikely, the more likely conclusion is that its a biased coin. Anyway, the only way to know for sure that the displayed probabilities are correct or incorrect is to sample and take note somewhere of your successes/failures and then calculate yourself the experimental probabilities and then compare it to the theoretical(the game). Well, no one is patient enough to do this so we’ll probably never find out if the probabilities are wrong.

I majored in mathematics. in a decent sample size with a set probability for each trial eg 20%, the result should be ~20% of whatever you’re measuring with little deviance. However, if you have failed 7 combines with 20% in a row, the probability that you will succeed the next one is still 20%, not exponentially greater as some would think.

People who are saying the blacksmith is broken are experiencing a form of confirmation bias. They have fallen on some bad luck in recent combines and have come here and said “yo is anybody else having bad luck?” and a few people concur. Deceiving people into believing that something is wrong without accounting for all the combines/enchants that people succeed daily.

Well I also majored in mathematics with a minor in statistics, in fact I’m going to graduate school for biostatistics if that you want to talk about credentials. Yes, the next one is still 20%, but when if you conduct a larger sample size and observe P(0 fails in a row) P(1 fail in a row) P(2 fail in a row) P(3 fail in a row) etc etc etc P(7 fails in a row) should be around .8^7 = 21%, yes, P(1 success) = 20%, but that’s beside the point.

Yeah, exactly. Thankfully Mal went and proved that there’s nothing wrong with the blacksmith. I think it can also be stated from a logical point as well as mathematically that it would make absolutely no sense for the developers to deceive and alter the reported statistics for success. If they actually did that they would gain nothing and only stand to lose players if it was discovered (and has been debunked at this point)

 
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Topic: Rise of Mythos / [NEWS] Mythos design a card event winners selected

If there’s anybody I know who’s mean and unfair it’s Mal. He used his developer mod superpowers to give himself a bunch of op godlikes like chosen one and Khnum. He also auto advances his guild to the finals in the guild showdown and gives each of his guild members 10000 gold every day.

He nerfed my guild and took away all of out op cards (lol) and made us unable to play in pvp!

Mal is evil and wants to destroy this game by….oh wait he picked one of my cards.

I love you Mal. Best CM ever.

 
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Topic: Rise of Mythos / Please fix the blacksmith

Originally posted by icyh:

Probability that 1 combine succeed is 20%.
Probability that the 1st fails, 2nd succeed is : 0.2+(1-0.2)0.2 = 0.36 → 36%
Probability that the 2 fails, 3nd succeed is : 0.36+(1-0.36)
0.2 = 0.488 → 48.8%
Probability that the 3 fails, 4th succeed is : 0.488+(1-0.488)*0.2 = 0.5904 → 59.04%
and so on

So, having long fail streaks, with high %, should not happen that often. Yet, they happen more then enough. Therefore, something is wrong with blacksmith combines


I really don’t know what else to say to you so I’m just gonna stop trying to explain that probability does not work that way.

 
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Topic: Rise of Mythos / Lumineers

Originally posted by mikkyld:

Is there anyone out there who can say how the eff this card works?

Does it deal double damage only to flyers that have vig?
Does it have vig and deal double damage to flyers?
Does it only have vig against flyers?

The first is what the words literally mean but I suspect it is a bad translation

Pretty sure GF literally puts their cards through google translate. I suspect it has vig and deals double damage to flyers, but we’ll have to wait and see.

 
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Topic: Rise of Mythos / Uncounterable Time Bombs

Originally posted by charliewax11:

just to let you know Purge has absolutely no effect on detonate. tested it myself the otherday, so one class has ONE skill that can SOMETIMES be effective. Deal with it~ this is coming from a mage who constantly gets enjoyment out of petting 9-12x a match with meds. it is only 10 dmg take it like a man and move on, as for GS danzam is right. once you get past that early dmg burst those decks are quite easily counterable. we faced Dark Saints last week @ GS and if it was not for a rookie rune mistake of nuking the maia with detonate and waiting for disinfo we could have won that match as held all lanes onwards from that. Teams will develop a nice counter strategy in good time, why not share ideas/thoughts on how to counter it instead of complaining or asking for a nerf when something does not suit your play style? “cough” kings of anti, HAH.

The time bomb deck lost in the finals to old fashioned spike.

 
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Topic: Rise of Mythos / Uncounterable Time Bombs

A team ran a detonate themed spike deck in the guild showdown last week. They killed a player with 80hp on turn 2. That being said, that deck lacks removal and sustained damage, so it’s easier to counter if you can survive the enormous early game burst.

 
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Topic: Rise of Mythos / Please fix the blacksmith

Originally posted by icyh:
Originally posted by DANzam111:
Originally posted by Skywind:
Originally posted by DANzam111:
Originally posted by nuneska:
Originally posted by Everlast11:

heh over 8k rubies wasted to +16 my armour and like 1300g. and it is still +15 but i feel blacksmith is fine, you got to look at it how it is. a 20-25% chance everytime! this does not mean 1 out of every 4/5 should succeed but as it states, a 1 in 4/ 1 in 5 chance to succeed each time you combine. possibly a system where each fail would add increments of % would be nice, but compared to other games the % rates are fairly good.

its the same …25% everytime is around 1 in 4 if the event are non dependant! this means if i tried 100 times around 25 times i get success… this is not happening in blacksmith and its not for 1 or 2 players… most of players try to combine equips and fail 8-10 times in a row with 25-30% chance. This is statistical significant and means that: or the 25% its not true or the system is broken…

Personaly i think its on purpose… we almost can never combine a high level equip before spending a certain amount of money… but thats only my bad temper…

The blacksmith is not broken. Statistics don’t work like that. If you flipped a coin 5 times and got heads each time, you’d think the odds tend toward the next flip being tails. However, the odds are still 50/50.

I’ve personally failed several successive combines at 80% chance, it doesn’t necessarily mean my next 80% will succeed. Same game, same odds.

(I combined a legend sword with a 7.5% chance yesterday btw)

A coin analogy is a poor example and it’s called probability, and I don’t think this game follows it all the time. Well, I’m not going to bore you with all the examples I could pull from my experiences but you can calculate the probability that you fail say 8 times in a row with 25% chance —> 0.75^8 = 10%. Generally for equipment I find that combining 4 blues is most optimal, personally I have not anywhere near the 19% success combining 2 blues, much lower actually, but I have experienced that combining 4 blues at 59% succeeds almost all the time. For epics, this probability tends to be in the low 20’s or lower if you try to combine 4. Honestly, its a waste of epics and its no different from combining 2. At one point I had a full page of epics and I tried to combine 4 at a time to test if it was worth combining 4 at a time if you try multiple times in a row. The chance no legendary equipment was 6% btw, and I got nothing. Sure I could of gotten unlucky, but as someone said before, if you look at all the players you could see that the chances arent really accurate. Its not broken, but the probabilities are misleading. This is pretty much the same with combines, either going for 2x combines or 100% seems to be the only 2 options, you’re just gambling just as much with the only downside to a larger silver cost if you do 2×.

For the coin example, sure you can get 5 heads in a row, but the guy earlier is saying for large sample sizes – notes as he says ‘most of players’, which means like 1000 coin flips, the probability of heads should be 50% since it is a common fact. But what if you observe 300 heads out of 1000? Do you still think its 50%? It could be, but unlikely, the more likely conclusion is that its a biased coin. Anyway, the only way to know for sure that the displayed probabilities are correct or incorrect is to sample and take note somewhere of your successes/failures and then calculate yourself the experimental probabilities and then compare it to the theoretical(the game). Well, no one is patient enough to do this so we’ll probably never find out if the probabilities are wrong.

I majored in mathematics. in a decent sample size with a set probability for each trial eg 20%, the result should be ~20% of whatever you’re measuring with little deviance. However, if you have failed 7 combines with 20% in a row, the probability that you will succeed the next one is still 20%, not exponentially greater as some would think.

People who are saying the blacksmith is broken are experiencing a form of confirmation bias. They have fallen on some bad luck in recent combines and have come here and said “yo is anybody else having bad luck?” and a few people concur. Deceiving people into believing that something is wrong without accounting for all the combines/enchants that people succeed daily.

So, you have a major in mathematics, and you can’t calculate the probability of a success when combining 7 times in a row? What did they teach you at university? Addition till 10?

If a single combine has 20% success rate, then the probability to combine at least one from 7 combines is above 85%.

I had a very long fail streak (burned 36 purple gems to upgrade 14→15, and 12 legendary gems for 15→16) with 18.5% success rate. After so long streak, yesterday I managed to upgrade 14→15, with 2 purple and 1 blue gem. I will let you calculate what is the probability of such event as a homework. I don’t call that unlucky – rather rude nerf of the game.

…I’ve already told you that it doesn’t work that way. I enchanted my sword to 16 with a single attempt. You are biased because you are having poor luck. If you really want people to believe that the blacksmith is broken, record and document each combine/enchant and put it into a spreadsheet. Once You get to say 1000 results of a combine with similar odds, I guarantee that you will see that the result is close to what the probability suggests.

 
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Topic: Rise of Mythos / Please fix the blacksmith

Originally posted by Skywind:
Originally posted by DANzam111:
Originally posted by nuneska:
Originally posted by Everlast11:

heh over 8k rubies wasted to +16 my armour and like 1300g. and it is still +15 but i feel blacksmith is fine, you got to look at it how it is. a 20-25% chance everytime! this does not mean 1 out of every 4/5 should succeed but as it states, a 1 in 4/ 1 in 5 chance to succeed each time you combine. possibly a system where each fail would add increments of % would be nice, but compared to other games the % rates are fairly good.

its the same …25% everytime is around 1 in 4 if the event are non dependant! this means if i tried 100 times around 25 times i get success… this is not happening in blacksmith and its not for 1 or 2 players… most of players try to combine equips and fail 8-10 times in a row with 25-30% chance. This is statistical significant and means that: or the 25% its not true or the system is broken…

Personaly i think its on purpose… we almost can never combine a high level equip before spending a certain amount of money… but thats only my bad temper…

The blacksmith is not broken. Statistics don’t work like that. If you flipped a coin 5 times and got heads each time, you’d think the odds tend toward the next flip being tails. However, the odds are still 50/50.

I’ve personally failed several successive combines at 80% chance, it doesn’t necessarily mean my next 80% will succeed. Same game, same odds.

(I combined a legend sword with a 7.5% chance yesterday btw)

A coin analogy is a poor example and it’s called probability, and I don’t think this game follows it all the time. Well, I’m not going to bore you with all the examples I could pull from my experiences but you can calculate the probability that you fail say 8 times in a row with 25% chance —> 0.75^8 = 10%. Generally for equipment I find that combining 4 blues is most optimal, personally I have not anywhere near the 19% success combining 2 blues, much lower actually, but I have experienced that combining 4 blues at 59% succeeds almost all the time. For epics, this probability tends to be in the low 20’s or lower if you try to combine 4. Honestly, its a waste of epics and its no different from combining 2. At one point I had a full page of epics and I tried to combine 4 at a time to test if it was worth combining 4 at a time if you try multiple times in a row. The chance no legendary equipment was 6% btw, and I got nothing. Sure I could of gotten unlucky, but as someone said before, if you look at all the players you could see that the chances arent really accurate. Its not broken, but the probabilities are misleading. This is pretty much the same with combines, either going for 2x combines or 100% seems to be the only 2 options, you’re just gambling just as much with the only downside to a larger silver cost if you do 2×.

For the coin example, sure you can get 5 heads in a row, but the guy earlier is saying for large sample sizes – notes as he says ‘most of players’, which means like 1000 coin flips, the probability of heads should be 50% since it is a common fact. But what if you observe 300 heads out of 1000? Do you still think its 50%? It could be, but unlikely, the more likely conclusion is that its a biased coin. Anyway, the only way to know for sure that the displayed probabilities are correct or incorrect is to sample and take note somewhere of your successes/failures and then calculate yourself the experimental probabilities and then compare it to the theoretical(the game). Well, no one is patient enough to do this so we’ll probably never find out if the probabilities are wrong.

I majored in mathematics. in a decent sample size with a set probability for each trial eg 20%, the result should be ~20% of whatever you’re measuring with little deviance. However, if you have failed 7 combines with 20% in a row, the probability that you will succeed the next one is still 20%, not exponentially greater as some would think.

People who are saying the blacksmith is broken are experiencing a form of confirmation bias. They have fallen on some bad luck in recent combines and have come here and said “yo is anybody else having bad luck?” and a few people concur. Deceiving people into believing that something is wrong without accounting for all the combines/enchants that people succeed daily.

 
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Topic: Rise of Mythos / New Kongregate Server (Brave New World)

Originally posted by lol0lo:
Originally posted by gamesearching:

Broken New World ;D
Whales New World ;D
More Grinding New World ;D
New World ;D

Better World

Good times (or bad times depending who you were)

 
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Topic: Rise of Mythos / Please fix the blacksmith

Originally posted by nuneska:
Originally posted by Everlast11:

heh over 8k rubies wasted to +16 my armour and like 1300g. and it is still +15 but i feel blacksmith is fine, you got to look at it how it is. a 20-25% chance everytime! this does not mean 1 out of every 4/5 should succeed but as it states, a 1 in 4/ 1 in 5 chance to succeed each time you combine. possibly a system where each fail would add increments of % would be nice, but compared to other games the % rates are fairly good.

its the same …25% everytime is around 1 in 4 if the event are non dependant! this means if i tried 100 times around 25 times i get success… this is not happening in blacksmith and its not for 1 or 2 players… most of players try to combine equips and fail 8-10 times in a row with 25-30% chance. This is statistical significant and means that: or the 25% its not true or the system is broken…

Personaly i think its on purpose… we almost can never combine a high level equip before spending a certain amount of money… but thats only my bad temper…

The blacksmith is not broken. Statistics don’t work like that. If you flipped a coin 5 times and got heads each time, you’d think the odds tend toward the next flip being tails. However, the odds are still 50/50.

I’ve personally failed several successive combines at 80% chance, it doesn’t necessarily mean my next 80% will succeed. Same game, same odds.

(I combined a legend sword with a 7.5% chance yesterday btw)

 
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Topic: Rise of Mythos / No goals after lvl 10 guild

Originally posted by juderiverman:

quit and start a new guild.

There aren’t enough players on the server.

 
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Topic: Rise of Mythos / Please fix the blacksmith

It seems I have a lot of luck with yolo combines, but very poor luck with patient ones. For instance, I made my armor on a whim but have failed 6 successive attempts at an epic crown with 60% chance. I have better luck with <10% it seems.

 
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Topic: Rise of Mythos / [VOTE] HP buff community feedback

perhaps the root of the problem can’t be fixed by hp buff/nerfing, but rather by balancing the game instead. I think we all pretty much agree that spike is op with lower hp, and that whale super full godlike doom power is op with 1.5. I honestly don’t think the power can be fixed at this point, since so many poorly designed, obviously op pay to win cards were released (khnum) and then made super available (khnum bonanza).

I’m just rambling at this point, maybe 1.3 would be better. Implementing more cards targeted at rush but also being viable picks in power is also an option (legionnaire, sorann, vara, lawrence, rulk, zeeva etc).

 
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Topic: Rise of Mythos / No goals after lvl 10 guild

Originally posted by tomdo99:
Originally posted by Chopper91:

o-o first time someones complaining about winning too much

we aren’t even winning, our top 4 reward is same or even higher than champ for lvl 7-8-9 guilds.
so we get an advantage for just getting into top 4 wich is pretty simple with 3 teams.

They have dethsoul who donates 10000000000000 gold every day. They single handedly dominated showdown for an eternity but now there’s a lot of competition and guilds are stagnating. KG-5 barely has enough active players to support Infinity and Wild Cards anymore. 90% of the competition is between a small group of hardcore veterans. The core is dying/dead.

 
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Topic: Rise of Mythos / Server Woes

It seems that Castle Ruins (kg-5) and all the unfortunate suckers crossed with us are unable to play. Sad day.

 
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Topic: Rise of Mythos / Ark priestess vs Judge Alex vs Oracle el

My philosophy is just to have as many aleks as possible in 2s and 4s. Having her come out and heal everything up every few turns is absolutely devastating if you have good positioning.

 
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Topic: Rise of Mythos / 2v2 is dying

I swear if the RoM playerbase was a person in a store I’d punch you.

Players: I hate rush we need more hp it’s 2 op!

GF: ok here u go :)

Players: I hate power everyone has soooooooooooooooo much hp u can’t rush now fix it!

GF: alright let’s compromise. Say 1.2x modifier?

Players: Nooooooo then I get rushed again I quit!

There are some legitimate criticisms to the way Gamefuse does things, and there are some things that Gamefuse has little to no control over that they have to hear anyways. Then, there is senseless whining. Mal has a really hard job trying to pander to a perpetually dissatisfied populace, and he has worked hard to communicate and resolve issues, so perhaps people could help him out in kind by showing some appreciation for what he as both a player and a CM has done to improve this game.

 
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Topic: Rise of Mythos / Chosen One

Originally posted by tomdo99:
Originally posted by JustDab1T:

I think a bigger issue is that is makes 95% of your units useless vs something with chosen one, unless of course its something that will get wrecked by velyn, there really isn’t any reliable unit that can deal with the average chosen one unit.

Ryli turns into a 5CD hero’s bane 1, cain turns in a 10 skeleton, etc. Obviously stuff like karma and DS can hold the line, but other than skills how can you take out a chosen one callista in 1v1?

Priests demand key counters to their skills and even if you tell a mage to use x3 purge, there’s a far better chance that they will end the game before you’re able to counter.

A purge rune or some unit with like 50-75% fear would be great.

oh priests, can’t pvp against them w/out getting frustrated, and can’t do KM w/out them……

gring wrecks chosen one calista any divine retribution card vs hero wrecks her.
savior carella also wrecks her. there is enough stuff out there but yeah skills are the easiest way.

edit: dread phantom/knight and ptah are also fairly good counters

I found out yesterday that snarky cain placement and a lot of butthole clenching can hold a CO cali at bay long enough for your partner to draw disinfo. Just have to pray your opponents don’t have zeus/world/damage runes lol.

Originally posted by krazie_13_69:
Originally posted by tomdo99:
Originally posted by krazie_13_69:

Just want to say, that Chosen One, should work as it does, except 1 aspect. It should not remove all the current things with the creature its targeted to. ie. a pet’d creature, it shouldn’t unpet, until the pet wears off. That makes it too op….

it cannot be affected by anything so it works as the text says it does.

a petrified unit gets chosen, this petrified unit cannot be affected by anything else besides chosen one becuase of the skill shield ward.
so petrify is nullified as is everything else, life buff/sanc/encourage/chief hfran buff whatever

You’re right, it says it “can’t be affected”, problem is, its already “affected” before Chosen One is applied, so it should take priority OVER Chosen One.

Chosen removes all standing buffs and debuffs, not just petrify. Pet doesn’t change the identity of the creature just because it turns it into stone. Think of it like a sanc, encourage, or forgetfulness.

 
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Topic: Rise of Mythos / Malucifer

Originally posted by tomdo99:

i for one love the merges, WISH CASTLE RUINS ACTUALLY GOT A LOCAL MERGE!!! <<<* HINT HINT*

but yeah the new players added to a server aren’t always a bad thing

Exactly my stance. Tomdo and I represent the top 2 guilds on our server and we can hardly fill our roster with active players anymore. I mean, we could always poach players from other established guilds but I think that’s generally in poor taste.

 
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Topic: Rise of Mythos / [Maintenance] Rise of Mythos Maintenance Wednesday 1/14, 10:00 PM PDT

Originally posted by ThaHealer9:

Whelp, there goes the game most likely, at least for me. Regardless of whether or not spike works, my server is absolutely saturated with it. 2s have been my solace as rush in 1s has become increasingly worse. Whether we still win or not I have no desire to play 20 rush matches a day and 2 30 card matches.

I still say the problem isn’t rushes existence, it’s the extreme accessibility. I figure one could build the default rush deck in 3 weeks of casual gameplay. How about taking Mifzuna out of soul summoner and at least make spikers work a little bit to build their decks. Spike would exist to ensure balance, but it wouldn’t be so easy to build that 95% of players use it. Has anyone considered what soul summoner Mifzunas and tower opals are going to do to new servers. Full leg spike rushes on servers where everyone has 30-40hp is more than enough to keep me from ever playing a new server. Crits aren’t even necessary for the win, just a single Mifzuna with 3 enc in an open lane. How in the world can that be any fun for the majority of the community???

Rush in 1s is extremely linear and easy to counter, fortunately. I’ve had nights when I just q up with a full nimble deck, indiscriminately hit auto, and still manage winstreaks.

Rush in 2s and 4s is a different story. It’s so much harder to stop with any kind of balanced deck. Even with 60 hp players would still die on turn 3, and that could happen without crits too lol. The 1.2x buff I hope will work in restabilizing the meta so 2s isn’t so damn predictable anymore.

 
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Topic: Rise of Mythos / Things that should not be released

Originally posted by kkeellee:

I cant read all this crap, but see you complain of nuwa, and its funny cuz new card is coming that will restore whole graveyard back to the deck. xD

Just stop stalling like biggest noobs, and learn to play more aggressive and actually win the game before all cards in deck are played. Stop playing “who has more cards wins” style, and actually learn how to take control and make pressure before whole deck is out. ;)

Yeah, that’s what I try to do. I like to think that I play very strategically all the way from deckbuilding to the moment I land a killing blow. I can beat most mage stalls in 1s and 2s being a vip 2 myself. Sometimes in 1s I find myself playing a game where I literally outstall the mage stall (I’m a warrior) by setting up a defensive wall around petrified units and generating a massive card advantage despite nuwa.

That being said, there are some stalls that are just above and beyond my capacity to compete. The players who have ferena and khnum can stall me forever because I can’t effectively answer those cards. There are also players who start a game with a scorch in hand, and still have the same scorch on turn 30, despite having played it every turn.

 
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Topic: Rise of Mythos / Things that should not be released

The top players on my server have found a very simple counter to these mage stalls. The answer is to simply have multiple volante/garghael/godlike tanwen/zeus/world/jaraax and just kill the opponent without ever breaking the stall. Works 99% of the time (joking obv)