Recent posts by IamaTumor on Kongregate

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

These developers must make so much money. Stuff is expensive in this game.

 
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Topic: Rise of Mythos / [To Devs] Do you profit from people spending more time on game?

If you want to do map missions, tower, pvp, etc faster then I suggest that you just rush. Rush decks are easy to make, and everything goes by much faster when you rush.

 
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Topic: Rise of Mythos / Server Merge 9/17/13

Originally posted by nukelaloosh:
Originally posted by Bubbleman:
Originally posted by ShyGuy1151:

Please also give compensation to vip0s and low vips in stone ruins.

The compensation isn’t for VIP 0s. The compensation is for the extra month Stone Ruins people have on us. Come on guys…

You’re really asking for comp just because you haven’t been playing as long? Because every player on Stone started THE day it came into existence? This is stupid.

Very good point, Nuke. I know I started about two or three weeks late, along with a lot of other Tyrant players.

 
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Topic: Rise of Mythos / Server Merge 9/17/13

If you’re a good player, being a month behind really shouldn’t matter Snowy Fort ppl.

 
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Topic: Rise of Mythos / Server Merge 9/17/13

Originally posted by Soleil_Noir:

This is unbelievable. Outrageous, even. They have the time to merge servers but still not fix the flashing icon of Lucky Draw after you’ve used it?

That shit’s been annoying me for weeks.

SERIOUSLY!

 
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Topic: Rise of Mythos / DNA's King of Kings Tournament /// Stoneruins

Originally posted by dnaimagery:

It’s not about being 100% balanced. This is about being the best with the cards you have available that are within the rules of the tournament (Not set yet). Equalizer is already there if you want to have that completely balanced experience. This could be something new & creative…such as:

We could however say something like no swiftraid/military charges or no godlikes (or both) to spice things up. We could say only epic armor allowed (other leg equipment is fine), but cap the hp at like 50 or something. Only 1.0 cards allowed? Fun stuff like that.

I’m just throwing ideas out there…or we could just leave it king of the hill style but require 30 cards in your deck and…may the best man win.

Good points. I think that would be fair.

 
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Topic: Rise of Mythos / Server Merge 9/17/13

Poor snowy fort is gonna have a tough time on Stone Ruins.

 
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Topic: Rise of Mythos / DNA's King of Kings Tournament /// Stoneruins

It might be better to do the tourney in an equalizer, so that everyone is on the same level of cards/hp. If the participants get close ratings in 1v1, they will be paired in the same equalizer fixture.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by EternalRift:

Kinda hilarious in here. If I’m not mistaken, the OP’s argument is that crits can win you games, so we should nerf them on such and such card.

I think that should be enough to stop this topic’s suggestion already. Crits, blocks, and rng in general rule in all aspects of the game already. What more does it matter that 2 units in the game can instantly crit you to death. Hell, a Sylvi Protege with Chief Hrafn and 2 Swift Raids can run down lane and kill you in 1 turn. Should we nerf that too?

If you have been getting crit to death in lane before hand anyway, you are going to lose anyway. If the other guy is able to put up a 5 card combo that needs to critical to win the game instantly, then let him. That just took him 5 cards and several turns of preparation and several acts of rng in and of itself.

I can say that most games in 1v1 and 2v2 aren’t decided on mifz and maia hurdling down lane with a buff or two. Those really are the exceptions to the case. More than likely the game was won over small trades that went one way more than the other. A block here allowed that Howler to live. A crit there from Yumi killed Mifz. A Deadly Blow happens to correspond to the turn the priest used Sanc (resulting in a 2 for 1 trade). Your rival sends an unit down lane that you instantly kill on your turn.

It is these small trades that swing games just as much as a Mifz crit does. Remember that your HP is a useless stat unless it is below 10. You are alive until your HP hits 0. I’m going to say that most rangers are probably using enough blood price/ dark damage to equal a Mifz crit.

If a Mifz crits you, you hopefully have an answer to it. The guy using Mifz is trading a low stat unit for a chunk of your HP. Mifz is useless outside of that case (Maia even more so). Out play the guy when he is holding the Mifz (to combo apparently if I’m reading this thread) and you win….and yes, you can outplay this. I think more games are won due to overwhelming board presence than times when I get wombo comboed by Mifz Maia.

To be fair, you do use Mif/Maia crits often to your advantage. I saw quite a few games yesterday that you and darkknight won because of a mif/maia crit.

All I’m saying is that the game might be stronger if those crits weren’t around. Rush is too strong as it is, and this would nerf it enough to make anti-rush a viable option for people who don’t have DNA’s cardpool.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by NK12:
Originally posted by IamaTumor:

What about the other players who have seen exactly the same thing? Talk to BeerBaron, Dodisk, Artdz, and Tonytyzhang.

Unicorns and aliens exist, just ask my buds who’ve seen the same thing.

Originally posted by IamaTumor:

You might also watch a match between Arcology/Quant, or Kacka/Arcology, or any variation of the four. Those matches are almost always decided by who gets the first Mif/Maia crit.

It should be no surprise that the winner of a 1v1 where both players have the same deck wins by luck. lol

Except they don’t have the same decks.

 
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Topic: Rise of Mythos / plz refund reputation coin

I dev, beast coin best coin – you sure you no want?

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by Seizan_7:
Originally posted by kevinke6:
leg maias from halfblood masters.

This sums up all the fail of this topic.

I’m sure he meant from pvp points. At this point even free players can have legendary maias and Mifs. Auction house, Packs, Pvp points – I personally could have two maias if I weren’t saving all my pvp points for Sorann.

 
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Topic: Rise of Mythos / NEW NAME, SAME GAME… ACTUALLY, IT’S GOING TO GET EVEN BETTER!

AND THE TITLE OF THIS THREAD IS IN ALL CAPS, SO YOU KNOW IT’S GOING TO BE ON THE SAME LEVEL OF COOL AS JUSTIN BEIBER!

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by palamedes465:

Another thing that seems to be forgotten is that a mif/maia crit does not have to happen in the first three rounds. If this team is a warrior ranger combo, its entirely likely that they have enough removal to clear a lane in 2v2. A ranger holding deadly blows and disinformation in his hand could clear a single lane multiple times himself, with high mastery. Unless you are creating a 100% nimble deck to counter, its unlikely that there is a way of completely preventing a mif/maia from reaching you in, say, the first 7 or so rounds. add to this the fact that you can quickly remove your mif and send another the next turn, and there will likely be 3 or less units in the previously cleared lane, and you can see things getting ugly in a hurry

Exactly – There are many different scenarios when a Mifzuna/Maia crit can end a game.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Your numbers fail to take into account the combination of Mifzuna and Maia to one shot a hero. This is just one example that you fail to realize. Lets say both Mif and Maia are put out in a 2v2 match from a team with a warrior and a ranger. Mifzuna is encouraged. The warrior then plays millitary charge. The ranger plays swift raid.

If even one of these two crits, then that is game over. This turn I’m describing could easily happen as soon as turn three in a 2v2 game before anybody has a chance to block their lanes.

I’m not saying people suck that don’t agree with me. I’m saying that unless you’ve experienced top pvp first hand, you won’t know who I’m talking about. I played a duo in 2v2 today, and my partner and I crit our enemy down to one health around turn five of the match. He was rightfully upset, and I directed him to this thread. That kind of thing shouldn’t be able to happen. It IS a problem, and players experience it every day. Mif/Maia first turn crits are the reason that they will not leave the meta. It’s too good.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by DigitalityKnight:
Originally posted by kevinke6:

Digitality:

In MTG, each deck functions with at LEAST 40 cards, with professional games having all players sport 60 card decks. Now, wont we all agree that drawing a combo off 60 cards is much harder to get than getting a combo out of 15 cards.
This includes bigger starting hands. 7/60<2/15. There is also a much higher probability per draw to get another combo piece i kings and legends→ 1/53, 1/52 for mtg, 1/13, 1/12 for K and L.

MTG compared to K and L is a shit comparison.

Should we ignore the simple fact that MTG cannot be compared to K and L?

60 is the minimum, and while 15 cards is the minimum here, they share in the fact that maximizing draw probability is valuable. There are also very few good reasons to run a larger deck than 60 cards in MtG. Starting handsize in MtG is 11.6% of your total deck, and here it is 13.3%. This isn’t really about a mechanics comparison though, and I wasn’t making one.

Yes the probability of drawing a combination up is lower in a 60 card deck than in a 15 card deck. It also takes longer too in that game since the combos generally require more cards when you account for mana. However, that’s irrelevant here as both players in K&L are playing by the same rules of this game and that’s why mechanics comparisons break down.

The real point is that draw probability is fundamental to informed deck building, and the probability of Mifz 1 shotting hero is low.

My scenarios assume that all cards are legendary.

With 3 Mifz, 3 encourage, and 3 military charges a 15 card warrior rush deck has a 3/91, or 3.3%, chance of drawing up 1 Mifz +1 buff to start, and 1 buff on next draw to be ready for a turn 3 drop. She’ll jump across for 10 damage, doubled to 20, and crit for 40.

So the reality for this dread situation to occur also requires a crit to land. That means it’s actually (3/91)*X chance of happening where X is crit rate. Let’s be liberal and claim a 50% crit rate. That still lowers it to 1.65% chance of occurring.

That’s with an extremely focused deck that has given up all hope of doing much else. 40 damage still isn’t enough to kill most players who had a chance of winning in the first place either. So that warrior is really hoping for encourages over military charge in that scenario, as they don’t have much meat left in their deck.

Let’s change that scenario and add in 3 Maia as well, for a Mifz/Maia turn 3 double drop with double military rush since it can hit both of them. Draw required is Mifz/Charge, Charge, Maia.

This draw has a 3/1820, or 0.165%, chance of occurring.

Maia and Mifz both hit the field. Maia rushes across for 16 damage and Mifzuna for 20. Mifz critting totals damage to 56. Maia critting to 52. Probably a kill either way. Using the liberal crit rate from before with two rolls on the table you’re looking at a 75% chance of one of them critting.

That still reduces the likelihood of a 1 shot kill down to 0.123% chance.

As second player you’ve had 2 turns yourself to try and block your lanes. If successful it then requires removal which further reduces the probability of this happening. That’s why removal got a footnote in my argument.

It’s also true that second player has better draw probability to pull this off but first to act has even more opportunity to block.

All this with a highly specialized (and somewhat unrealistic) deck, with a generous crit rate assumption, that has nothing else up it’s sleeve.

I’m sorry but I can’t find cause to be alarmed about this. I also have a hard time believing it’s a singularly dominate strategy in a well developed server with higher life pools (that would actually call for Maia and Mifz to both crit, further lowering probability) unless a literal majority of players run it and they’re simply gambling against each other rather than trying to outplay each other. (Unheard of in any sizable competitively styled game)

As an addendum: Rangers with double swift raid have a lower probability than the warrior in the Mifz only strat, drawing at only 3 buff cardsverse a warrior’s 6 but have the same numbers in the Mifz/Maia one.

Originally posted by DigitalityKnight:
Originally posted by IamaTumor:
Originally posted by DigitalityKnight:
Originally posted by IamaTumor:

But the problem happens when mif/maia is buffed with encourage, millitary charge, swift raid, lucius, libra, halfblood totem. If it crits, that’s a dead hero.

All one has to do is find a single open lane and hit a hero. That can be an instant kill. My suggestion is to remove the possibility of an instant kill.

That is a significant part of the problem with you’re argument. You’re advocating for nerfing a few specific cards that are only pulling the stunt you mention as part of a combination of multiple cards. That’s pretty stock stuff for a TCG/CCG in my experience. When I played MtG I frequently won or lost based on draw probability leading into combo execution. Some of the combos you see are devastatingly powerful and are often game winners if you do not happen to have a counter option in hand.

You do have options to try and keep blockers in both lanes. Westley does this with a single card, as does Juliet. By doing this you increase the sequence of plays the enemy needs in their combo to pull it off successfully.

Only Maia can 1 turn drop on you and she can’t do that on turn 1 with any buffs so the combo simply isn’t there.

Your ad hominems and insults in this thread are getting old too. They’re weak arguments and don’t add substance to your core point. Generally they’ll just make people regard you as an asshole more than they reinforce your point.

In regards to the crit complaint itself. So what? I’ve lost entire games to a single block or crit that wasn’t on my hero. They can heavily swing games one way or another. What’s the difference with Maia critting you for 40 and basically winning the game that way? The only difference I see is personal perception of the event.

I don’t like crit block mechanics because I dislike uncontrolled probability having such a heavy impact on the game’s outcome. It undermines skill and tactics with random occurrence. However it is part of the game, so at some point if you want to keep playing you have to get over it.

My argument is correct because Mif/Maia are a huge problem on the highly progressed Chinese servers. The people who are arguing against me are using theory, rather than first hand experience. The people who are arguing against me(and I have looked them up) are not in the top 200 in pvp on Stone Ruins.

You can keep blockers in both lanes – sure. You bring up Westley and Juliet. That’s great. You fail to realize that direct damage like slash, deadly blow, frenzy, true shot, double stab, etc can clear a lane. Once that lane is clear, Mif/Maia are able to directly attack the hero.

You see, blocking works SOMETIMES, but the majority of the time it does not work against units that can instantly reach the hero since direct damage exists. Reducing the chance of crit on Mif/Maia on their first attack is something that could really help this game.

Don’t take my word for it. Go to the chinese servers and make an account. Watch pvp, and you’ll see exactly what i’m talking about. PvP is all Mif/Maia with people trying to win with crits.

I’m not top 200 currently because I’ve barely been playing these past few weeks and I’ve had abysmal luck when I do PvP. I can assure you I was there last season, in the top 100. Ad hominem is still a weak argument.

I did not fail to realize removal. That’s a blatant fallacy you’re spouting now. I commented on it specifically increasing the combo needed to pull the tactic you bring up, thus decreasing it’s probability of occurrence. With rangers who have the better removal the threat presented by Maia/Mifz is also less than that of a warrior, who has significantly less removal options.

The notion of them being a “huge problem” is also a matter of opinion.

It might be theory but it’s applicable theory based on hard numbers. It’s time tested and applicable in any card game where you draw randomly from a shuffled deck. The likelihood of it happening is low enough that it isn’t overwhelming and that’s without factoring in critical rate which we can’t account for without more information. If a deck is built to do this exact thing though, I can’t really find fault with it being effective when it does actually line up. That’s part of deck building.

Should we ignore draw probability as a factor in a card game then? I find that idea to be entirely absurd.

What is the sample size of your anecdotal experiences on the Chinese servers, and what is their complete context?

I can tell that you’ve just taken an argumentation class at your community college and are excited to use all the new terms that you’ve learned.

Sure, my experiences on the Chineses servers are purely anecdotal. What about the other players who have seen exactly the same thing? Talk to BeerBaron, Dodisk, Artdz, and Tonytyzhang. Dodisk told me he has spent extensive time watching the chinese servers 1v1, 2v2, and guild showdowns. They are all dominated by Mifzuna and Maia.

If you choose not to believe me because its an Ad Hominem, then that’s your choice. It doesn’t make you any more wrong, or me any less right.

Mifzuna and Maia crits are ruining this game. This is not coming from somebody who always loses from these crits. I benefit from them just as much as they hurt me.

There is just something inherently wrong with a unit that can travel instantly to the enemy hero and crit for 16 damage without any buffs.

But hey, don’t take my word for it. Conduct your own interview and ask everybody in top 64 pvp. You should focus on the top 64, because that is when the Mif/Maia problem is most prevalent.

You might also watch a match between Arcology/Quant, or Kacka/Arcology, or any variation of the four. Those matches are almost always decided by who gets the first Mif/Maia crit.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by nukelaloosh:

Lol’d at the suggestions to ‘learn how to block lanes’.

Sound advice, but you left out part 2 of the strategy:ask your opponent (nicely, mind you) to please, please not play any removal spells, because you’d like to block their mifs/maias. Because if you don’t, your opponent might tend to…you know…remove your blockers…
Block lanes. Shit, didn’t think of that. Top 64 here I come!

Exactly, Nuke. People arguing against this are using theory rather than practice. That’s why I keep bringing up the fact that they are not in top pvp. They need to experience top pvp to understand WHY mif/maia crits are a problem.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by DigitalityKnight:
Originally posted by IamaTumor:

But the problem happens when mif/maia is buffed with encourage, millitary charge, swift raid, lucius, libra, halfblood totem. If it crits, that’s a dead hero.

All one has to do is find a single open lane and hit a hero. That can be an instant kill. My suggestion is to remove the possibility of an instant kill.

That is a significant part of the problem with you’re argument. You’re advocating for nerfing a few specific cards that are only pulling the stunt you mention as part of a combination of multiple cards. That’s pretty stock stuff for a TCG/CCG in my experience. When I played MtG I frequently won or lost based on draw probability leading into combo execution. Some of the combos you see are devastatingly powerful and are often game winners if you do not happen to have a counter option in hand.

You do have options to try and keep blockers in both lanes. Westley does this with a single card, as does Juliet. By doing this you increase the sequence of plays the enemy needs in their combo to pull it off successfully.

Only Maia can 1 turn drop on you and she can’t do that on turn 1 with any buffs so the combo simply isn’t there.

Your ad hominems and insults in this thread are getting old too. They’re weak arguments and don’t add substance to your core point. Generally they’ll just make people regard you as an asshole more than they reinforce your point.

In regards to the crit complaint itself. So what? I’ve lost entire games to a single block or crit that wasn’t on my hero. They can heavily swing games one way or another. What’s the difference with Maia critting you for 40 and basically winning the game that way? The only difference I see is personal perception of the event.

I don’t like crit block mechanics because I dislike uncontrolled probability having such a heavy impact on the game’s outcome. It undermines skill and tactics with random occurrence. However it is part of the game, so at some point if you want to keep playing you have to get over it.

My argument is correct because Mif/Maia are a huge problem on the highly progressed Chinese servers. The people who are arguing against me are using theory, rather than first hand experience. The people who are arguing against me(and I have looked them up) are not in the top 200 in pvp on Stone Ruins.

You can keep blockers in both lanes – sure. You bring up Westley and Juliet. That’s great. You fail to realize that direct damage like slash, deadly blow, frenzy, true shot, double stab, etc can clear a lane. Once that lane is clear, Mif/Maia are able to directly attack the hero.

You see, blocking works SOMETIMES, but the majority of the time it does not work against units that can instantly reach the hero since direct damage exists. Reducing the chance of crit on Mif/Maia on their first attack is something that could really help this game.

Don’t take my word for it. Go to the chinese servers and make an account. Watch pvp, and you’ll see exactly what i’m talking about. PvP is all Mif/Maia with people trying to win with crits.

 
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Topic: Rise of Mythos / Anti-AFK

Well afk in 2v2 wouldn’t be a problem if queues weren’t so damn long. But queues are long because the game is starting to die. Time to merge servers.

+1 to auto activating in a boss fight though.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by Blackhane:
Originally posted by IamaTumor:

But the problem happens when mif/maia is buffed with encourage, millitary charge, swift raid, lucius, libra, halfblood totem. If it crits, that’s a dead hero.

All one has to do is find a single open lane and hit a hero. That can be an instant kill. My suggestion is to remove the possibility of an instant kill.

And if I play 3 Cloaked Shots, that’s 15 damage (and that can crit) with a lot less cards and no way to prevent the damage. The only thing warriors have for them is buffs, otherwise they suck. before you nerf something that can easily be avoided (just play ANYTHING in the lane; Sylvi, w/e), avoid OP cards like sanctuary. a warrior can’T do ANYTHING about that. and you complain about a card that can one-shot you if you ultra buff it…well, sylvi bladesoul, Azrael can also one-shot you if you give them +15 attack and they crit.

Okay, obviously you aren’t in high tier pvp, so don’t bother talking. Anyone who IS in high tier pvp knows exactly what i’m talking about. As BeerBaron said above, on hit kills dominate on the Chinese servers. That’s where we ARE headed. We’ll be there sooner, rather than later.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by Seizan_7:
Originally posted by IamaTumor:
In fact, that is what has happened on the Chinese servers that have been running the game far longer than us. Their pvp is all based on who can crit first with a mif or a maia.

Any source other than your ass? No? Thought so. Try equalizer some time, you’ll see how Sorann + Gringheist perma-block both lanes against warrior. Not to mention that Darius/Fenris/Werewolf howler rush can spit out enough units (2 each lane) to block M&M from executing their little combo. Or counter-rush can drop battledrum + Sylvi ranger. Or priest could drop anything and protect it with sanctuary to buy time and drop even more bigger units. Or… I could go on and on. M&M rush has been overrated since day 1. It’s not good rush, it was winning because wallet warriors had red Maia when rest of server was playing blue cards sprinkled with occasional epic. It was winning because people would rather grind Castle of bones for useless purple trinket than Sanguine to combine orange armour. It was not winning because it’s good and consistent strategy. And I’m using past tense, because we have 1.2 now, with even better rush units (howler, Darius, Fenris) and better counter-rush (Sylvi ranger, even Yumi if you can get her out fast enough, sanctuary, skeletons).

Originally posted by deathvonduel:
chances of dropping a double encouraged maia/mif on turn 5 and crit(assume 25% crit rate)

Is exactly 0 if opponent knows how to play and blocks both lanes. Yes, M&M rusher could use direct damage to clear path (unless blocked by nimble), but that would require yet another specific card in his hand, further reducing odds.

Crit/block mechanic is retarded because it bring way too much randomness into otherwise very strategic game, not because of M&M combo.

Actually, bud my source is my own eyes. I’ve gone on those chinese servers and seen it for myself. My guildees have gone on those chinese servers and seen it for themselves.

Blocking lanes with Sorann + Gringheist doesn’t work forever. Alice kills Gringheist, and Fenris/Mifzuna kill Sorann. You aren’t highly ranked in pvp I’m assuming, so you fight really bad people in the equalizer.

Until you prove that you’re actually a good player and you’re highly ranked in pvp, then you’re just talking out of your ass.

Edit: I actually looked you up, Seizan_7. You aren’t top 200 on Stone Ruins or Snowy Fort under your character name of Axolotl. Therefore, in the equalizer, you fight other people who aren’t in top 200. Sorry, but until you can succeed in pvp, you can’t talk like you’re good at it.

 
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Topic: Rise of Mythos / 30 dollars for nothing...

Originally posted by juderiverman:
Originally posted by NicolBolas:
Originally posted by juderiverman:

purchased 2000 golds, got vip 3, spent 1200 golds for 6 master’s packs, got 6 (useless) epic cards… … wtf …

pretty much the reason i quit. i bought about 40 master packs with so called normal legendary drop rate, and got 0 legends

hello nicolbolas, i was once in your guild under snowy fort. should i say glad to know you quit?

i would keep playing for a while, maybe until the remaining 800 golds spent.

Packs in general suck in this game. I would save even your rubies for stuff like epic gems for enchanting.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by deathvonduel:
Originally posted by Bubbleman:
Originally posted by IamaTumor:
Originally posted by Bubbleman:
Originally posted by IamaTumor:

Most people don’t have more than one Alice, let alone a legendary. It’s much easier to get Mifs and Maias. Mif/Maia also get their initial attack doubled, so an encourage on one of them does much more than on Alice if a crit is involved.

All irrelevant, really. Either first turn crits from them are OP or they aren’t. Availability shouldn’t be a factor. And like I said, stuff that only warriors can do also shouldn’t be a factor because warriors as a whole certainly aren’t OP. It’s like sanc on priest. Don’t mess with a warrior’s specialty unless you want an under powered class. Maia crits are not a problem at all. This is really starting to sound like people whining about Mif and Maia being OP instead of their first turn crits making games too swingy. And to that I would say, welcome to the glorious world of TCGs. Some cards are more powerful than others.

Maybe you’re not highly rated in pvp so you don’t understand. Mif/Maia crits can end a game in one turn based on nothing but luck. It happens all the time in the top 32, and it’s a little ridiculous. A player with 50+ health shouldn’t have to worry about dying instantly within the first 5 turns of a game. If this change isn’t made(which it most likely will not be, in a few months pvp will be made up of 90%+ warriors or rangers.

In fact, that is what has happened on the Chinese servers that have been running the game far longer than us. Their pvp is all based on who can crit first with a mif or a maia. That’s where this game is heading. Alice will never be able to one shot a hero. She is not the problem here.

I am high ranked in pvp and I understand perfectly. I still stand by what I said. You know how many times I’ve been killed in one hit by mif/maia? Zero. Learn to block your lanes. It takes a beyond lucky hand to pull 3x enc and Mif right from the get-go anyways. The odds of that then critting makes the odds even more ridiculously tiny that you’d have that happen in the first 5 turns of the game. Realistically, it does not happen often enough to matter. And if it doesn’t crit and you True Shot Mif right away, you just got a 1-4 trade. Granted at a hefty life cost, but again, should have blocked your lanes better. Warriors have very little destruction.

In a 15 card deck with 1 mif, 1 maia and 3 encourage, chances of dropping a double encouraged maia/mif on turn 5 and crit(assume 25% crit rate) is ~2% for the player that goes first and ~15% for the player that goes second. 40 damage wont exactly be a kill but…. 3 encouraged guaranteed kill is ~15 times harder, or 0.15%/1% respectively.

Except most people in top pvp carry 2-3 Mifs and 2-3 Maias… Again, I’m talking Stone Ruins. The top 32 in Snowy Fort wouldn’t break the top 64 on Stone Ruins.

 
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Topic: Rise of Mythos / 30 dollars for nothing...

Yeah, don’t ever buy packs with gold. Use gold on the auction house.

 
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Topic: Rise of Mythos / A simple Mifzuna/Maia fix

Originally posted by Bubbleman:
Originally posted by IamaTumor:
Originally posted by Bubbleman:
Originally posted by IamaTumor:

Most people don’t have more than one Alice, let alone a legendary. It’s much easier to get Mifs and Maias. Mif/Maia also get their initial attack doubled, so an encourage on one of them does much more than on Alice if a crit is involved.

All irrelevant, really. Either first turn crits from them are OP or they aren’t. Availability shouldn’t be a factor. And like I said, stuff that only warriors can do also shouldn’t be a factor because warriors as a whole certainly aren’t OP. It’s like sanc on priest. Don’t mess with a warrior’s specialty unless you want an under powered class. Maia crits are not a problem at all. This is really starting to sound like people whining about Mif and Maia being OP instead of their first turn crits making games too swingy. And to that I would say, welcome to the glorious world of TCGs. Some cards are more powerful than others.

Maybe you’re not highly rated in pvp so you don’t understand. Mif/Maia crits can end a game in one turn based on nothing but luck. It happens all the time in the top 32, and it’s a little ridiculous. A player with 50+ health shouldn’t have to worry about dying instantly within the first 5 turns of a game. If this change isn’t made(which it most likely will not be, in a few months pvp will be made up of 90%+ warriors or rangers.

In fact, that is what has happened on the Chinese servers that have been running the game far longer than us. Their pvp is all based on who can crit first with a mif or a maia. That’s where this game is heading. Alice will never be able to one shot a hero. She is not the problem here.

I am high ranked in pvp and I understand perfectly. I still stand by what I said. You know how many times I’ve been killed in one hit by mif/maia? Zero. Learn to block your lanes. It takes a beyond lucky hand to pull 3x enc and Mif right from the get-go anyways. The odds of that then critting makes the odds even more ridiculously tiny that you’d have that happen in the first 5 turns of the game. Realistically, it does not happen often enough to matter. And if it doesn’t crit and you True Shot Mif right away, you just got a 1-4 trade. Granted at a hefty life cost, but again, should have blocked your lanes better. Warriors have very little destruction.

If you haven’t been one shot by a Mif/Maia, I don’t see how you could be highly ranked on Stone Ruins. Perhaps you’re on one of the other servers where you don’t play against as wealthy/competitive of players.