Recent posts by superbobb on Kongregate

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Topic: Rise of Mythos / Cull Nerf Compensation

Mages can deal with Velynn (Amnesia). Warrior STILL can’t deal with Gringheist. If we gave them a 7 cd skill that dealt 12 physical damage to the entire battlefield, warriors would laugh in their face, because it wouldn’t benefit them even a tiny bit.

You have to figure out the intent behind each class, not a a narrow view of individual skills.
Warrior: Pure offense
Ranger: Offensive control (kill them all)
Mage: Pure control (mainly incapacitation with some kill)
Priest: Pure Defense

If a skill were to hit both allied and enemy units, it would not fit the warrior that Gamefuse is trying to create, because it would be a control skill. High cooldowns mainly function in control type decks because they involve trying to stall for a long time (control) before making their move. At the same time, warriors need some sort of devastating game changer skill, and to fit the offense bill, it needs to clear a large amount of enemy targets. So what do you get when you have devastating multitarget kill and low cooldown? Now you see why Cull was made.

So now we need to analyze what it has done to the warrior kit as a whole. Has it improved offensive capability? Yes. In the past, warriors had no chance against control decks without spiking because a 30 attack Serka could receive Petrify, Disinformation, or enemy Sanc (its not hard to kill 15 hp in 2 turns if you dedicate yourself). Giving a warrior a defensive skill would be thematically stupid, so Cull is the most logical way to revive that strategy. Does it make warriors unstoppable? No. Against control decks, the immensely powerful 20 attack Callista or whatever is still killable, even without a field.

Bottom line: Cull exists to give warriors a shot at defeating control decks

 
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Topic: Rise of Mythos / New Card Ideas

The Fool:
5 cd, 0/1
Abilities: Oh the Pain!: Receives double damage from all sources
Reflect Damage: Reflects all damage (same as world boss cross wall)
See Ya Later!: When dies, kills all creatures around it.

The Sun
7 cd, 0/21
Abilities: Blinding Light: All Creatures have 0 attack
Nimble
Burning Light: All creatures gain Immolation 2

 
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Topic: Rise of Mythos / Nerf cull or we quit!!!

About this topic: have the devs ever changed a card’s effect before? I’ve never seen a card that isn’t glitched ever have its effect changed, though i could be wrong. If I am not wrong, then I believe there’s a pretty good reason why Cull will never be nerfed, and that’s because that’s a screwed up move. Imagine if the devs took your best card and nerfed it, say you pulled a lucky Ra snipe or pack or something, and all of a sudden the devs said “Screw you” and removed the rebirth. How would that feel?

Or if you saved for months to buy your first Zeus, then the devs made it so Zeus had 8 health. Not fun right?

Yes Cull is extremely overpowered, but reducing its power is not within their capabilities. Think about it, Gamefuse usually receives updates before kong, or if the information was leaked some other way. Some poor sap who doesn’t check every godamn source will see Cull in AH for 300 gold or something, and BAM useless. The only way to fix it is to give other classes a power increase that brings them on par with warriors

 
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Topic: Rise of Mythos / [Monster Talk] Vote for the HP buff amount

Originally posted by selenaelvira:
Originally posted by Gynecomastia:
Originally posted by nuneska:

Cull was the last drop… abandon the game and let the rushers play each other until they are feed up and kill the game! Awfull decisions on meta game…

+1

+1

I’m impressed how many whiners there are considering the rate they are quitting

 
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Topic: Rise of Mythos / Soul Summoner not giving cards

Sorry if there’s already a thread for this

I recently attempted to grab epics from Soul Summoner (Escann the Charger) and I did not receive the card. A mail with the card attached came, but clicking “Get All” did not give me a card. I tried a second time for same result. Help?

 
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Topic: Rise of Mythos / [Monster Talk] Vote for the HP buff amount

Originally posted by Chopper91:
Originally posted by DarthSidious:

1.3

It would be better to remove hero crit and share HP in all pvp.

tada

Monster needs so say this to stop the requests for removal of hero crit. That’s not happening anytime soon. That kind of update will take time and the hp thing will do for now

 
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Topic: Rise of Mythos / [Monster Talk] Vote for the HP buff amount

1.5x

 
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Topic: Rise of Mythos / [Monster Talk] Spike Nerf Alert !!

Speaking of Battle Abess spam, it’s actually not that bad. I have legendary Thor Set Simon and Lawrence, but I pulled an Arianwen from a super lucky world boss box so I made a pure human deck (meaning I don’t use any of the above legendaries). In exchange for my awesome legendary set I now have a leg Juliet and Heavy xbow. It’s not doing too shabby, though it only works in 2s.

 
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Topic: Rise of Mythos / No Spike Nerf!

Please no serious discussions here this is a prank thread. Oh and good job janpanter

 
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Topic: Rise of Mythos / [Monster Talk] Spike Nerf Alert !!

100 damage done with a crit and an ambush. That would require 25 attack Mifzuna/Maia. 9 attack Raids +12 attack military charge (4 is max charg damage buff) legendary mif would be required. As you may have noticed, military charge and swift raid are different classes, which means this is 2v2 only. While it’s true that Maia exists, the fact is you need a nearly ideal hand in order to beat one person, considering this requires 7 cards total and a clear lane and enough luck to land a crit. Because of the massive card amount, this combo wont be ready till turn 5 or so assuming you draw everything without drawing anything else. And your opponent didn’t summon anything. And you landed a crit.
Good luck with that

Oh and whoever said you don’t need a crit to win, if you don’t crit, you need both Mifzuna and Maia, and you won’t land a killing blow (98 damage total).

 
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Topic: Rise of Mythos / [Monster Talk] Spike Nerf Alert !!

Originally posted by Tiger_1689:
Originally posted by superbobb:
Originally posted by Tiger_1689:

I don’t understand why this is even happening…. Yeah Spiking is a pain, and can be difficult to counter, but it is still possible to beat. However, it is impossible to counter 2 to 4 whales with 1.5X HP running a power deck filled with GL cards. Currently spike keeps them in check, by forcing them to play strategically, rather than solely with their money. I don’t understand the positives coming from this change. If Cull as OP as everyone says, than nerf Cull. Don’t destroy spike.

Even if you were to make a deck with total knowledge of what the other guy is doing, you could still lose. In 2v2 EQ my opponent swarmed the field with skeletals and gringheist and serka. We spiked him anyway (deadly blow the whole line). And remember, this is equalizer aka no crit land
As for nerfing Cull, that’s ridiculous. Cull is a pretty rare card only accessible through extremely expensive packs. Whales probably spent $100 to try to get it, and probably failed. And you want to nerf it? Are you trying to get a frickin whale exodus here? You might as confiscate all their gold while your at it

No I don’t want to nerf Cull. I don’t think it’s as OP as everyone suggests. It’s a very powerful card, yes, but Warriors have needed a powerful skill for awhile now. I was just commenting on the fact that enough people have complained about it that the Developers feel that they need to make drastic changes to the makeup of the game. I think these changes are misguided, and will prove ineffective.

Your example with the skeletons make no sense. I’m referring to PVP vs Whales, not EQ. I don’t care what deck you run, if High VIP Players have no fear of being spiked, then you will face wave after wave of their most powerful GL cards. Unless you pay money at the same level, chances are you will lose every time.

If you fight a spiker chances are you also lose every time. The problem is it wasn’t just whales being spiked. The people being spiked are also the people who aren’t able to get the tools to block a spike (Gringheist, Wall of Lost Souls) and as a result they can either enter pvp and lose a power fight because they brought their skeletal anti spike or they can try to bring their conventional power and lose because they got spiked. This was a frustrating experience.

 
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Topic: Rise of Mythos / Spike Rush, an education

“Give a power gamer enough time to set up, and the power gamer always wins. ALWAYS.”
I was playing a Callista spike variant with no mage in 2v2 Equalizer. Our opponent pretty much set up. They summoned Dante Quicksong, Prince Serka, and 3 skeletals in every lane expt r1. r1 had 2 skeletals and a Gringheist. Our r1 had also taken extreme reaping curse damage. This is one helluva set up
My partner deadly blowed all the skeletals and the Gringheist, and summoned enough werewolf howlers (7hp after this stunt) to blow the lane down for our triple swift raid Callista with Hrafn support, and we won the game. A mega Callista in 2v2 EQs is about equal to a mifzuna that crits (remember no hermes wings). If a large number of skeletals and Serka and Dante isn’t considered set up, then I don’t know what is

 
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Topic: Rise of Mythos / [Monster Talk] Spike Nerf Alert !!

Originally posted by Tiger_1689:

I don’t understand why this is even happening…. Yeah Spiking is a pain, and can be difficult to counter, but it is still possible to beat. However, it is impossible to counter 2 to 4 whales with 1.5X HP running a power deck filled with GL cards. Currently spike keeps them in check, by forcing them to play strategically, rather than solely with their money. I don’t understand the positives coming from this change. If Cull as OP as everyone says, than nerf Cull. Don’t destroy spike.

Even if you were to make a deck with total knowledge of what the other guy is doing, you could still lose. In 2v2 EQ my opponent swarmed the field with skeletals and gringheist and serka. We spiked him anyway (deadly blow the whole line). And remember, this is equalizer aka no crit land
As for nerfing Cull, that’s ridiculous. Cull is a pretty rare card only accessible through extremely expensive packs. Whales probably spent $100 to try to get it, and probably failed. And you want to nerf it? Are you trying to get a frickin whale exodus here? You might as confiscate all their gold while your at it

 
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Topic: Rise of Mythos / [Monster Talk] Spike Nerf Alert !!

Yeah all non whales are rangers with mifzuna maia and a full set of swift raids or warriors with a full set of military charges. How is my non whale swift astral ever going to win games now? I guess my non whale Sagittarius isn’t going to be seeing much play anymore

 
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Topic: Rise of Mythos / <Petition> No 1.5x HP Buff

You guys don’t understand the rationale for the 1.5 hp buff. Sure there are tons of ways to to nerf spike without buffing whales. We could remove hero crits, add hero blocks, remove hero ambush etc. However, that would involve a large amount of coding and work and all that, because these things do not exist yet.
As you may have noticed, new mechanics only appear in major patches, such as the Awakeneing and stuff, not on the whims of game designers. Temporary hero hp buffs came out with the VIP boss, so implementing this (temporary) fix is the easiest way which does not require the release of 1.8. Anyone else who complains is either 1. Spike rushing or 2. petty.

 
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Topic: Rise of Mythos / [Monster Talk] Spike Nerf Alert !!

Originally posted by blindlight36:
Originally posted by HerbyHerbsen:

While I really appreciate spike rush nerf, I also see the problems for rush in general and marathon games. I think the best option is to remove crits on heros instead of giving them more hp. Another option, that I would really like is reducing the crits generally to x1.5 of normal damage instead of x2. That would help n9rmal decks alot vs spike and wouldnt nerf spike too much.
but if you work with changing critrates on hero or in general, pls make it happen for the whole game and not only some aspects of it.

yeah there are a million other ways to do it and maybe better ways. however, it was extraordinarily hard getting any kind of action on this at all, and suddently with VIP boss there was a coded mechanic to manipulate HP which allowed them to try this out easily— and low and behold we got the first rebalancing action in the history of our little game. It might not work out completely as planned but hey at least for a little while its something new to experience and shake things up a little bit. I like that this preserves the ability to spike bosses and get insane crits and even planning other new kinds of spike— I mean I’m someone that has 3 swift raids on my f2p account I appreciate the coordination it takes to pull off a spike and to block one, and I think not everyone put as much effort into blocking them that they could have maybe, but if the vast majority dont find that metagame fun then why not give something new a try. A historic moment to be sure, are we a real game yet?

Hell yeah blindlight, you said it all.

 
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Topic: Rise of Mythos / [Monster Talk] Spike Nerf Alert !!

I have more fun getting the crap beaten out of me by Ferena Drake and Zeus than getting spiked. The first is a game where you have a tiny chance of victory if you pull a miraculous card set, although probably not happening. The second is your opponent hacking your account and clicking surrender (basically). Truthfully, whales deserve what they get considering what they spent on this game

 
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Topic: Rise of Mythos / The Ultimate Karma Card

Truthfully it just seems like a twist on desperate soul. Basically a desperate soul that lost half its health, got his incorporeal and soulbound upgraded, and gained sunder armor. Also lost all race bonuses

 
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Topic: Rise of Mythos / The Ultimate Karma Card

Miaon the description saws reduce. Holy damage cannot be reduced

 
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Topic: Rise of Mythos / The Ultimate Karma Card

Also, Amnesia and wither

 
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Topic: Rise of Mythos / The Ultimate Karma Card

Judging from the CD and her holy damage, Velynn the Unscarred, Deadly Blow, or any Holy damage (non reducible) or Sunder Armor damage would work. Basically, the way people deal with desperate souls that doesn’t involve trying to beat it to death

 
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Topic: Rise of Mythos / Booster Bonanza! Time for you to decide the card you want!

I don’t think godlike non uniques are an option anymore. Because the VIP boss is available to vip 0s, any godlike units will be awakened pretty fast, so you’d have a bunch of players running around with awakened things, which as you can tell, are something that would annihilate the game’s remaining balance

 
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Topic: Rise of Mythos / Calling Dungeon Masters! Boss Design Contest!

Hero’s Name: Alistar
Server: Castle Ruins
Boss Name: Onslaught of Livestock
Exposition: The rebellion has arrived. After centuries of oppression, the livestock have returned for revenge. Led by Former Farmhand Wesmeister, the cows have come home with immense powers.
Background Art: Sanguine Tribe
Boss Heroes: Lord Wesmeister and High King Asterion
HP: 100/150 normal 150/250 hard

Boss deck hard
Wesmeister
Farmhand Wesley (6*, x3), Cow (1*, 10), Chief Ironhide (6*,X2) Fleeting (Hell’s Realm) x5, Swift Raid, (5*,X5), Chieftain Lionroar (6*,X2), Freyja (6*,X3), Blessing: Mass Life (6*,X5), Artemis (6*, X3) Lady Neferata (6*,5X) Armageddon (5*,3X), Sacred Touch (6*, X3), A Helping Hand (Hell’s Realm Exclusive)x5, Portal (Ancient Den Exclusive)x1

Asterion
King Asterion (6*,x5), Tesalos (6*,X2), Beast Goddess (6*,2), Storm Lizard King (6,2x), Winged Emperor (6*, 2x) A Helping Hand x5, Lightning Storm (6*, x5), Lightning Tempest (6*, x5), Amnesia (6*,x5) Ball Lightning (Dark Forest) x5 Lightning Rail (Dark Forest)x5 Furious Thunder (Dark Forest) x5, Last Resort (5*, x3) Burning Will (Sanguine Tribe) x3, King’s Blood (King’s Mausoleum exclusive)x2, Tactic Sunder Armor (6*, 3), Command: Heroic (6*, 3x), Meteor Storm (Shimmering Cave)x3 Blizzard (6*,3x)

The boss starts off with Neferata and a nice cow line while Wesmeister charges Armageddon and Asterion charges, well, Asterion. Wesmeister has a Sacred Touch in hand. After that, Wesmeister focuses on creating a defensive line of cows whie buffing various units using his auras. Asterion summons Asterion and other boss monsters and uses extra buffs to boost their power to the nth degree.The immense area effect spell of Shimmering Cave and Dark Forest combined with a pumped up boss monsters makes for a challenging foe.
Its main weakness is Sanctuary, Velynn the Unscarred, and Magic Absorbing Angels. The boss wields amnesia to counter these issues, so the game won’t be set the moment one angel touches down

Normal: Everything is downgraded one rank if applicable, if not applicable one card of that type is removed (one less Armageddon).

Event Quests:
Onslaught of Moos: Complete Onslaught Hard
Mooed down: Complete Onslaught of Livestock normal
King in Bad Mood: Kill King Asterions in Hard
Cow Jumped Over the Moon: Kill Farmhand Wesleys in normal

Rewards
Rare Drops:
Legendary Farmhand Wesley (should be godlike in my opinion, but that’s not happening)
Legendary King Asterion
Semi-rare drop
random beast cards

 
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Topic: Rise of Mythos / Calling Dungeon Masters! Boss Design Contest!

Can we take uffs availabe in game and magnify them to a global scale? For example, Petrify exists in game, but can the boss use a global petrify on all units?

 
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Topic: Rise of Mythos / Booster Bonanza! Time for you to decide the card you want!

For everyone who thinks their 3 and 4 cd vigilances will save them from spike rushers, they have either never faced a spike rusher or only faced a spike rushing mage or priest. Among cards that can save you from a straight up spike rush, Farmhand Wesley and skeletals will save you. Killing Mif/Maia after they’ve landed their 40 damage spike on you is going to do absolutely nothing.