Recent posts by superbobb on Kongregate

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Topic: Little Alchemist Mobile / Adventure Kid Picture Glitch

Adventure Kid, when the card is played, displays Were-bear’s picture. This does not show up until you try to use Kid in battle

 
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Topic: Rise of Mythos / What attracts us to RoM?

Originally posted by Killerboyp:

Boobs!

How has this post not been deleted

 
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Topic: Rise of Mythos / Sarya

What happens if you summon a leg Princess Sarya into one that’s already on the field? (assuming no life modifiers)

 
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Topic: Rise of Mythos / AH Merge?

In response to the original post (Castle Ruins) people don’t like putting cards in auction which expire the minute before pvp season rewards. Smart people wait until after everyone on the server gets buttloads of gold. As of now, there is a Darkbringer Gargael in AH in Castle Ruins

 
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Topic: Rise of Mythos / Chosen One vs WB

In the dragon world boss, the walls inflict a debuff that removes buffs. Does this debuff remove Chosen One? Or does Chosen One’s Arctic Barrier effect remove the debuff?

 
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Topic: Rise of Mythos / How to kick from guild?

You can’t kick them. If they are inactive, you can have weaker guild members usurp their positions by beating them in cp. Removing a vp’s unkickable status is going to be tough though

 
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Topic: League of Angels / [Forum Event] Start the New Year the Right Way!

Happy Birthday League of Angels. May you last as long as the immortal angels in the game
Alistar
S5

 
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Topic: Rise of Mythos / Why?

The submit ticket button’s been up?

 
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Topic: League of Angels / S5 Server Down

Around 7 AM (server time) when I tried to log into s5 I got a “404 Not Found” message. Same for anyone else?

 
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Topic: Rise of Mythos / What exactly does Savior Carella do?

Originally posted by abdul_569:

i want someone to do an experiment: one player summons only khunm on one lane, the other summon carella and a healer (any would do) in another lane and keep an angelic saviour (vig+saviour) in hand. once you are down to less that half hp summon that saviour (to prevent sudden death damage). carella should save you from khunm damage and saviour heals you from sd damage while healer heals saviour from ice shield damage and khunm heals his summoner. could we have an endless game? someone please try this and get to turn 100 or something :D (and post ofc)

You could get a similar “endless game” situation in Castle of Bones. Kill everyone but the priest guy, and have only one person alive. If that person summons a 2 attack savior angel the game is almost endless (the priest has a hero heal skill with a 100% return rate). However, Sudden Death is seponential. Every 20 turns, another stack of sudden death is applied. turn 20 its 1 damage a turn, turn 40 its 2, and turn 60 its 3 etc

 
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Topic: Rise of Mythos / nerf chosen one or we quit

Originally posted by fenolity:

I think one way of indirectly nerfing it is to introduce more viable and stronger creatures with “return to hand” effects like fright or fear, so can act like a semi- Disinformation for other classes.

I support this method of nerfing cards the most, because its subtle. i’m a bit worried about how that will negatively impact Priests and certain Warrior builds though

 
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Topic: Rise of Mythos / nerf chosen one or we quit

There are some people who think I’m some kind of massive whale, which people assume from my lack of whining about whale cards. If VIP 1 is your definition of massive whale, then yes I am a whale.

Originally posted by Seravy2:
Originally posted by superbobb:

All Chosen One is doing is forcing mages to run Purge. It’s not called Ultimate Skill for nothing. Priests have needed some type of shield ward effect for a long time now. Every time I play priest, pets still sting way more than they should (there’s a reason why mages are OP). With Chosen One, the tables are turned. Now instead of a priest scrambling for his Sacred Touch to fix his precious units, it’s the mage who has to scramble to get his Purge. It’s only fair

Purge is not a viable card. You use purge and fight nonpriests, you LOSE. Heck if you draw 2-3 purge and the priest doesn’t draw their chosen or sanc you also lose.
Unless it’s postseason you can’t know the class of your next opponent, even there they might change it.

Purge isn’t viable eh? I strongly agree. But if you are complaining about OP Priests and not running Purge, then you lack intelligence. I’ve been in 2v2s where I saw a Priest Mage pair, and the mage had Purge while the priest had Dispel. Neither of these according to you would be “viable” except against highly specific classes.

Originally posted by DANzam111:
Originally posted by superbobb:

All Chosen One is doing is forcing mages to run Purge. It’s not called Ultimate Skill for nothing. Priests have needed some type of shield ward effect for a long time now. Every time I play priest, pets still sting way more than they should (there’s a reason why mages are OP). With Chosen One, the tables are turned. Now instead of a priest scrambling for his Sacred Touch to fix his precious units, it’s the mage who has to scramble to get his Purge. It’s only fair

tbh, this card is as far from fair as it gets. CO on the right creature generates enormous pressure. Calista is the obvious one to point out, but most anything like vel assar, volante, khnum, etc becomes 100x more threatening with CO. There are unfortunately few hard counters to it, and a lot of the indirect counters are priest cards anyways. This card is broken. It won’t be nerfed, but it’s obvious at this point that it has singularly changed the meta and is just a stupid card.

So using Chosen One on Callista generates pressure. But a lot of cards do the same. Decay generates “immense pressure” on Yumi. Hermes Wings generate “immense pressure” on Darius. Encourage generates “immense pressure” on Callista (admittedly less, but the cd is less too). Armageddon generates “immense pressure” on Bael, Varkus, Neferata, and Grimbone. Sure Chosen Callista can win the game. but so can a lot of card comboes. I could sanc a crappy wall in front of this OP Callista, drop a Gringheist, or Purge it (if I was a whale, there’s Gork)(And I’m a mage so I’m not mentioning other classes).

I admit most of those combos are far less powerful than chosen one, but that is why chosen one is such a hard card to get

 
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Topic: Rise of Mythos / 3 sanctuary and 3 choosen one is all you need!!

Originally posted by jooe15:

It’s already been proven that a swift death deck can beat any deck more then 50% of the time regardless what cards they draw.

I agree, nerf Windy Cliff please

 
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Topic: Rise of Mythos / nerf chosen one or we quit

Originally posted by janpanter:

Just quit already

I agree. If your going to whine about every new card that comes out and threaten to quit, go ahead and follow through. We can get into an endless debate about how a card is OP or not OP, but the bottom line is in most pvps its always ALWAYS mages. I’ve very very rarely seen the double Priest/Warrior comp to abuse ultimate skills, 90% of my whale battles involve double mage with Armageddon and Petrify Spam. Yeah every so often you get dosed with Chosen One and Cull and whatever is new, but this is very rare (Castle Ruins, Home to Infinity). The people who are screaming ooooh nerf priest just want to keep the status quo where mages rule the game period

 
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Topic: Rise of Mythos / 3 sanctuary and 3 choosen one is all you need!!

I’m sure this ill be a great idea. Once you nerf Petrify, Armageddon, Deadly Blow, Disinformation, Premeditation, Meditation, True Shot and Slash so that the other classes are at the same level as your new priest.

 
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Topic: Rise of Mythos / nerf chosen one or we quit

All Chosen One is doing is forcing mages to run Purge. It’s not called Ultimate Skill for nothing. Priests have needed some type of shield ward effect for a long time now. Every time I play priest, pets still sting way more than they should (there’s a reason why mages are OP). With Chosen One, the tables are turned. Now instead of a priest scrambling for his Sacred Touch to fix his precious units, it’s the mage who has to scramble to get his Purge. It’s only fair

 
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Topic: Rise of Mythos / Thick Headed

Thanks, so Thick headed is actually a damage storage system, which holds excess damage until the end of the creatures turn?

 
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Topic: Rise of Mythos / Thick Headed

How do you prevent a Thick Headed Troll from dying at end turn? I’ve noticed that curing a Troll with Milk doesn’t prevent it from dying, but I’ve seen plenty escape death,, without petrify.

 
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Topic: Rise of Mythos / Cull Nerf Compensation

Originally posted by Finale_matter:
Originally posted by superbobb:

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

1)terrorize (cough)
2)Plus if you are going to sweep the field with Cull. A 9-15 dmg initial dmg nothing compared to a 30 dmg or crit kill situation.
3) The people who use cull sweep AND put mifz+maia combo on the same lane as gringheist befits the Darwin Awards 2014.

1) Yes warriors have terrorize. That’s very nice. If you are trying to say terrorize can shut down an entire control field with a single cast, then I applaud the immense power of your deck because I sure can’t do that
2) Yes Cull is overpowered. Can warriors do a non rush deck without it against other whales? I think not. I just said you shouldn’t look at individual cards, you need to look at the bigger picture.
3) I’m not talking about rush here. I’ve never seen Mifzuna and Maia together (like on the field at the same time) outside of a rush deck, although i’m sure it helps with killing Velynn

 
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Topic: League of Angels / [Forum Event] Show US Your Christmas!

Christmas is special to me because it is the only time of the year my entire family comes thogether. I havea large number of aunts and uncles living all around the globe, and they all come and visit during Christmas.

S5 Alistar

 
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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?