Recent posts by Stratocumulus on Kongregate

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Topic: Rise of Mythos / [Jaraax the Tormentor] Bonanza

Originally posted by JustDab1T:
Originally posted by Stratocumulus:

…you?

I mean, if someone takes an all-Zodiac deck /w Odin, Zeus, Khnum and no other support outside of skills – assuming little to no Godlikes – I would have little problem handling it – being VIP 0 myself. That, and a Zodiac deck sucks against werewolf rush.

Nobody cares about you getting wins because you have a 2CD cards vs their 5 CD cards on turn 2…. what’s it like never getting told GG?

? I don’t run werewolf rush myself, but that’s one of the most glaring weaknesses of Zodiac decks. Werewolf rush, and rush in general for that matter.
But plenty of power decks with good synergy have little problems in handling such a deck either, unless it’s all Godlikes.

 
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Topic: Rise of Mythos / [Jaraax the Tormentor] Bonanza

…you?

I mean, if someone takes an all-Zodiac deck /w Odin, Zeus, Khnum and no other support outside of skills – assuming little to no Godlikes – I would have little problem handling it – being VIP 0 myself. That, and a Zodiac deck sucks against werewolf rush.

 
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Topic: Rise of Mythos / [Jaraax the Tormentor] Bonanza

Yesterday I saw Swift Astral in action for the first time, during Showdown.
Agreed with Blind that it “raises flags”…

I suggest that Swift Astral takes a nerf before players quit because of its presence.

 
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Topic: Rise of Mythos / 600 activity weekly chest

Above a certain level you will be capable of selling cards for rubies, which allows you to hit 600 activity by buying packs for rubies three times every week.

Problem is more that 600 activity is more time consuming than it is worth, at least for those with really bad luck.

 
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Topic: Rise of Mythos / [Jaraax the Tormentor] Bonanza

That is because combos that rely on multiple cards – especially Freyja + Zeus that have both high cooldown – are weak to Spikerush. Velyn also skewers Zeus if it gets Heroic, and I’m seeing Legendary Velyns everywhere and even some Godlikes…

Many winstreaks are also broken by things like an unfortunate Spike or because of a battle in a format in which the combo is not broken (Spike isn’t broken/OP in 1v1 but it is ridiculous in 2v2, to give a very simplified example that we are all familiar with).

Also, Zeus itself isn’t even close to being broken though it is somewhat close to being overpowered, and as I said, if Zeus is broken it’s only because Freyja which is in the list of things that really, really needs to be patched because Freyja simply breaks anything and everything.

 
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Topic: Rise of Mythos / [Jaraax the Tormentor] Bonanza

I think the worst card in terms of balance has yet to come though. The final Tarot, that returns the entire graveyard back to your deck – which is plain ridiculous.

But what is broken? If a card/creature/whatever (depending on the game) completely defies the rules set by most other cards within the game and there is little or nothing that prevents it from fulfilling its job. That is all. It does not say anything about overpowered, though it obviously goes hand in hand.

Also, a card is broken if it allows the user to break the game rules without a large price.
One of those rules is “Returning cards from Graveyard back to the game”. While the original Mage and Priest skills (Meditation and Resurrection) weren’t bad at all – 5 cd and returning only 2 cards, and low mastery because they started at Epic – Nuwa and Judge Aleksandra are broken however as they return far more (or the same) at less oppertunity costs.
Literally only Pets prevents it.

Judge Aleksandra is even worse because it fully heals all units, breaking another rule – however, that doesn’t become too appearant until combined with something like an Angelic Soul that already took a ton of magic hits (like from Ryli). And then it suddenly reveals itself with… like 50 HP… hf killing it. Or an unbuffed example – a Godlike Bael brought down to 1 HP (that would’ve died if it didn’t block twice), that suddenly gets back to full health.
It is also completely unpreventable.

Spikerush is broken but only because heroes can be critted – I don’t see Spike itself as broken but the oversight in game mechanics is. It is not as appearant in 1v1 as it is in larger formats, at any rate. Maia and Mifzuna were originally meant as punishment cards for open lanes, and to be used as such, but not to be abused while praying for a hero crit while it is also buffed to hell and back.
Preventable but only with luck.

The Teleport ability is also broken, simply because it negates any form of defending (outside of Refuge). This extends to both Jaraax and Volante Voidstep.

Cards that allow a creature to gain life fast, like Fire Lady (legendary and above) are also broken because if it is allowed to stack – Fire Lady only needs a few turns to have a damn lot of HP – it will be nigh unkillable. Would however not be as bad if Judge Aleksandra did not exist, and it is only kept in check because of another broken card, Deadly Blow, which I will mention later. Various other things check it but only by chance (Fear/Fright abilities), and a few other things only delay the issue (Petrify).

But the last creature to mention now is Freyja, who is the only creature in the game with a field buff that has her effects stay (permanently!) after she dies. She gives Heroic instead of a flat attack buff, as such allowing friendly creatures a chance to boost up, and after only a single turn on the field she is about equal to Lionroar (as some creatures will not deal damage, but others will deal damage twice due to their ability, like Tanwen)), and those boosts gained stay, making the entire field buff up fast, and it needs little explanation that Freyja needs to be dealt with IMMIDIATELY as she joins the field because of this. But her outclassing Lionroar is unpreventable.

Deadly Blow broken? Yes. It is an instant kill, negating the rules of having to muscle past HP as well as that it does not discriminate against rarity unlike literally any other card or way of killing creatures, and as such it is broken. However, Deadly Blow is vital for this game’s balance as it keeps a ton of otherwise broken things (or already broken things) in check. The Cooldown maximum and the price in hero HP help a lot in Deadly Blow’s favor – it is a very rare example of something that breaks things without being overpowered at all.

Talking about broken skills, Sanctuary is quite bad, negating many game rules as well and essentially punishing controlling the field with creatures really, really hard, and it makes the creature almost invulnerable which is obviously bothersome with powerful attackers that can deal a large amount of damage. If there are no Rangers, and the mages are incapable of disabling it (either because of not drawing Petrify/Deep Freeze, or the Priest using Sacred Touch/Dispel), said creature can hit the hero and go on until the hero is dead.

There are also abilities that are potentially broken, but not quite.
Shield Ward is one of these examples because it prevents a card from being stopped and removes common checks for real powerhouses – most notably Petrify. It is not as bad as it sounds and we had Arctic Barrier to precede it (but Arctic Barrier prevents Sanctuary as well!) At this moment, it only breaks Osiris (who only has it at Godlike), because it has Soul Harvest and will resurrect once upon dying – essentially meaning you need to kill it twice and one cannot say it isn’t bulky.

Another thing that is broken is Hero HP gain – which joined the game with the Savior ability and Khnum during 1.5.
However, oddly, this is not broken as long as the creatures have low attack – none of the Savior cards is really powerful and Warriors are bad at field control, so them buffing a Savior is not too bad as they are likely to take more damage on the road. And Judge Caitlyn gets nerfed when her ability becomes the most useful.
Khnum, however, is a different case, being one of the most broken cards within the game, as it heals himself and his hero fast, due to its lane attack.

But oddly, there are exceptions to the rule of the developers not thinking about balance – the developers for example realized Ryli would be broken if it could be buffed, so they made an ability to prevent it from being buffed – and nerfed – in the form of Arctic Barrier.
And Deadly Blow is also a card that has been thought about before releasing the game.

There are also cards that are broken but only because of one of the above.

 
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Topic: Rise of Mythos / 600 activity weekly chest

Opening it won’t reset you back to 0 again. It resets on Tuesday automatically, however.

Quite a few players open both boxes every way, though most aren’t active enough to hit the 600 chest weekly, either because they are lazy, have other things on their mind or a job.

 
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Topic: Rise of Mythos / [Jaraax the Tormentor] Bonanza

Jaraax is dangerous but its most dangerous ability – the card removal combined with returning to hand – is not important when Spiking. Jaraax is still useful because it doesn’t get in the way when Spiking and can be played at random as it is one of the most braindead cards around.

 
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Topic: Rise of Mythos / Newbie question

Angelic Spearmen can absorb the damage (or in case of their Unique – Judge Artemis – reduce it.)

 
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Topic: Chronicles of Herenvale / Daily Reward Combination Thread

Book 1 ally: 32145

119 minutes left.

 
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Topic: Rise of Mythos / How to actually have fun in arena.

What Blind said, even if we only share Vara, Ryli, Yumi, Juliet, Velyn, Aegis and Rulk in our decks.
My powerhouses are as such quite different from his, as well as my class – I am a mage – but it works well. Note that I do not use Poison Swamps nor Elf Spearmen, but rely on traditional vigilance (Templar, Red Riding Hood) and backstabbers instead.

While there is no set rule, I have a feeling a good 1v1 antirush deck consists of 30 cards, and has a few real powerhouses to square up against power decks, and a multitude of vigilance/backstab to deal with rush.

 
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Topic: Rise of Mythos / Pegas blessing 3

With running out of event items, they meant that there are three different event items achievable through collection that are currently coded within the game.
Those are the Soccer Balls, the Pegasi Hair and the Dragon Souls. So now the Dragon Soul is about to end, they another of those events, but found they have not a fourth item to add – and opted to add a restart the Soccer Ball event.

-

And something else: Don’t shoot the messenger.

 
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Topic: Rise of Mythos / [Jaraax the Tormentor] Bonanza

Gargoyles and Battle Drums are semi-common regardless. Some people use single-class decks which also use the respective boosting wall.
War Totem is very rare but those that have it use theirs.

 
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Topic: Rise of Mythos / why this game dying ?

Originally posted by Baerk:

even if they can not monetize properly fixing the game core directly it still has a lot of long term impacts. I just hope they wake up to that soon.

^

There’s one flaw in the plan here, as some of the issues with this game are inherent to card games – which we accept when we start playing Rise of Mythos basically.

One of them is in the ranking system.
Player A starts when the server opens.
Player B starts four months after the server opens – on the same server.

Player A has not only a four months head start, it also has four months of PvP rewards, while Player B has to play catch up, which only becomes harder because it does not get as many PvP Rewards, and what they are behind might be too much to catch up for a F2P, essentially scaring everybody not willing to pay away.

This also goes for merges, which might be necessary eventually – imagine Wild Grasslands being fused with City Gates (a difference of several months) for a player that already started three months late and is not willing to pay much.

We already adressed earlier in this thread that paying little has almost no effect on getting stronger for a player that is already in the game for a while, so the result is obvious – the player will not stay unless (s)he is willing to pay a lot.

Making new servers is only delaying the issue but not adressing it at the core.

Events for beginning players, or events that give a general reward (similar to current Aphrodite event but with probably a more useful reward because Aphrodite sucks bollocks unless Godlike), are also a way of delaying the issue but they also adress it by giving the player a toy to work with, especially if it does counter the current metagame.
For example: The current metagame is Spikerush, so the event gives everybody a Grotesque Goliath
Another example: The current metagame revolves about Augustus and Bael, so the current event gives people a Winged Emperor.

That forces people to think ahead and makes the game more dynamic if cards that counter what everybody does are suddenly much, much more common.

 
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Topic: Rise of Mythos / spike rush

Spike isn’t really a problem in 1v1, though it requires a few dedicated counters, which are somewhat hard to get. Hell, 1v1 is the main argument to leave Spike (and the Warrior class by extension) as it is, and I can’t disagree even though it’s annoying to lose to it (on the other hand, somehow I have less problems with other forms of rush that are considered more dangerous in general, probably thanks to my heavy backstab/vigilance use).

It’s 2v2 where I am a bit more concerned about it since the entire top 32 2v2 is either VIP 10 or Spikerushing here. Besides, what can one do about it here?
The only way to stop it for real is to have a Poison Swamp/Refuge permanently on each lane – otherwise even 4 creatures/lane (that each take 1.5 skill cards to kill on average) is not enough.

@SirGritz: I think he’s partially trolling ^ . He has a quite aggressive tone, and you only react how he wants you to react.

 
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Topic: Rise of Mythos / Spike Rushing in Tournaments and a Note to the Devs.

Spike is still horrible though, especially in 2v2.

You know, having a Gargoyle and several TEngu/Skeletons on every lane, and then they just break one lane apart (the one without Poison Swamps), and then Maia kills the last (now flying) Gargoyle), and Mif crits the hero for 80 (!) damage.

While Spike is balanced in 1v1, it’s 2v2 and SD I’m kinda worried about when seeing things like this.

None of the cards currently suggested would help against things like this ^
Even the last Wall of Light not since it just gets Terrorized out of the way.

 
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Topic: Rise of Mythos / [Attention]Player mods for ROM tournament is recruiting!

I can’t really get QQ to work, but do we really need it when Skype and Raidcall exist?

I was asked to help out specificially, but at this moment I am wondering why though – when the battles are going to take place, it is in the middle of the night over here (GMT +1 timezone), in other words… when I’m sleeping, no matter what. I’m not a raver. Sorry.

And I’m enough of an absent-minded derphead to think it when it’s earlier there that their Showdowns are in the afternoon here (for your knowledge; they are also past midnight) – until I made an account specificially for this in Castle Ruins ^ .

 
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Topic: Rise of Mythos / why this game dying ?

Originally posted by dunnobrodunno:
- The longer a server exists, upgrade the gear you get from completing objectives.

Ah well, you get the idea by now. each time you insert a new knhum, review the old free stuff to keep the gap for starters vs old players equal.
Every new player joining the server now will quickly find its impossible to catch up, ever new player joining the server tomorrow will quickly see this gap has grown even larger, larger and larger. If you don’t manage your gap, the server is bound to die.

Quoted For Truth.

A variation on this is that a new player may think “HOW MUCH again do I need to spend to compete with the top?”
And as such, they are going to look for game that looks cheaper initially, even if that game turns out to be more expensive for these players in the long run. Voilá, a potential whale scared away in his first hour of playing.

However, Rise of Mythos DOES have Auction House, but for the really powerful cards, it relies on other players quitting… While certainly a good system (otherwise these cards would just fade out of the game), it has its issues, but it is one of the few times I have absolutely no clue how I would improve it. Rise of Mythos has one of the best AH-systems I have seen across dozens upon dozens of games.

 
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Topic: Rise of Mythos / why this game dying ?

A few things have yet to be mentioned.

One is burrowed deep within the structure of the game, and that is what we get for paying.

There are basically two payment tiers: VIP 0, and VIP 8+

VIP 0 can get everything that a VIP 7 can get, for example, without too much hassle. Ofcourse, some cards are much harder, but now time is passing they can and they will. Kings, Zodiacs, Odin, or just very powerful rush decks are rather common amongst VIP 0’s.

Unless you pay a FUCKTON, there’s no other way to put it, paying won’t help you to get ahead against whales nor VIP 0’s except very early in the game. There is nothing to gain for the middle-spenders when VIP 0’s catch up just as easily depending on their skills – but they certainly won’t lag behind, especially not if you are stupid enough to put that Gold into packs. And you won’t catch up with whales either because well, they’re whales.
However, VIP 1 does provide an advantage in the form of King’s Emissary Alice and some additional profit from events, but…

VIP 3 gives Master Packs but it’s not like one cannot buy Yumi or Cain in AH at this point in the game, even moreso with Fire Opals existing.

As such, there are very few middle spenders within the game. There is no reason to be one – except in the early game, when a few good packs can really matter, including the VIP 4 reward of a Mifzuna, allowing you possibly to get a few good cards at the end of Season while that would be otherwise impossible.

This alone will reduce the income of the game, as it causes both players to quit as well as players opt not to spend money on this game.

The Fire Ruby events make it much, MUCH harder for F2P to catch up with whales, if not plain impossible, though I’ve seen a few F2P’ers buy an occassional Godlike in AH – but to get enough Gold to do so it is pretty much required to do well in PvP as well as Tower, and while the latter is not overly difficult (Stage 45 isn’t stage 50!), the former is very troublesome for VIP 0’s, even if quite a few make it to top 100 local and some even higher.

The exception is when VIP 0’s opt to Rush, which allows them to still compete. But the number of VIP 0’s with a power deck that can stand a chance against whales can be counted on one hand, and cards like Khnum and Osiris only added onto that.

 
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Topic: Rise of Mythos / [Attention]Player mods for ROM tournament is recruiting!

I will be doing Castle Ruins :)

 
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Topic: Rise of Mythos / Anti Spike Card Proposals

Originally posted by Baerk:

frenzy is 2 CD or lower…. it can not kill a 3 CD nimble wall. terrorize on the other hand could knock it out of the way. blindlight’s horkus and the player that mentioned a monster that summons the castle defense’s fog are both excellent ideas however. Just 2 tiles of castle defense fog in each lane would actually do much to hinder a spike (godlike version could do 3 the entire deploy area per lane).

Agreed. Bungleguy’s suggestion of a card spawning Castle Fog would delay rush significantly, and is probably the best suggestion in this thread up to now (my own suggestion would do rather little to stop really powerful Spikes whereas Horkos just gets Terrorized out of the way. The suggestion of a card instakilling everything with 2 cd once it joins the board is slightly OP (unless it is meant to be like Sorann’s Disdain), but doesn’t really negate Spike either way as Spike deals damage on the first turn the creatures appear on the board.)

Releasing Dragon Queen Annie could probably help too.

 
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Topic: Rise of Mythos / Fire Opal Suggestions

Juliet is always the first to enhance, not even a contest.

Simon is good too, but Juliet first. Unlike other Faith users, Simon has to be damaged himself, which is a big difference. Faith based on Regeneration is nowhere near as reliable compared to Faith based on Cure (the exception being when your opponent has Yumi on the field, but you can’t count on that every match).

 
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Topic: Rise of Mythos / Anti Spike Card Proposals

Well, making an anti-spike card is pretty bothersome and doesn’t really solve it unless the card servers purposes against power decks as well.

Horkos looks good in that regard.

I once came up with a line of Fairies, who can also put a stop to rush, preventing them from getting flown over (like Angels) and Nimble, backed by either Haunt or a ranged attack.

Not truly Anti-spike, but certainly antirush and still viable against Spike.

All are Goblins.

The reasoning behind them varies. Some are quick blockers that can quickly seal off a lane (even if easily removed by Area-of-Effect spells), making spiking and rushing more difficult.
The fairies with higher cd are to stop Fenris and other creatures you don’t really want to pass, curing friendlies and dispelling Petrifies and other stuff without being a burden against non-mages, unlike the Holy Master and Aphrodena which have issues like that.

Fairy Scout
Summoning turns: 1
Type damage: Melee

Common: 2/2
Good: 2/4
Rare: 3/4
Epic: 3/6
Legendary: 4/7
Godlike: 4/11

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.

Fairy Warrior
Summoning turns: 2
Type damage: Melee

Good: 2/4
Rare: 3/4
Epic: 3/6
Legendary: 4/7
Godlike: 5/9

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.
Haunt: Can attack adjacent enemies, attacking backwards in preference. Deals double damage to creatures with the ability: Sprint.

Fairy Elite
Summoning turns: 4
Type damage: Melee

Rare: 4/5
Epic: 4/9
Legendary: 5/9
Godlike: 5/14

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.
Haunt: Can attack adjacent enemies, attacking backwards in preference. Deals double damage to creatures with the ability: Sprint.
Regeneration 1 (2 from Legendary onwards): Restores X life each turn.

Fairy Apprentice
Summoning turns: 1
Type damage: Frost

Common: 1/3
Good: 2/3
Rare: 2/6
Epic: 2/8
Legendary: 3/9
Godlike: 3/10

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.
Frost Shock: +2 Range. Damaged creatures have half movement for 2 turns

Fairy Healer
Summoning turns: 3
Type damage: Frost

Good: 1/6
Rare: 2/7
Epic: 2/9
Legendary: 3/11
Godlike: 3/16

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.
Frost Shock: +2 Range. Damaged creatures have half movement for 2 turns
Cure 1 (2 for Epic): Restores X life to the most damaged friendly creature each turn.

Fairy Cleric
Summoning turns: 4
Type damage: Frost

Rare: 1/7
Epic: 1/8
Legendary: 1/9
Godlike: 2/11

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.
Frost Shock: +2 Range. Damaged creatures have half movement for 2 turns
Cure 2 (3 for Epic, 4 for Legendary, 5 for Godlike): Restores X life to the most damaged friendly creature each turn.
Dispel 1 (2 on Legendary): Has a 25% (50%) chance to remove a negative effect from a random friendly creature.

Ellen the Dryad
Summoning turns: 3
Unique: yes
Type damage: Frost

Epic: 2/8
Legendary: 2/13
Godlike: 2/15

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.
Frozen Blast: +3 Range. Damaged creatures have half movement for 2 turns.
Hero Cure 1 (2 for Godlike): Heals the summoning hero X HP every turn.

Fairy Felicia

Summoning Turns: 4
Unique: Yes
Type damage: Frost

Legendary: 4/9
Godlike: 6/9

Fairy: Flying creatures cannot pass over. This creature cannot be targeted by single-target spells.
Haunt: Can attack adjacent enemies, attacking backwards in preference. Deals double damage to creatures with the ability: Sprint.
Fairy Dust: Creatures damaged by this creature lose all abilities and are stunned for one turn.

 
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Topic: Rise of Mythos / Spike Rushing in Tournaments and a Note to the Devs.

Originally posted by blindlight36:
Originally posted by Stratocumulus:

Well, if we make anti-spike cards, it needs to be low-cd and have Nimble so it is immune to slash and forces Spikers to carry other stuff, yet be uncapable of being Terrified.

2 cooldown
4 attack, 1 HP
Abilities: Forestall, Nimble

Spike carries nothing outside of Lucius, Alice and Tanwen to hit it, so it gets really frustrated.
Power on the other hand, carries tons of stuff that wipe the floor with it, and so does counterrush itself. Vigilance also screws it, even moreso since it cannot be buffed with Vigilance itself.

Other things that screw it are the big Lizards, and Archers, but most Archers suck and are never played as a result.

tanwen/??? what is that spike smoking…

anyway my idea of a card would have 2cd, wall/nimble/forestall and be invisible. if something runs into it and stops short it could give away its location so needs to be used carefully. can take a “stab” at where it might be though. adds to strategy, fun.

the only problem is the rollover effect might give away it’s location… need to think of some way to make a truly invisible card.

It could also be a Wall with 3 Attack, Nimble and Gringheists ability instead of Forestall.

There are numerous options to fix it.

And yes, I use Tanwen whenever I “spike”, mostly because I cannot spike. I also use legendary Pegasi and Fenris just to fill space. It’s sufficient to assist the real spikers for a boss run, but outside of that… No. Just no. XD

 
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Topic: Rise of Mythos / Card protect feature

Yes. This feature should be in the game.

Edit: Note that you can particularly circumvent it by selecting rarities when extracting cards.