Recent posts by Stratocumulus on Kongregate

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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.

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

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.

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

In 1v1 Equalizer, Spiking is hard enough. It’s possible to nab four wins with it, yes, but the common setups have dozens of counters. There are special setups that have way less counters, though, but since nobody knows I prefer to keep a secret a secret.

In 2v2 Equalizer, a higher HP would be nice because Spiking is indeed ridiculous there.

In Showdowns, Spiking is horrible atm. Countering it is a luckfest when you don’t know your opponent is Spiking (if you know, it’s not overly difficult, I admit), and hero crits + Cleave + 2 SR + Godlike Encourage + Legendary Encourage + Military Charge = ….
You can lose 2-3 heroes when one of the lanes is not clear by turn 3-4 and with a Mage usually present to provide Hermes and DD skills…
My ARK Edge did get a triple crit at times back when I only had Rep 20… imaginge HB Rep 50, and leg sword (or Godlike!) at level 16.

 
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Topic: Rise of Mythos / Spike rush

For me the opposite happened.

While I get Military Charges in Fusion just fine, most of the skills I got in Fusion have nothing to do with rushing. More fun, if I bid in AH on those Spike cards I can bet I get last seconded by someone.
Got last seconded idk how often on Mifzuna’s already – I lost count, and currently I do no longer bother since upgrading my power deck is cheaper than making a rush deck from scratch.

 
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Topic: Rise of Mythos / FIRE RUBY

Maybe not, but it’s not like Wild Grasslands is young and we have several VIP 0’s competing for the top spots, with or without rushing.

Also we have several VIP 0’s with power decks that can easily stand a chance against many whales, even if these don’t contain Godlikes, or only one.

 
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Topic: Rise of Mythos / FIRE RUBY

Originally posted by blindlight36:

making culture based comparisons is really silly. they are in a different timezone so they are harder to talk to because of that, that’s about it, they speak english better than most players (god if you could see some questions I get..) even though events posts and stuff can be more polished if they hire native speakers to write them (hint hint). point is west has zynga, west has whales. p2w does not discriminate, the only difference you have is how much an industry has succeeded in making people play by their rules.

True, but I meant more that in China the not-paying players don’t mind losing as much to paying players whereas in the West the people start crying they at least want to stand a chance.

And I believe they do in Rise of Mythos; you don’t need to pay to stand a chance, and I really don’t get why certain other VIP 0’s are whining like a bunch of children either.

 
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Topic: Rise of Mythos / FIRE RUBY

A very, VERY significant difference is that Chinese people frown way less on P2W mechanics than Europeans and Americans do. They accept and embrace them, from what I know, but I have relatively little knowledge about Chinese games.

Since Rise of Mythos is a Chinese game, however, there is obviously some friction, though there are some European and American companies that have invented some nasty p2w constructions as well. One even in which F2P stood literally no chance against a paying player – eventually the food chain collapsed upon itself and the game lost ~80% of its playerbase in half a year, in raw numbers…

In Rise of Mythos, it’s the top of the food chain that’s finding nothing to do anymore, but at least the food chain will not collapse that way. The bottom is free to grow and roam and get stronger, partly because of the top of the food chain quitting. And if the bottom grows too small, merging servers is an option which keeps the flow relatively steady.
It’s also true that it’s much easier for the game producers and publishers to keep the bottom of the food chain happy than to keep the top of the food chain happy, with obvious side effects.

-

Oddly, I believe Rise of Mythos is best playable as a VIP 0-6… anything above is ridiculous, and will cut into your own fun you have with this game in the long term – let’s say, two years of playing. You shouldn’t pay to climb the mountains this game initially has, since once you top it you’re finding yourself out of ideas and get bored. Why the hell did you pay? To get bored earlier?
Ofcourse, if you pay less you might have not as big of a chance to win a season, but well… eventually that becomes the last mountain to climb anyway.

Even I – a VIP 0 – am running out of mountains not involving Godlike cards/equipment. And Tower level 50, I assume, which I haven’t beaten yet either.

 
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Topic: Rise of Mythos / [Attention] Weekly Server Maintenance from 6:00pm on September 10 PDT

This maintenance is because of the bugged event wheel.

 
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Topic: Rise of Mythos / Spike rush

Originally posted by blindlight36:

the ones from pack are the right ones

True.

Event Wheel is going to be fixed too

 
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Topic: Rise of Mythos / Spike rush

They are bugged atm, though…

 
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Topic: Rise of Mythos / Jonah and the Whale Hunters VIP 0-

Originally posted by kaiba987978:

scorch becomes a dead card too, and knhum can’t dmg any of the melee nimble units.

The only nimble units Khnum cannot damage are Blessed Samurai and Rebel…
Godlike Khnum can actually damage Samurai too…. that still leaves a lot of targets for Khnum to hit.

Same for Caitlyn… Nimble is worthless against true power decks, even if they can’t use their skills.

 
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Topic: Rise of Mythos / Spike rush

Mages are good against Rush, but I find myself often screwed against Terrorize + critical hit from buffed Mifzuna + Maia.

Unless I draw Mynx Hammershock early, I need to place four creatures somewhat apart from each other to block a lane, sometimes even more.

 
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Topic: Rise of Mythos / Fire Opal,a request

I am VIP 0 and did six Godlike attempts, and a seventh and eighth planned.
Even if the chance is small, there is one I would’ve had a Godlike already. Without using Opals.

Also, using Opals to combine Godlikes is completely missing the point of them – you should use them to get Legendaries that are hard to get. Not to get a dozen of the same legendaries and combine them, that’s not why they were designed.

 
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Topic: Rise of Mythos / Fire Opal,a request

4500 is ten weeks, assuming average activity.
Besides, do you really NEED more Fire Opals than one every ten weeks? I don’t think so.
I have a few things I’d like to invest Opals on, but… I can count these cards on one hand at this moment. Red Riding Hood… and ehr… Scorch… and ehh… ehm… hm…

Plenty of other decent Legendaries can be made with Pink Diamonds… like Templar, Tengu backstabbers, Feles Swordsman, Werewolf Howlers and Angelic Aegis/Savior.

 
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Topic: Rise of Mythos / Fire Opal,a request

4v4 count for the 50 wins.

I think a Activity Total should be invented, replacing the Daily/Weekly activity which should be removed. This also adresses the issue with losing activity with downtime, since you can just get the activity later as it won’t reset at the end of the week anymore.

For every 30 Activity, you get 1 Good Gem
For every 60 Activity, you get 15 Gold
For every 75 Activity, you get 1 Rare Gem
For every 90 Activity, you get 5000 Silver
For every 100 Activity, you get 1 Pink Diamond
For every 150 Activity, you get 1 Tower ticket
For every 225 Activity, you get 1 (insert your class here) Map piece
For every 300 Activity, you get 5 Trumpets
For every 450 Activity, you get 1 pick (similar to the 350 chest, 50 Gold replacing Fire Opals)
For every 750 Activity, you get 1 Epic Gem
For every 900 Activity, you get 1 Mythos Pack
For every 4500 Activity, you get 1 Fire Opal
Each individual counter resets once completed.

Obviously, the points you get for activity should be overhauled, since the current daily system doesn’t really hold up here.
Edit: It might actually hold up, since the rewards for Daily would be removed in the process ^ You can get maximum 100 activity a day still, which would mean it takes 100 days to get the Fire Opal.
This system also encourages buying packs with Rubies more as they bring you closer to your next set of 15 Gold no matter what, same for levying taxes once (which can be vital at some moments, just imagine needing just a little bit more Gold to bid on an expensive card in AH).

Also, while GameFuse cannot add this themselves, they can suggest it to those who can.