Recent posts by Stratocumulus on Kongregate

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Topic: Rise of Mythos / [NEWS] Mythos design a card event winners selected

Edjo was also the guardian of deities and the pharaoh, which Biocapacity’s reflects quite well.

That and I knew the moment this tournament started any ability that spawns snakes would not pass.

 
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Topic: Rise of Mythos / robbery events - ball dragonsoul horsehair

I did not get a 5th item yet for any of the events.

 
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Topic: Chronicles of Herenvale / Daily Reward Combination Thread

Originally posted by Jarkeld:

Book 1 You received: 1 Ally Your combination is: 54231. It expires in 120 minutes.

42 minutes left

 
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Topic: Rise of Mythos / [NEWS] Mythos design a card event winners selected

RNG? That is even worse than voting, lol…

What I think that should be done, is that a council should vote; in other words, Mal, Monster and 4-5 others choose together the options, and these persons may obviously not partake themselves in the event.

 
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Topic: Rise of Mythos / [NEWS] Mythos design a card event winners selected

Originally posted by Vexslasher:
Originally posted by Stratocumulus:


It is Qetesh that I wonder about the most because as I said, we simply had too many good suggestions for her. This includes these two, my own, but also Blarbal’s and a few others I forgot about. Vexslashers Qetesh has a niche, is usable, though I can imagine it being on the annoying side of things.
Mintel’s Qetesh is a rush card that deals with Kings. It has a niche and I believe it to be incredibly powerful and sorely underestimated in the current stage of things. But many players will learn to dread this thing if this one is chosed.

However, with the latter being a card made for ranger rush, I wonder why it is picked over mine, or Blarbal’s, which are Warrior cards.

I think your idea was good for Qetesh with combining a few different cards skills into one, I also did something similar with my matt idea to mixing a few skills into the one card. I don’t however agree with you on the Blarbal’s Qetesh that card would be extremely overpowered because of these 2 skills.

[Holy Nova]: Attacks all enemy creatures and heroes in adjacent squares. Damage dealt cannot be reduced and creatures killed cannot activate ability: reanimate, soulbound of skeleton.
[Enthralled]: Creatures dealt damage by Goddess of Love Qetesh gain Entrhalled (They deal 0 damage to Goddess of Love Qetesh and gain Vigilance)

If someone had a card like that and a Gringheist and a Ultimate Karma they could do the Tower of Ascension so easily it wouldn’t even be fun.

Ascension Tower shouldn’t really count though… it’s an easy snorefest to begin with until stage 45 and above that it’s just blatant abuse of the incompetent AI.

And agreed with post above that voting isn’t a good idea, or at least any standard voting system.

 
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Topic: Rise of Mythos / [NEWS] Mythos design a card event winners selected

What Realta said, yet I also believe Drakkoshade is right. I do not believe Mal rigged it at all. However, him handpicking the choices will cause an air of him doing so to waft around, so there’s that.

Let’s start with Edjo:
Biocapacity’s Edjo is simplistic yet amazing. It does what it needs to, being a Thick Headed Troll with Vigilance. A tactical card but it’s great in antirush.
Krozman’s Edjo is a whale hunter. With only Dragon Hunter Vincent currently existing in that niche, everybody knows we need more of these things.

Maat:
DANzam’s Maat is simple yet fine. No complicated attack logic everybody worked with, yet she fits the theme really well. Also a counter to the Swift Death decks that commonly pop up recently and that frustrate players to no end. Order is an already existing ability and works well with the lore too.
DracoShade’s maat is like Volante Voidstep but much frailer. Dangerous in rush, yet a random flying unit blocks it easily. Balanced, a solid niche and usable.

It is Qetesh that I wonder about the most because as I said, we simply had too many good suggestions for her. This includes these two, my own, but also Blarbal’s and a few others I forgot about. Vexslashers Qetesh has a niche, is usable, though I can imagine it being on the annoying side of things.
Mintel’s Qetesh is a rush card that deals with Kings. It has a niche and I believe it to be incredibly powerful and sorely underestimated in the current stage of things. But many players will learn to dread this thing if this one is chosed.

However, with the latter being a card made for ranger rush, I wonder why it is picked over mine, or Blarbal’s, which are mostly Warrior cards and we all know Warriors need a buff too especially in the timed formats, and these things are made for them ^ .

 
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Topic: Rise of Mythos / [VOTE] HP buff community feedback

Problem with using Gargoyles is that they have no offensive presence before being killed.
That makes them HORRIBLE cards outside of antispike – unusable even on ladder matches, and even in antispike one should never use the 4cd Gargoyle. Stone Gargoyles are the best gargoyles for antirush, with one Marble Gargoyle (3cd) and one Grotesque Goliath (1cd, for those that have it) mixed in, so 3-5 Gargoyles in total in a 20 card antirush deck.

Agreed with Bokwinkle there. He mentions something very valid; rush still worked fine with 1.5 if they could get one or two crits in (against 100 HP opponents (!)), but they were too scared to try.

 
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Topic: Rise of Mythos / [NEWS] Mythos design a card event winners selected

Agreed with the Maat and Edjo picks. Great submissions have been chosen there.

About Qetesh? Well… Qetesh simply had far more good submissions than the other two and I could make a case for quite a few (including these two).
If Mintel’s one is picked, I hope that the “Holy Gungnir” ability gets a different name because the Gungnir is strongly associated with Odin, though, but that’s just a nitpick that isn’t much of a problem and has little to do with the card design itself.

Congratulations to the winners at any rate!

 
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Topic: Rise of Mythos / [Malucifer Talk] Upcoming changes to RoM

Because Zeeva Stonebreaker was probably one of the ugliest images existing, nobody cared much. When I first saw her I thought “why the heck did they draw her as being sunburned?”

They should ‘accidentially’ change Niemann next.

 
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Topic: Rise of Mythos / [Community Discussion] Let's improve bosses

Originally posted by Baerk:

problem is smart AI would mean changing existing AI. Making smart AI is really difficult to begin with (while its an amusing idea we aren’t ever going to see it realistically). For this reason its just simply easier to get the AI to use skills that it can’t botch using so easily.

Depends on how much you want to change to the AI and if you want a full-fledged smart AI or just an AI that makes less dumb errors and is just slightly less stupid (like; place Vigilance/Backstab near units that attempt to beat down your hero, for example, and using skills not against DSoul and be more wary of Sanc/Gringheist placement, and use Tempest/Petrify on enemy units, and Frenzy only if targets are on the field))

This would make Auto much more bearable and the bosses slightly harder too ^

 
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Topic: Rise of Mythos / [Community Discussion] Let's improve bosses

There are only two ways I see working against KM as it is – outside of brutally breaking through it with a bunch of whales.

One is the infamous KM strat with Bladesoul/Calista (Protege does not work here due to Wither but in Rapture and Realm you could get away with it).

The other requires 12 Swift Raids and a ton of Double Hit Nimble attackers. Easier with the Striker Elves being distributed but players with 3 Swift Raids are still not exactly common. Though I guess Freyja + Sanctuary or Freyja + Smokescreen + Immovable Object (Warrior could take 3 Immovable Object and 3 Warcry (because it’s not like they have anything better to take since Encourage doesn’t work against Nimble)) could be helpful too could make up for less Swift Raids.

The problem with designing a boss is, that it needs to be fun. Difficulty isn’t an issue much (many bosses are torn apart with Armageddon / Cull of the Weak, and those that aren’t are weak to either the KM strat or the Succubi strat)

 
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Topic: Rise of Mythos / [Community Discussion] Let's improve bosses

Originally posted by SockMonster:

Idea
Consider putting in a mode where a random selected player from the group plays as the boss. It’ll mix things up abit and provide challenge to the game.

Pros
Spices things up, so that as opposed to just using generic methods of beating bosses, the boss (being a player) changes tactics depending on the player to keep players on their toes. Plus, it’s boring to always win against bosses match after match.

Cons
Players may make alt accounts and purposefully allow themselves to win, however this can be overcome by restricting the number of times a player can participate per day.

Limitations
Perhaps coders may struggle making this, however it would be a great addition to the game should they take up the challenge.

Rewards
Rewards are distributed based upon who wins, boss or players as with an extra 2 picks for the winners.

Fun idea.

However, I see a few issues with the rewards, I think that the losing side should actually get one pick too here.
Also, if the Boss wins, what kind of rewards does he get?

Also, this works better with Single-stage bosses, because otherwise: Who decides upon the rematch?

Unless a rematch is impossible and both stages are done in quick succession (or the player gets combined access to Stage 1 / 2 decks; that makes it harder to outcard the boss too)

 
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Topic: Rise of Mythos / [Community Discussion] Let's improve bosses

With alternating, I meant alternating every two weeks or something not at random like World Boss.

 
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Topic: Rise of Mythos / [Community Discussion] Let's improve bosses

Idea 1:

More variation in bosses so the main four bosses can alternate every two weeks or so. That way bosses like Shimmering and such become less boring because they simply aren’t always the same. Another option is add these bosses as clones, so they exist alongside the old four bosses yet count for the quests as well.
- A Vengeance Pixie stage and an Archer stage with Adonis and Ariella and hit&run Goblins/pixies.
- A Sylvi and Striker Elf spamming boss with Swift Raids (backed by Calista and Merath and War Totem) and a brutal werewolf/hound warrior rush (backed by Fenris and an Awakened Hrafn) for the other stage
- Thick-Headed spam boss and a boss with Ragnar and Lorie and lot of skill abuse and Raging trolls (and lots upon lots of healing).
- Boss spamming the vigilance Dragons and Accursed elves (Awakened Silva even) backed by Hegemon and Lizard King, and another stage involving Adept spam backed with Griffons.

Pros:
- Does not interfere with other suggestions much, like Blind’s Insane Boss difficulty or less rigid rewards
- Main bosses can alternate now

Cons:
- Might take a bit of efford to code

Limitations:
Are already in place; 3 bosses with double picks and 7 more with a single pick.

Rewards:
Whatever the devs want, not really important. Probably similar to the existing bosses.

Idea 2:
Few event quests that force players to do the lesser used bosses, Desert Fortress, Castle of Bones and King’s Mausoleum.

Pros:
- Players will do the lesser used bosses again

Cons:
- no new content
- if the event is recycled too often, it becomes a chore by itself

Limitations:
The number of event quests is a limitation by itself.

Rewards:
- Awakened stones, soul summoner stones, silver, master pack drops (similar to Mythos pack event quests but then with Elf/Human/Undead master packs respectively)

Other notes

Blind’s subversion of the power creep is quite the interesting suggestion too, but might be hard to code.
But yeah, a quest like “Beat Shimmering Cave with only a single race” or something is pretty interesting.

 
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Topic: Rise of Mythos / Ark priestess vs Judge Alex vs Oracle el

They are all very good at leg rank (if they’re Epic, Aleksandra is clearly the best), but it also depends on what you need.

If you are weak to Karma and DSoul, Aleksandra isn’t as good as El and Priestess, but Aleksandra’s full heal is always useful in a pinch and returning two cards to graveyard is never bad.
Priestess is a great healer, with Heal 5, and one really, really needs to deal with El if it pops out or gets screwed over by it due to Faith.

But tbh, they are all pretty good and unless you are a whale or a long-time player with dozens upon dozens of legendaries, you should likely take all three to both 1v1 and 2v2.

 
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Topic: Rise of Mythos / Master of Alchemy is currently scheduled to appear on Feb/04/2015

I don’t see it either. But me was told it would be today.

 
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Topic: Chronicles of Herenvale / Daily Reward Combination Thread

Book 1 ally code: 53124; It expires in 116 minutes

 
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Topic: Rise of Mythos / Nerf nerfing

That. Nerfs – and buffs for that matter – are often required in card games and neglecting that is actually kinda odd.

 
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Topic: Rise of Mythos / What is killing the game? (the most)

It would be if what Gambaro said was only the case in the hands of competent players, and if he complains about Darius he’s doing something wrong anyway because he isn’t that dangerous if he comes out late, and Karma can be accounted for in deck building or even with a Sunder rune. And if you face a priest you must play with Sanctuary in mind at any rate.

It are more the creatures like Khnum and Osiris that are pushing things over the edge especially when combined with a Chosen One, because you must stop them and if you don’t you are screwed, but to stop them you need quite a few creatures or dedicated counters.

As such, the problem is more that you can’t go wrong with something like The World, Khnum or Osiris in your deck.

 
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Topic: Rise of Mythos / What is killing the game? (the most)

There are indeed various issues with the game, and the game is also attempting to solve them (Forbidden Zone / Opals in tower shop), but yet they don’t solve the issues completely.

Several are mentioned thoroughly in this thread, so I will try to keep my post short amongst all the walls of text.

- lack of PvE content: We really need more different bosses to have a go at. Have the basic four replaced with new bosses for a while, give people a reason to do Desert Fortress or something, etc, another few new event bosses, etc.
- Ascension Tower is a huge grind; allowing people to pass the first 25 levels would be great.
- PvP balance; the gap between whales and non-whales grows faster than the game solves. There was a long time in which low VIP could stand a chance against whales, either through dedication or through tactical plays, or both. But now, it’s no longer a difference between decent and good legendaries, but a difference between decent legendaries with the occassional good one, and a bunch of GL’s and Awakeneds. Whales used to have quite the advantage but now the advantage has only grown and it grows completely out of control. The low VIPs even include VIP 10s that stopped spending a while ago because a GL Vel with a few other Kings, Azrael/Yumi, maybe a Zeus or Khnum and a few Zodiacs no longer cuts it. It is not just a gap anymore, it is a huge crevasse that seperates the current whales with both the old whales and the low VIPs.
- Rush. A result of what I just said; The players on the low VIP side of the crevasse have to rush to stand a chance in PvP. F2P/low VIP power has become mostly unviable to go for the top rankings, unless said low VIP has luck, experience and intelligence all on his (or her) side.
- No incentive to PvP; another PvP related issue; the Cross Server rewards kinda suck on older servers and the local server rewards are no longer worth the effort and the frustrations (with all the whales, as well as hero crits).
- Some of the Mythos cards are so incredibly powerful that they have a tendency to trade against several cards of the opponent, like Khnum and Osiris. This completely aggrevates the PvP balance issue for obvious reasons.

Forbidden Zone is a good thing, and Fire Opals in Tower is a good thing, but it still doesn’t make it easier to get Godlikes or Awakened, which is the biggest problem for looking to bridge the crevasse. Calling it marely a gap is not doing it justice anymore.
It does not really help either that the current whales also have much easier access to Silver than low VIP/former whales do, thanks to the collection events that give them a TON of silver.

 
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Topic: Rise of Mythos / [Maintenance] Rise of Mythos Maintenance Wednesday 1/14, 10:00 PM PDT

Originally posted by malucifer1:
Originally posted by ZachR71:

hi just had a suggestion for life modification in 2s have u guys looked into removing hero crits? would stop alot of 1 hit ko in rush…

Hey Zach!

The problem lies in the fact that sadly, not everything is able to be modified in the game. The core game mechanics require a much larger investment of time, money, and manpower for the actual development team. Most updates to the game and balance aspects will have to come from things that the game already supports. Adding cards to counter other cards and changing HP buff amounts based on arena type are already implemented. Further game modification ideas should try to go with this pattern of adjustments based on already implemented features and not core game design modifications.

Malucifer
Community Manager


I still think fixing Hero Crits is worth the time because it is one of the core issues with PvP within the game.
The other core issue is the lack of incentive to PvP, but add them together and it’s a recipe for inacitivity.
 
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Topic: Rise of Mythos / Annie the Dragon King? (not serious post)

Actually, Hanged Man is correct even in English because it’s a term. Or maybe I think so because I’m Dutch, a language in which “Hanged Man” is genderless.

 
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Topic: Rise of Mythos / [Maintenance] Rise of Mythos Maintenance Wednesday 1/14, 10:00 PM PDT

On our cluster it’s only 480 or something ^ .

 
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Topic: Rise of Mythos / [Maintenance] Rise of Mythos Maintenance Wednesday 1/14, 10:00 PM PDT

Not all active players care much about PvP. There are a ton of players on my cluster who absolutely do not give a damn about their PvP placement anymore but are still – more or less – active.

A reward for matches played is probably crucial to get things fixed.

 
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Topic: Rise of Mythos / How to keep your PVP score from resetting after season

So THAT is how the bug worked. I wondered and never really cared, but I was getting curious myself.

Also, who intentionally abuses it gets banned now so there’s that.