Recent posts by Baerk on Kongregate

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Topic: Rise of Mythos / [Suggestion] Item Expiration

2nd idea isn’t bad. probably too much work for the devs to want to consider unfortunately.

 
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Topic: Rise of Mythos / heavenly help unbalance skill

In regards to command vigilance vs heavenly help that’s 1.0 vs 1.6… Also the power creep is just getting crueler and crueler anyways… there’s something like a 3 CD card which prevents freshly summoned enemy units from moving for 3 turns in china (making 2 CD annie look weak). Lovers is 3 CD yet takes a dump on 5 CD Adonis for when it comes to charming power. At this rate ability strength for cooldown hardly even matters anymore. Making the strength of a card correlate to its cooldown clearly isn’t on the devs mind anymore. Honestly I don’t think we should worry about it too much at this rate either and focus more on whether a card is game breaking or not.

I don’t find Heavenly Help overpowered and as evangion pointed out it pretty much has to be 1-2 CD for it to even remain competitive (not that there’s much difference between 1 or 2 CD) since being 3+ CD would give timing issues which could tarnish its usefuless which is only high with particular monsters to begin with.

 
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Topic: Rise of Mythos / heavenly help unbalance skill

If it’s about gunning for class equality… then there’s a lot more wrong with warriors than the other 3 classes. I personally view HH as more one of the skills priest needs to help stay competitive with ranger and mage. Warriors need so much help outside the gold pack skill department its not even funny. Warriors as it stands pretty hardly got any truly worthwhile non rush cards that start below legend rarity. For that matter MoH skills and gold pack skills are hardly even let alone 1.0 skills.

As long as the classes have different toolboxes there’s bound to be something off kilter and hoping for dead even classes is being overly idealistic. The best that can realistically be done is make sure there’s no large gap between classes (such as power warrior vs everything else).

 
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Topic: Rise of Mythos / heavenly help unbalance skill

Personally I’d rather see chosen one nerfed sooner than Heavenly Help. Also I consider debilitating aura a rather poor comparison to begin with since it isn’t even one of the good newer cards. Just because there’s been power creep doesn’t mean all the new cards are guaranteed better than old. Khnum is also guilty for turning around big life score differences as well. If you’re raging about heavenly help’s life recovery potential you might as well be raging about khnum too. As it stands Heavenly Help and Chosen one will be seeing a new nemesis soon… however I’m sure those particular tarot(s) might attract a lot of rage themselves. That’s power creep for you though.

 
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Topic: Rise of Mythos / heavenly help unbalance skill

You’re forgetting one major factor… power creep. You shouldn’t really be comparing 1.0 cards (of which the majority of skills are or close to it) to cards that were introduced after 1.3 in the first place (and in the case of Heavenly Help it’s 1.6 or 1.7). It’s for this reason cull still shames arma even with the nerf.

 
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Topic: Rise of Mythos / heavenly help unbalance skill

Explain then how you intend to get the devs to act? You can discuss it till you’re blue in the face, but if the devs choose not to act on the matter then its all moot. There are plenty of skills that could use a tweaking besides Heavenly Help, but I don’t see any hope of the devs ever doing a tweak again after the unprecedented game breaker that was the original cull.

 
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Topic: Rise of Mythos / heavenly help unbalance skill

Soleil has probably seen HH in action plenty. He’s got aang in his guild who’s got GL HH’s as well as awakened callista (which i’ve seen in action with 2 GL HH’s on it). Just a straw man’s argument. It still suffers the same weakness as all other buffs. You crush the monster the buff is on and you crush the continueing problem from the buff. HH is only a skill that makes a difference if the level of cards on both sides is atleast somewhat close. If you’re getting brutally overwhelmed HH won’t save you unless its buying enough time for mages to unload armas or some other field reset.

((double post))
In any case since the devs can’t be bothered to rebalance the warrior skills or any of the other class skills for that matter except for in dire emergencies such as cull all this protest over HH is quite pointless really. I’ll restate it: if you want a game where devs actively balance cards you are in the wrong game… try RoM2 if you want that.

 
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Topic: Rise of Mythos / heavenly help unbalance skill

And Soleil hit the nail on the head. Heavenly help is not like the original cull which was too absurd to counter. If you want a game where they actually care about making adjustments to cards to balance them you are better off going to RoM2. Most of the older cards here quite honestly are never going to see the light of day again quite honestly because the devs can’t be bothered to make balance changes unless a game breaking emergency like original cull shows up.

 
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Topic: Rise of Mythos / [Guide] Boss Fight Etiquette

Last stand isn’t that bad honestly. That and auto won’t play last stand anyways just like arma. In fact last stand can be useful when others have placed a lot of excess units on the field since it will melt them away while at the same time causing the current units to sheer through the enemy army and advance to give more room.

 
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Topic: Rise of Mythos / tarot

Actually they did a zodiac pack well before they released all the zodiacs and they just simply updated it as they released more zodiacs. I would agree that some tarot equivalent of the universal booster for zodiacs is overdue though. Personally I wouldn’t mind the idea of them making the booster require VIP 6 even.

 
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Topic: Rise of Mythos / Rush

The ideal anti spike card would be 3 CD nimble with enough attack/hp to survive double stabs, terrorize, and such really.

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

wow that actually occurred not just after maintenance or a match server down?

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

It should be noted if someone’s on a winning streak it will increase the upper bound what score they are allowed to match against. Likewise if someone’s been losing the lower bound of what they are allowed to be pitted against will decrease as well. The extra range allowed due to losses doesn’t seem that large. However if someone builds up a major win streak some rediculous matching could possibly occur score difference wise.

 
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Topic: Rise of Mythos / Substitute and Battle Fatigue

Just because you drop to 0 cards for an instant within an effect does not necessarilly mean the rest of the system will have a chance to register that the effect of flip flopping between normal hand size and 0 cards occured. Call it crude programming if you wish but that’s an other possibility. Substitute may just simply be “too fast” for battle fatigue to notice.

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

KG-1 doesn’t show awakened fenris in guide either… They actually stealth released the 1.2 awakened halfbloods by not indicating their presence in the guide. More the devs doing shoddy content releases than anything.

 
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Topic: Rise of Mythos / Substitute and Battle Fatigue

It might be battle fatigue triggers on hand size increase. substitute doesn’t effect the number of cards in one’s hand however.

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

Unmerging is ultiminately not the answer. If you think ques/bossing are bad now wait till the unmerge actually occurs. Instead demand that the pvp rewards be centralized based on local server so that being crossed/merged with a powerful server such as KG-1 (stoney ruins) is not such a major disaster for the weaker side of the cross. This way a server from each platform could be placed into a cluster without massively hurting a given server’s pvp rewards with overly strong cross server competition. Even if the weak server can’t score as high on the cross server ranking list they don’t feel like they’re getting robbed by unfair competition atleast since the bulk of the pvp rewards are based on local rankings.

For that matter people should demand that the post season tournament become local based as well.

 
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Topic: Rise of Mythos / Fuse bug or only the unluckiest player?

I haven’t reached lvl 70 all that long ago personally. Neither was my last legend roll of guardian angel particularly long ago either. I think its a case of sporadic luck. I think its just due to the chances being retardledly low its all too easy for there to be an extended dry streak.

 
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Topic: Rise of Mythos / Malucifer1, why have thou forsaken us?

+1

malucifer had quite teh burst of activity when he was initially assigned the post but he’s quieted up.

 
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Topic: Rise of Mythos / Fuse bug or only the unluckiest player?

I personally gotten 3 last stands, 2 swift raids, 1 arma, and 1 guardian angel before reaching lvl 70. I also had a guildie that got armagedon in his first week of playing with only a mere 1 slot lab (most retarded luck of all possibly). It just boils down to dumb luck and sheer lab refreshes.

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

An idea to desenitize the loss of cross server rewards when platforms get crossed. Have the season mounts moved to cross server rewards and the season end boosters moved to local rewards.

 
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Topic: Rise of Mythos / Suggestions on GL combine

1) the display is rounded to the nearest .1% so 99.95%-99.99% will display as 100% (and still allow the tiny possibility of failing). Condolances to the guildies that made that not even .05% chance of failure.

2) if you can’t even trust the RNG to work out for 4 card combines why would you even trust it to work out for 2 card combines? Can you say you know for a fact the RNG favors such low card combines more than it should?

 
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Topic: Rise of Mythos / Suggestions on GL combine

2 cards for attempts isn’t magically better cardwise. Each card beyond the first is sacrificed should you fail and you get success chance in porportion to the number of cards sacrificed. You just burn more silver for your success chance should you do 2-3 card combines instead of 4+. Sure nothing prevent you from doing a 2 card combine 3 times sacrificing 3 cards in the process but why do that when you can only pay the combining fee once by doing a 4 card attempt and get the same chance as the 3x 2 card combines combined. godlikes combines are 30k silver base. You’d be burning an extra 60k silver for every 3 sacrificed legends for the same rough success chance if you were to to do 2 card combines instead of 4.

 
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Topic: Rise of Mythos / Farewell Wyndy & Aurora Veloxia

its referring to a relatively unknown player on stoney ruins/snowy fort… a guildy at one point.

 
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Topic: Rise of Mythos / 30 Day Black Opal Event

as it stands kings and legends has already done an effective fire ruby guaranteed type daily log in event by giving out the 3 rarest colors all in one daily log in event.