Recent posts by Baerk on Kongregate

Flag Post

Topic: Rise of Mythos / [NEW VERSION] Rise of Mythos 1.7 ----The Awakening is Coming Oct 22

I’ll admit infiltrate on eike would be troublesome but there’s ways to go about stonewalling a whirlwind infiltrate to limit the carnage. Also doesn’t hrafn remain a pure tribal card seriously limiting the possibilities? It’s been a while since i’ve had a chance to look at the exact stats.

 
Flag Post

Topic: Rise of Mythos / what makes you frustration and suggestions

Gem combining? oooooh i’ll be looking forward to that (the lowest 2 gem tiers haven’t had any use for me for a LOOONG time aside from racking up some rewards on king’s enchantment event). Would be nice to better balance the castle assaults too so I can afford to raise my castle level higher. I’ll be looking forward to the potential anti-spike changes as well.

 
Flag Post

Topic: Rise of Mythos / [NEW VERSION] Rise of Mythos 1.7 ----The Awakening is Coming Oct 22

also all the awakeneds are for the oldest cards that for the most part have fallen out of competitiveness. It might get ugly if one of the kings were made awakened, but for the most part a lot of the possible awakened cards won’t be way stronger than the current strongest godlikes (like khnum and odin).

 
Flag Post

Topic: Rise of Mythos / IVENTORY FULL

If its legend gubba might as well make it legend adonis atleast then. Also most things sell for total crap silver here. If most of the soul summoner stones were to just simply be selling fodder they would actually be better off removing them from the boss picks entirely so that they boss rewards improve overall.

 
Flag Post

Topic: Rise of Mythos / IVENTORY FULL

also people won’t have soul summoner mats from just one race. ALL the non event hard bosses drop soul summoner mats for each respective race pretty much. and that isn’t even getting into the world cup type event items (of which there’s 3 sets of) which could be redeemed for potentially very valuable prizes (which gives people a very good reason to horde unfortunately). Also if you have all legend equipment that easily turns into 2 of each equipment type in your inventory even if you immediately combine any 2 equips of the same rarity and type in your attempts to reach godlike (equipment would easily eat 14 slots inventory in that just described situation not even getting into alternate equip pieces like rings).

 
Flag Post

Topic: Rise of Mythos / Calling Dungeon Masters! Boss Design Contest!

Hero name: Baerk
Server: Stone Ruins
Boss name: Egyption Invasion (name’s killing me so if anyone else has better suggestion feel free to make them and see if I like them.)

Exposition: A river inexplicably turns into a massive raging flood. You spot an outlandish army rushing along the river. White Witch Ryli aids you with a foothold to attack by freezing the river. One of the figures roars, “You mortals think you can stop us with a blizzard?!” The sunlight suddenly intensifies to a burning intensity in response to the blizzard.

Background: Background of map region 2 level 7.
Rewards: Legend (highest) enchanting gem and fire opal for legend tier rewards. ring of life for epic reward (we could use some actual farming sources for the highest enchant gem anyways)

Battlefield Layout: Column 6 will have the “The Shadows” battlefield affect just like Heaven’s Rapture except it will be active beginning right at the start of the fight (to hinder spike and KM method attempts).
Khnum and Ra will be the names and appearances of the 2 bosses . Their placement and lane damage taking placements will be like sanguine tribe stage 2. Ra will take the top lane’s damage and hero position. Khnum will take the lower position and damage from the other 3 lanes. Their armies will be heavily egyption based (with greeks and trojans mixed in to provide non hero filler to make up for the fact there’s hardly any non hero egyption cards).

Khnum will be a priest class boss while Ra will be mage class. Amongst Khnum’s skills will be the heaven’s rapture instant kill skill and the priest skill that grants plus 1/ plus 3, savior, and vigilance. Amongst Ra’s skills will be the occasional armagedon and the fireball skill of desert fortress stage 2 that debuffs the target with the debuff judgement which prevents the monster from attacking for 1 turn.

 
Flag Post

Topic: Rise of Mythos / [NEW VERSION] Rise of Mythos 1.7 ----The Awakening is Coming Oct 22

yeah… even on the chinese server the biggest whales who’ve had months of headstart on us have nothing even remotely close to a full awakened deck. Also awakened as far as I’m aware has only arrived for the older cards which have been losing out in the meta due to power creep. If anything the awakened cards so far for the most part are just simply catching up to the newer godlikes which have already been wreaking havoc.

 
Flag Post

Topic: Rise of Mythos / IVENTORY FULL

I personally strongly support a 3rd page of inventory. Was bad enough they added 3 different world cup type events which could easily soak up a dozen+ item slots over the long term. Then they had to throw in that mess of soul summoner items which devour even more space. Would be nice to get some extra space if necessary even if it takes some considerable gold.

 
Flag Post

Topic: Rise of Mythos / Brilliant Finance Strategy

Well said pinchfire. It is a sad truth unfortunately, but if you’re playing in a pay to win game as a low payer or free to play then you are just going to have to tolerate the fact there will be some dudes stronger than you.

 
Flag Post

Topic: Rise of Mythos / State of current meta

in order to do that call+inspire combo they are sacrificing a card just to bring out faster. in the case of the pan mage they can just simply wait out the sanct then unleash a storm of nukes which in turn brings out their own horde of power cards onto the field. Pan’s actually quite dangerous for the fact it turns any rune cast or spell cast into an inspire. With some high master cards like scorch a pan actually out performs the inspire for bringing those heavy units on the field.

Even if the priest has sancts going if its uber high hp power card vs uber high hp power card (such as zues vs that sancted augustus) then the mage could just simply summon a judge aleksandra to full restore hp in order to outlast the sancts. This isn’t even getting into the horrifying possibility of if conjure troops is combined with pan that’s allowed to live more than one turn (and its a spell heavy deck so things quickly chain into a massive wall of beef)… if a mage is drawing his pets twice as fast (or even more) as the priest can draw his sacred touches then even their high mastery won’t help that much.

Also a priest can only realistically chain sanct 1 unit for an even somewhat long time (and even then that takes a LOT of luck). Also if that priest is sanct chaining then that means they aren’t drawing much in the way of monsters. Nothing really prevents the mage from doing 1-2 units to hold off the sanct (such as one beefy unit with a rulk lurking behind it so that there’s a defensive wall that isn’t easily breached) while he just simply floods the other lane where the priest is seriously lacking monsters to stop him.

 
Flag Post

Topic: Rise of Mythos / Red Ball

You’re just going to have to figure out what’s actually junk then and get rid of it. I’ve been making due without the last 2 rows till now myself. Also the publishers already made a backpack expansion request to the chinese devs but it was bluntly turned down.

 
Flag Post

Topic: Rise of Mythos / what I have so far on how to clear the tower every week

Considering how packed those lanes get with monsters and khnum’s incredible damage output that heals both himself and the summoner…. as long as you keep something like a DS in front of the khnum to shield him from the brunt of direct hits he’d easily keep you alive from the hero’s bane. Khnum is an example of just simply breaking the level with a really OP card that hard counters what the level is trying to do.

This level will get much easier though when that rediculous rep shop 50 angel comes out.
 
Flag Post

Topic: Rise of Mythos / Red Ball

makes me glad I spared the inventory space to keep the red ball personally. although using that fire ruby is probably going to prove very costly once I do get it.

 
Flag Post

Topic: Rise of Mythos / Awesome cards from this season packs

kaelithus and crowned nid from 2x challenger packs.

 
Flag Post

Topic: Rise of Mythos / WOW!!! WOW!

guess the quitting wave was caused by the khnum bonanza. hopefully this will be a lesson to the devs to be more tactful with their bonanza choices in the future.

 
Flag Post

Topic: Rise of Mythos / Calling Dungeon Masters! Boss Design Contest!

Interesting to see that reaper and dragon claw actually have things that can’t be instakilled by them (hardly anyone actually has a 10+ CD monster though). I just simply assumed they killed everything no matter what. That gallery seems to be lacking a desert fortress stage 2 boss skill though. In particular I didn’t see a skill in the gallery that inflicted about 12 damage and leaves the target unable to attack for 1 turn (with the debuff name judgement). Also it appears the heaven’s rapture skills aren’t in that list either.

((Double Post))

Also looking at the cards has posed an interesting question. To what extent can the boss’s AI be programmed? Pillar of fire obviosly gets controlled in how its used by the dragon’s lair AI just looking at the card specs alone. Also just judging from the angel floor in ascension tower a single lane deck probably is not limited to just 3 of a given card in a deck for AI (I say this because I’ve counted more than 3 smites from the angel floor hero in a single fight).

 
Flag Post

Topic: Rise of Mythos / Calling Dungeon Masters! Boss Design Contest!

Also it breaks the rule of you can’t have new abilities to make the fight work. It has to be some existing skill or monster (it has to at least exist on the chinese server even if it hasn’t necessarily been ported over to us yet).

.

In regards to this boss design contest though I got a couple questions about limitations. I know for a fact it’s possible for an enemy boss force to draw more than 4 cards per turn (Sanguine Tribe hard stage 2 is the proof with 5 cards per turn between the 2 bosses). What sort of limitations do we have for cards per turn drawn on a boss? Will 2 bosses be necessary for more than 4? Also is 6 cards per turn for the enemy team possible?

.

Also is it possible to make use of the under utulized easy difficulty? As things stand we got monster players out there that can beat the final 5 floors of ascension tower on a single ticket. When 4 dudes of that caliber team together for a boss fight no boss fight of the typical hard difficulty toughness even stands a chance. My proposition is as follows:

.

We use easy and normal modes to take the place what would be typically normal and hard modes for event bosses. All the typical quests and rewards for a normal mode typical event boss would fall under easy mode for this created boss. All the typical quests and rewards for a hard mode typical event boss would fall under normal mode for this created boss. The per stage rewards and boss picks for this created boss’s hard mode would be at the discretion of the devs. There will be no quests for this created boss’s hard mode (just so that players don’t get a false sense of obligation to actually gun after this difficulty). Personally i’m fine with the per stage match winnings and boss picks being equal to the created boss’s normal mode. The idea is that this created boss’s hard mode is actually epically difficult to the point that its no longer a casual bulldoze for the long time veterans and whales as it currently is for most hard bosses.

.

If the idea is doable it would actually give people something to have bragging rights about boss wise.

 
Flag Post

Topic: Rise of Mythos / Calling Dungeon Masters! Boss Design Contest!

AI doesn’t petrify its own units in desert fortress but there’s a problem with no single target skill can be targeted on a unit that is sancted (making a “normal” pet useless for stopping KM strategy).

 
Flag Post

Topic: Rise of Mythos / Another Rush debate

the problem with the heaven’s rapture battlefield skill is that its permenant and would just simply completely destroy any spike attempt if it gets up before the spike. Even if it had a 4 turn limit it would likely be too strong for anti-spike without an excessively hindering CD.

The idea I had for an anti-spike card though.

3 CD
Nimble
Big Shield (Onslaught Knight Lawrence’s unique ability)
Quick CD countdown
4 attack/x hp (whatever’s balanced here)

The Quick CD countdown is basically something similiar what gabriel has. Distract/inspire/swift death immune. The most important part being its extra fast countdown condition is always counts down 1 extra (making it an effectively 2 CD unit for how quickly it deploys). the distract/inspire/swift death immune part isn’t necessary, but it would be nice. Between nimble and the 3 base CD it can’t be deadly blowed or frenzied. Big Shield for preventing double stabs from doing too much damage. 4 Attack to prevent terrorize. I imagine the card having 7 or so hp so that it can’t be nuked to death too quickly (preferably 8+ so a legend alice can’t just splatter it in one shot casually).

It would be by no means OP in power but a total dastard to clear out in a spike. That ability blindlight mentioned which prevents enemies from buffing their units though is SOOO anti-spike like annie (in that the spike absolutely can’t happen till that card dies). We need to design a difficult to remove card with it (and on that note a 5 CD card with my Quick CD Countdown ability would deploy like a 3 CD card)

((double post edit))
Think I’ll drop an idea for that card now

5 CD
Quick CD Countdown
Nimble
No enemy monster buffs
4/15

 
Flag Post

Topic: Rise of Mythos / Time to fix the Auction House

Undercutting occurs in the first place because there’s too much supply for the demand. And in the case of of Stone Ruins there’s extremely little demand overall because there’s too many veterans with already large collections. Truthfully epics would probably need their min price cut down to 10 gold and some of them would probably still not sell even.

 
Flag Post

Topic: Rise of Mythos / Veloxia

Atleast as things are there’s a couple major catagories within rush such as spike then the other stuff. Even within the non spike catagory of rush there’s atleast a couple considerably different sub catagories that are viable to an extent without being completely overshadowed by other forms of rush. If aurora came along, however, then various non spike rush methods would likely just simply become obsolete things not even worth using next to aurora spike (and it could even potentially raise spike viability in 1v1 where it formerly wasn’t that hot).

 
Flag Post

Topic: Rise of Mythos / Veloxia

Personally I wouldn’t mind seeing ferena or annie in the dragon rep 50 slot over aurora.

 
Flag Post

Topic: Rise of Mythos / Booster Bonanza! Time for you to decide the card you want!

I doubt the booster bonanza coding is flexible enough to really allow the players to choose a particular card. Yusuf’s suggestion is probably the closest we could come to such a thing.

 
Flag Post

Topic: Rise of Mythos / Booster Bonanza! Time for you to decide the card you want!

I would like to see an epic cain bonanza myself above all.

20 undead standard packs→ epic Cain the Traitor

Other bonanzas I wouldn’t mind seeing.

20 demon standard packs → epic Grotesque Goliath
20 demon standard packs → epic Pestilence Kra’gash
20 angel standard packs → epic Swift Astral

I’m of the opinion if a khnum bonanza is done there needs to be a REALLY GOOD F2P event paired up with it (because khnum is obviously not falling into the hands of the F2P). The current daily login event’s day 10 prize that could potentially give a fire ruby is a start, but F2P aren’t going to be able to use such an expensive stone so lightly even if they are lucky enough to actually roll the fire ruby.

(Double Post)

Actually a great idea to run this thread every so often. On an other note where’s this boss design thread that’s going to give the mythos booster related rewards?

 
Flag Post

Topic: Rise of Mythos / why this game dying ?

In regards to the runes though…. while there are events that have given out legend/godlike runes they are extremely rare none the less. While the super rare legend rune formula (which hardly anyone even gets) would allow someone to make that rune permenenantly they’d have to pay 100+ gold and a hulking amount of crystal each time they’d want to craft a 3 day rune without formula however. Godlike runes can’t be crafted at all so actually encountering someone with one outside of the week an event gives one is pretty unusual to begin with.

There’s a sharp limit to how much people can hoard legend/godlike runes to use later in league runs. Also how many could actually afford to cough up 66k crystal a day in order maintain legend runes equipped nonstop (assuming they were one of the lucky punks that ever get their hands on a legend rune formula)?