Recent posts by Baerk on Kongregate

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Topic: Rise of Mythos / [Devs] Worldboss needs more than 2 opening times

Still its some rather awkward scheduling to have it over lap with stuff.

 
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Topic: Rise of Mythos / Awakend Fragment

either that be prepared throw over 5 million silver at the rep shop if you don’t wish to rely on luck.

 
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Topic: Rise of Mythos / wind opal maybe

guess i’ll have my 1200 tower coins wait for other things then since neither the current other rep 50 units nor judge tytus are worth gunning for. Game isn’t all about hero units anyways. There’s a number of strong non hero units out there at legend. Such wind opals would help me attain them faster since I wouldn’t have to rely on 16 pink diamonds to pull a 100% combine.

 
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Topic: Rise of Mythos / wind opal maybe

thinking it over it doesn’t sound like that fatal of an idea really. People are already using mass pink diamonds to amass enough of an epic to succeed at legend combines. those wind opals would just simply be getting used on the mass pink diamond targets.

 
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Topic: Rise of Mythos / [BUG] 1.7 Bugs

is it just me or is it impossible to lock the world boss rooms? it made inviting specific people extremely difficult because even if I kicked someone someone would just fill up the seat a second or 2 later.

 
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Topic: Rise of Mythos / 【Announcement】 Weekly Server Maintenance from 6:00pm on 0ctober 22 PDT

The dragon adept and desciples. basically dragon girls with overall appearance similiar to that of the dragon queens but non hero units.

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

One difficult suggestion to make server merges more effective. It often ticks people off that they greatly lose chance to cross server rank when server merges happen. Is there any hope of making the ranking prizes based on percentile rank prizes (based on how many people are above the reset score)? This way a server cluster could actually realistically support stable more than 200 competitive people. We can’t have large servers with only 200 pvp prize slots.

 
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Topic: Rise of Mythos / New Pvp Shop Skills on Chinese Server

they’ve been following a rather default system of 10 turns for all but the most powerful player buffs. I personally don’t see a reason for the ranger skill to be less than 10 turns as its single target (and it would require atleast 2 turns to function properly anyways).

 
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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.

 
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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.

 
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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).

 
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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.

 
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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).

 
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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.

 
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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.

 
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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.

 
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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.

 
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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.

 
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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.

 
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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.
 
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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.

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

kaelithus and crowned nid from 2x challenger packs.

 
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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.

 
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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).

 
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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).

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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?

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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:

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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.

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