Recent posts by Baerk on Kongregate

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Topic: Rise of Mythos / Fire Ruby - what cards would you use it on?

eh if the combine is really that important to you then why were you taking a gamble by not doing it as a 100% combine in the first place? (heck you easily burned enough resources for a couple guarenteed godlikes if you had just simply been patient enough to wait for 100%) I would have to agree that a godlike stone is a waste on a rep shop card.

 
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Topic: Rise of Mythos / Dragon Rep shop

Currently the rep shop is slated to arrive about one month from now.

 
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Topic: Rise of Mythos / Set bug

This wouldn’t be the first time the devs dropped in a bug fix without official notice. Truthfully I find it a welcome bug fix since the bug made set a lot harder to fight than his skill descriptions would indicate.

 
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Topic: Rise of Mythos / Cull Nerf Compensation

magic the gathering has an other control in place in the form of ban lists though. we’ve had a hard time getting good rules changes in place such as heros can’t be critted as it is. You honestly expect a ban list from the chinese devs at this rate when we can’t even remove crits against heros?

 
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Topic: Rise of Mythos / Cull Nerf Compensation

problem is if we made a habit out of nerfing cards like that the whales would be less eager to spend. Nerfs need to remain a very rare exception and if they happen again but without proper compensation its ultimately going to hurt the developer’s bottom line. Whales aren’t going to want to buy some OP card if they got a fear in their mind that the card won’t stay good, because its too good. As long as this precedence continues to be followed in that excellent compensation is given for nerfs it will keep the whales from hesitating to buy OP cards.

 
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Topic: Rise of Mythos / Cull Nerf Compensation

yes the compensation is amazingly good (and possibly too good), however, we destroyed whales trust by doing an unprecedented thing by actually nerfing a card (which I hope we don’t have to repeat). If the compensation wasn’t excellent we’d be pissing off a lot of big spenders (because it was much too expensive to get those cards in the proper boosters and they were super expensive in the AH too). Hopefully all future instances of card nerfing are avoided by preventing their release like we did with aurora veloxia (which is the best way to handle a game breaking card that’s beyond just simply somewhat overpowered honestly).

 
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Topic: Rise of Mythos / God of Darkness Hades call

tomdo stated the most likely answer I think. Obviously only 1 of the 2 effects can activiate and which activates will depend on which monster hit the field first.

 
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Topic: Rise of Mythos / packs

Master+ boosters tend drop legends at the rate of around 1 per 5k gold burnt. Getting the really good cards from premium boosters tends to be an extremely expensive business only the whales could really afford.

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

One time a few months ago I actually used 70 pink diamonds in one day and didn’t even pay for 2/3rds or so of them. It’s entirely possible to use every pink diamond at low/no price. It’s just up to the player to manage their resources properly so that they hardly pay any silver for the pink diamonds. Personally I can’t get enough pink diamonds for efficient legend making. Even if I had 100 more pink diamonds here and now I’d still probably find ways to burn them all in a worthwhile manner and be finding myself STILL needing more without doing something crazy like trying to go for godlikes with the help of pink diamonds.

 
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Topic: Rise of Mythos / [Monster Talk] 12.17 Update Part 1

I’ve been talking repeatedly elsewhere in the forum when introducing the idea that it’s a percentile score for the people above x score (in my examples everyone above 800 the reset score so that people who don’t fight matches never rank). The threshold for percentile score 0% could be raised higher to such as 900 per say for 1v1 so what only people with a number of wins more than losses in a season can actually rank. Being below that x score means you can’t rank period so such subtle boosting methods won’t work so easily (because on an older server those fodder accounts would be ill equipped to win enough to bloat the ranking slots).

An other possibility though to specifically throw a wrench into boosting would be to forbid people of the same IP from ever encountering each other as opponents outside the practice room in PvP (yes it could theoretically be bypassed but it would atleast force more effort on the cheaters part).

 
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Topic: Rise of Mythos / [Monster Talk] 12.17 Update Part 1

Will there be any possibility of a percentile score based ranking reward system ever even if its in the future? Although merging to enhance activity is fine and all, but it greivously offends the weaker rankers. When 400 rankers suddenly have to compete for only 200 ranking spots for cross server someone’s going to get the short end of the stick and be pissed at the merge.

If there’s a percentile based ranking system there’ll be 400 (example) reward slots between the 2 clusters before merge and it’ll retain the 400 after the merge instead of shrinking down to 200. The weaker rankers of the weaker server might get pushed out of the rankings by the near rankers on the stronger server, but atleast the weaker rankers of the weaker server don’t get blatantly blasted far away from the rankings because the overall number of prize slots preserve (which would atleast be a bit more bearable because it’ll help keep hope for the former rankers they can atleast get back in to the rankings some time soon).

 
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Topic: Rise of Mythos / nerf chosen one or we quit

on the bright sight though chosen one can’t be sancted so if you pile against a chosen one you don’t have to worry about the sanct till you break through the chosen atleast.

 
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Topic: Rise of Mythos / Server cross compensation?

This really makes all the more reason that the nature of how the cross server rewards should be handled be changed. Personally I think ranking rewards should be handled based on percentile score rankings. In particular out of all the people exceeding the pvp reset score the amount of pvp rewards is based in porportion to them. Such as persay start season rewards and give them to the players who ranked better than half the players who reached 801+ pvp score in 1v1 (thus rewarding people with an 50+% percentile score in pvp). This way even if servers are merged we don’t suddenly have 400 rankers competing for only 200 spots (which is bound to tick people off).

The fact that there can only be 200 prize giving ranking spots ultimately caps any server cluster to a small size (because those who have no hope of catching up to the veteran elites can only hope for the elites to quit in order to rank). If there was a percentile based ranking reward system the near rankers would actually have reasons to bring new players to the server because it would ultimately mean more people can earn ranking rewards including themselves.

 
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Topic: Rise of Mythos / 1) Please remove level limits on Draglasar, 2) How about user quests?

rewards probably can’t be too good for the player made levels due to exploit possibilities (such as someone intentionally using a lot of the hero fallen angel or walls to cause the deck to shoot itself in the foot.) However bragging rights for beating whatever hard map as well the joy of the challenge will be good enough atleast.

In regards to the level restrictions though I agree we could do with them removed. The daily quests for map cycle based on character level anyways. Admittedly it might result in the stronger low levels getting legend helm/cloak early but the card rewards themselves are by no means OP for low levels to have.

 
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Topic: Rise of Mythos / Bug or new update?

maybe they increased the mail limit without changing the limit text? this wouldn’t be the first time they’ve failed on description text.

 
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Topic: Rise of Mythos / BUG: Vengeful Curse vs Vampirism?

Even if a vampire/shadowkin has infinity attack they will never kill themselves on vengeful curse/damage reflection even if against both simutaneously. What happens is they damage themselves once/twice and instantly heal themselves for the same amount before the death check even has a chance to trigger. This means shadow dragonkins with life buffs/counterattack are actually EXTREMELY dangerous because they are very hard to kill without instant kill/massive DD.

 
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Topic: Rise of Mythos / How many seasons can these people do this for?

One thing that really hurts rush in stoney though is the “commonness” of sorran and other potent anti-rush measures such as legend storm tempest in the top 200. Recently I even came across a non ranker with sorann even yesterday.

 
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Topic: Rise of Mythos / My thought on awakened update

thing with forbidden zone though is that genuinely anyone can take advantage of it in an active server unlike showdown. Showdown is ultimately a whale income resource pretty much. forbidden zone is already slated to run again next month. I hope it remains a monthly event because it gives active VIP0’s a way to get ahead on whales that are all money and no time.

 
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Topic: Rise of Mythos / How many seasons can these people do this for?

really depends on the server. rush really has a hard time against the upper levels on stoney.

 
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Topic: Rise of Mythos / Forbidden Zone options

Although tier 1 has that extensive table it appears the probabilities shift starting at 2k points (never saw a master booster for gold trade before 2k points despite various refreshes).

 
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Topic: Rise of Mythos / nerf chosen one or we quit

yeah…. I don’t think of chosen one as that game breaking personally. sure it can form some strong combos but it can be stopped with the right cards.

 
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Topic: Rise of Mythos / Cull Nerf Decided

tad exagerated about the end of rush though… i’ve been rushing as not a warrior yet still winning in 2v2 despite the hp buff.

 
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Topic: Rise of Mythos / Cull Nerf Decided

The problem with terrorize/conscription though is that they are pretty much whale cards too due to being event booster cards. Warriors really lack horribly in the power department for easily obtained and effective cards. Mages got scorch, petrify, lightning tempest for easy to obtain effective cards. Rangers have double stab, deadly blow, true shot. Priests have sanct, smite, as well as Righteous Judgement.

 
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Topic: Rise of Mythos / Cull Nerf Decided

As for a warrior’s viability for power. the only skill for warrior that doesn’t start at legend that’s genuinely viable for power is only slash sadly. First Strike is a very iffy maybe (not that it would be easy for newer players to obtain either with the cut in medal of honor rewards from pvp and free tournaments). Sure there’s Last Stand and Cull, but last stand is hard to obtain and cull is pretty much a whale only card that no commoner could hope to obtain. Warrior desperately needs more practical skills for power that don’t have a fat wallet or excessive luck/grind as a requirement in order to be good at power.

As for my initial idea for a warrior buff. How about just simply a buff that grants just nimble? (although shield ward came to mind that might be a bit OP) As it stands a major greivance for warriors is even if they crazy buff some monster its useless just simply because the monster gets nuked cutting the rampage very short before it can even run its course.

 
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Topic: Rise of Mythos / Cull Nerf Decided

Whether or not its actually enough a nerf I guess is yet to be seen. However its a good step in the right direction particularly for 2v2/4v4 and for keeping its spike potential being too rediculous. Even with the nerf the skill is still far above and beyond armageddon in terms of potential despite the recent introduction of archangel michael.

((double post))
in regards to rush though I’ve still been having success with it in 2v2 even in the stone ruins cluster. admittedly there’s been a match here and there i’ve lossed due to the extra hp, but overall my rush hasn’t suffered that horribly from it. personally I think the 50% hp change doesn’t have any need to be changed.