Recent posts by Baerk on Kongregate

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Topic: Rise of Mythos / The Whale

I personally wouldn’t mind having VIP levels displayed (I’ve always been curious about the VIP spread of the rankers anyways). Although if its displayed in the info box in pvp it might just give weaker opponents an other reason to surrender immediately to me (my hp being intimidating enough sometimes as it is).

 
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Topic: Rise of Mythos / for devs, request bosses

You misread the intent a bit. I have no intention of petitioning for changing tower 46+ because its still a challenge for me. It’s just my idea for the extreme bosses is they draw 6 cards a turn which are all godlike at a bare mininum with awakened heros.

 
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Topic: Rise of Mythos / for devs, request bosses

I’ve been hoping for such an extreme mode myself. My cards have been getting so powerful i’ve been beating AT 46+ with class neutral decks. Maybe something along the lines of the boss drawing 6 cards a turn with all godlike baseline and awakened heros? (keeping it a notch under Ascension Tower floor 46+)

 
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Topic: Rise of Mythos / Nerf Cull

A nerf idea to keep cull still potent but not too good. Just simply make cull hit all monsters instead of just enemy monsters. This way it doesn’t spike so cleanly yet at the same time its still a potent field reset tool for power like armageddon.

 
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Topic: Rise of Mythos / [To DEVs] Change activity

it’s not just simply those who have started 6 months late unfortunately… in stoney ruins i’ve had people in my guild that have start over a year late or even took a year long break. Even VIP2’s who considered themselves competitive before their year break are pretty much hopelessly behind now. Being left in the dust so horrifically is just as bad for the wannabe returning players.

 
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Topic: Rise of Mythos / [To DEVs] Change activity

Originally posted by mikkyld:
I too like this but with a small change – the current win 2 pvp for your daily quest isnt that onerous. Doing 1v1 isnt that slow (as long as there are opponents) and even doing 6-8 to get 2 wins isnt that hard. Frankly, as long as your deck is remotely useful winning 30% is nearly a given.

I wouldnt fight (or even whine) if the win aspect was removed; I just dont think the win 2 pvp for daily is needing to be changed

What if it’s some lvl 30 that joins say stone ruins the oldest server where lvl 50+ run rampant (where winning would be hard even with the best of mentors). Would you step up to mentor every pathetic newbie that fails to catch on quickly through their own wits? We can’t assume all the newbies are going to get excellent mentors and quickly learn how to make a deck that’s going to give them a semi decent chance at winning in pvp. It’s for this reason that any important daily rewards that almost everyone gets — really — need to be obtainable for everyone to get with the appropriate effort. Sure the winners should get more rewards than the losers, but the losers still atleast need to get rewarded enough that they don’t feel like they’re wasting their time even trying.

 
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Topic: Rise of Mythos / equipment enhance

Even with a maxed out blacksmith I only had a bout a 15% chance to enchant my armor to +16. Realistically you’d need on average of 6 or so attempts to get an armor from +15 to +16 using legend gems. You are really in no position to complain about bad luck yet with only 3 failed attempts because you haven’t even tried a number of attempts that it would take on average.

 
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Topic: Rise of Mythos / [To DEVs] Change activity

truthfully the power creep suffered by the older cards is really that bad though. The activity chests pretty much give only 1.0 cards which are the oldest. The 1.0 cards pretty much have to be legends to even compete with the new epics except for the kings which drop in activity chests on rare occasion. The activity chest either needs the newer epics included or have its current card pool updated to being legend monsters in order for the prize level to be decent.

 
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Topic: Rise of Mythos / [To DEVs] Change activity

I’m of the opinion having winning pvp anywhere in the requirements for getting activity is a bad idea. It’s okay for say an event quest to require winning pvp, but daily and guild quests really should NOT have a pvp win requirement. Those daily 70 activity reward pink diamonds are a very important resource for helping weaker players catch up to stronger players. If the weakest can’t get those important resources unlike everyone else, because they can’t win it will just result in a continual exodus of weakest players leaking out of the community. You might not think much of it at first but it’s going to be part of what kills the game over time since we aren’t taking good enough care of the pvp losers.

 
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Topic: Rise of Mythos / [To DEVs] Change activity

the thing with guild quests is its only 6 activity (which is not much incentive to get 2’s done apparently). By tieing fighting 1x 2v2 match to 30 activity though (and removing the required wins daily) more incentive is given to fight 2v2 matches (I wouldn’t be surprised if less than 10% of the pvp matches are 2v2 which is why the 2v2 scoreboard is in such shameful shape).

 
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Topic: Rise of Mythos / The World tarot card

it uses the nemesis angel attack type but it hits the entire field instead of a 2×3 area. under certain conditions it could theoretically damage more than 8 monsters though. its just without any damage boosts it won’t be able to damage more than 7-8 monsters at a time (with 1 damage hits in the case there’s really that many targets). It just basically splits the damage like the mage’s lightning tempest skill.

 
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Topic: Rise of Mythos / New skill cards that is very good

Those bottom 4… I don’t recognize the cards. However they look strange. Wile they do have class skill icons they appear to be monsters instead.

 
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Topic: Rise of Mythos / [To DEVs] Change activity

my suggestion in no way directly suggests to reduce rewarding the number of fights. its just simply making things easier on newbies in older servers and forcing some of the pvp activity into 2v2 so that the 2v2 que times aren’t so horrendous. With how the pvp quests are configured now its entirely possible to complete all 3 of the pvp daily quests (guild quest included) in just 4 pvp fights. the daily quest change I’m proposing wouldn’t effect that and would just make it easier to satisfy for the weaker players.

If they want to fight 7-8 matches matches a day in order to meet the weekly quota for weekly rewards that’s their business. However forcing a weak player to fight over 8 matches in a day just trying to get 2 wins will just simply frustrate and drive away any new players that might visit an older server or in the very least make a player give up on pvp entirely which is a bad thing as well. As long as everyone regularly ques they can just simply look at the opponents level and decide if they actaully want to try fighting for a change instead of surrendering immediately if they’re weak. If the weak give up even attempting queing for pvp because they can’t win at all for the important win 2 matches daily quest it becomes the server’s loss on the activity front.

 
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Topic: Rise of Mythos / [To DEVs] Change activity

Doesn’t 2v2 participation rates stink to begin with? I’m of the opinion changing the daily quest of win 2 pvp matches to fight 1x 2v2 match would do a lot to fix the horrendously long 2v2 que.

 
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Topic: Rise of Mythos / The God in Tower is greeeedy

Actually the very first time the god in the tower event ran they botched the weighting of the legend card (and accidentally made the epic really hard to get instead of legend). This resulted in the first god in the tower event for aleksandra having a very high legend drop rate that was abnormal. All god in the tower events since have been strongly weighted to likely have the legend on the bottom of the pile. While there are lucky individuals that get the legend not at the bottom of the pile after the first god in the tower event they are rare exceptions instead of what usually happens.

I ended up getting big shuck as the very last card myself.

 
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Topic: Rise of Mythos / new rune ideas

living legend rune that’s too OP for spike…. however… that fog rune is actually a nice idea.

 
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Topic: Rise of Mythos / game mechanics question

Hit and Run retreat after attacking when they perform a counterattack. Odds are they’ll pull a withdraw after a first strike. As for how charge would interact with all that I haven’t actually seen such a situation. It’s impossible to get military charge to interact with first strike (or any other 1 turn duration buff to interact with first strike for that matter). (De)buffs lose 1 turn off their time remaining after whenever a monster attempts its normal attack (or after moving if there’s nothing in range) during the summoner’s turn. As a result a buff that only lasts 1 turn NEVER lasts into the opponent’s turn (which is when first strike would activate).

 
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Topic: Rise of Mythos / [Monster Talk] Vote for the HP buff amount

in the future there will be a stronger version of nuwa that reshuffles the ENTIRE graveyard back into the deck. so super long battles are entirely possible.

 
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Topic: Rise of Mythos / 13 king packs

cheiftain lionroar is technically a king (although admittedly the least lackluster of the original 4).

 
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Topic: Rise of Mythos / [Monster Talk] Vote for the HP buff amount

I’m guessing dual classing got introduced from that video? in any case it showcased a plenty fatal spike at the end.

 
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Topic: Rise of Mythos / We need a BodyGuard Rune!!

Terrorize will disinfo up to 2 units that are under 4 attack. As a result even super tanky units such as a Desperate Soul that was inpired out could be swept out of the way to make way for a spike. since most walls are innately 0 attack they are easily terrorized regardless of abilities. (arrow towers being an exception but the only ones with enough attack to be not terrorized are high CD/rarity thus not practical to pull out for an anti-spike)

 
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Topic: Rise of Mythos / We need a BodyGuard Rune!!

I find the bodyguard rune an amusing idea as well.

 
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Topic: Rise of Mythos / [Monster Talk] Vote for the HP buff amount

we’re already seeing 100+ damage spikes here on our servers as it is. I doubt the 1.5x multiplier would really be that damaging.

 
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Topic: Rise of Mythos / People are disconnecting like crazy.

I’ve been seeing random DCs lately as well. Also there’s been times when it would take abnormally long to load the game.

 
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Topic: Rise of Mythos / Hey devs, can you just give us 10m silver to lighten the mood of the game?

yeah no more than a million per month server age wise wouldn’t make things too horribly out of whack. Actually this brings me to a further thought…. but on second thought it would be too exploitable.