Campaign Begins: Trident of Dago'Nath

Sold.

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How many troops actually have worthwhile boost ratios?

If you want the high-base rarity troops to mean something, they ought to have traits and boost ratios to supply some oomph. Yes, 8x boost would be pretty extreme, especially if combined with creating two of the given gem type per turn, but it would also make the troop worth using and something to be a little more alarmed by when it pops up on the opposite team.

We see far too many lame mythics and lame legendaries these days. Theyā€™re good for satisfying the ā€œcounterā€ for kingdom power level progression if you havenā€™t already checked that box, but we still get far too many useless troops and the paradigms havenā€™t changed a whole heck of a lot in a while.

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The villagers were going to fight back, but instead froze in place, for Dagoā€™Nath had gained an extra turn.

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Villagers were thrown about, as though.. jumbled.. :eyes:

ANYWAYS, as much as I love THISā€¦ and now want fanart
I get too invested in RP and must return to the mines aka.. everything else I do and not the game Minecraft.

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Oh you mean you werenā€™t suffering with us in the Underspire dead ends avoiding bosses? :smiling_face_with_tear: (making light of a serious player frustration for many people including me.)

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ā€œShiver me timbers laddies. There be a monster cominā€™ from the depths anā€™ he be as fearsome as olā€™ Willy of the seven seas. Anā€™ when the bottles are empty anā€™ our bellies full, we be sailinā€™ for the stars, making a wee wicked time on the olā€™ starboard. A fine time for high tide out on ya open sea there be.ā€

As fun as talking like a pirate would be for lore, I think I lost a few brain cells on that one.:rofl:

Oh Iā€™m well aware of the ludonarrative divide between lore and game mechanics. But when a mechanic so hilariously contradicts the lore, it kind of renders the lore absurd.

Zuulā€™goth and Ctharrasque:
Impervious titans who utterly obliterate any foe with the misfortune to land within their sights. Those lucky enough to be overlooked are still left struggling in the wake of burning, chaotic ruin they still may not survive.

Dagoā€™nath:
Splashes a few passersby annoyingly, maybe denting their armor a bit. The parrot, jackelope, and chicken man that his laughable onslaught barely managed to inconvenience, team up to silence any further outbursts and lay down a beating until he gets randomly chewed up and swallowed by a gerbil.

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Incidentally, you canā€™t even type this campaign mythicā€™s name when chatting in-game because the first half gets censored as a slur.

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He is so dreadfull we call him He-Who-Must-Not-Be-Named

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Sigh, just when we were starting to have fun.

It now shows 2 Book of Deeds on the Free side, up from the 0 from before, but down 1 from the usual 3 Book of Deeds per previous/older campaigns.

Paid side still has 3 Book of Deeds, so it wasnā€™t shifted there.

Intended?

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Compare it to Kalika (the only other mythic that does 1x magic damage to 4 random targets), I donā€™t feel its spell miss anything big. Maybe boost ratio can be bumped to 6x, but thatā€™s it.

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I agree with this if your not a ā€œcompletionistā€ tarot cards are pretty much little to no use, now the new tarots are no longer used for forging other troops they seem pretty pointless. Maybe more thought from the devs to somehow interweaving older and\or dead content like curse runes etc

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To be fair, Zuul and Ctharrasque are pretty easy to take down, you just gotta do it before it can cast.

Except it emerged covered in webs, so it only dealt 2 damage each to 4 random people?

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Itā€™s not the only other, even by that very narrow criterion.

Morthaniā€™s Darkness hits 4 random targets for 1x magic, only her spell completely disregards armor and steals the health for herself.

Couple it with creation of an Ć¼ber-doomskull every turn (IMO far, far superior to either a submerge gem or half an elemental gem), and thereā€™s no contest. MD is a quality mythic. Kalika and Dagoā€™nath on the other hand are the sort of mythics that Iā€™d seldom deploy even when staring down their kingdom or troop type restrictions.

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If you stun Dagoā€™Nath, itā€™s pretty much over. If he exploded all submerge gems after he casted, he would at least have some follow-up. And quite honestly, boost ratios only matter with a small minority of troops (Baldr, Arcturion, to name a few), and they need to have more of an impact. Iā€™m not saying that more troops need to act like Lapina Explorer in arena, but we should at least consider what could happen if troops can power up with specific gems on the board.

Megavore and Piscea just have more uses and utility, and will probably be used with Merfolk/Merlantis restrictions and other stuff a lot more than thisā€¦thing. The campaign mythic this time just could be a defensive annoyance, and thatā€™s kind of the only unique feature he has going for him.

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You are of course right.
I said ā€œthe only otherā€, because I consider normal damage and true damage are of completely different tier of power. 1x magic true damage worth about 1.5x magic normal damage in my book.

MD is one of ā€œtier 0ā€ mythics, inferior to only a very few "tier -1"s (which include takshaka, stellarix, and maybe zuulā€™goth, ctharrasque, and chrysantherax). Iā€™d not use MD as basline of power to judge new mythic. That will centainly leads to power creep.
But on the other hand, Dagoā€™Nath compares itself to zuulā€™goth and ctharrasque in its lore text. I guess that raises our expectation of its powerā€¦

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