It is true that you have a greater chance if you do more. However, it is also true that a level 21 player could pull War tomorrow from a single gem key while I still don’t have him. The same is true for legendary tasks. That’s the beauty and horror of RNG.
My guild has gotten a single mythic troop out of all the tasks we’ve done. One I already had, of course. There is a guild I know of that does more tasks than us, and they haven’t had 1 mythic.
TLDR;
It really is folly for anyone to look at legendary tasks as a viable way to build up a base mythic collection.
The problem isn’t legendary tasks (which are just gold sinks after all). The problem is exactly as @ogunther described. The devs will eventually need to address the growing problem of too many cards in a single pool without a reliable way to combat extremely bad luck streaks. There needs to be a way for people to work really hard towards getting a troop they really want without the RNG component.
If you don’t see it as having changed anything, then you have no comprehension of how much we were earning before the caps. Even with Legendary tasks, I’d say we are around 1/3 of what we earned before.
I agree completely. It frustrates me to no end that this game doesn’t at least have card crafting. I wouldn’t care if it was insanely time consuming. Just give me the chance to grind for a card I need to complete my collection already.
This is only a problem if you are a completionist. If you are not, then the only Mythics that actually matter (as far as building competitive teams go) are Gard and maybe Famine, maybe Death. Beyond those very few, Mythics are the limousines of this game; a status symbol, but won’t really win you any races.
I know you are frustrated at missing out, but to be honest, I feel the devs have actually done a pretty decent job of keeping Mythics within a reasonable power range as compared to Legendaries. Certainly I feel that there are quite a few Legendaries that eclipse the Mythics in utility and general usefulness.
Well, that’s fair, but on the other hand, those two also don’t contribute to kingdom power level, so you’re not “behind” with respect to the race to 10 stars, either
For what it’s worth, I don’t really like Famine or Death on offense. They make for good defensive troops, but wins on defense aren’t exactly satisfying, either.
The problem as I see it is not the reward structure but that Guilds are a total free-for-all. New players are given a shotgun in the form of Guild functionality, but ZERO guidance on how to use them correctly and efficiently.
I’m making up numbers to prove a point but there are, say 100,000 players and 25,000 guilds.
The game needs to manage guilds WAAAAAAAAAAAAAY better.
Yeah I agree, I just don’t know what they could do about it really.
They should do a sweep in the system of any fully inactive guilds and delete them. This would funnel any new players joining from the list to an actual active guild at least. On pc though I don’t think very many people even use the list option.
So then we just go back to restricting player choice, which shouldn’t happen either.
I’m missing Wulfgarok, Pharos-Ra, and Draakulis but fortunately they will eventually be available via Event chests again. Death, Plague, and Famine are likely beyond my grasp for good.
Maybe the Devs just need to run a couple of Apocalypse events? At least that would give us a better chance of getting the Horsemen we don’t have?