This post is somewhat tangential to the Safehold I and Mythic item post here (
truedungeon.com/forum?view=topic&defaultmenu=141&catid=762&id=258330&start=0
), and the transmute cost thread posted here (
truedungeon.com/forum?view=topic&catid=762&id=258333#463409
)
The number one question I have regarding Mythic tokens is
why do we need them and why do we as players want to build them? If we can answer these questions satisfactorily, I think we can have more success with the mythic program in general.
Let's start with question1:
Why do we need mythic tokens?
1) The safehold program has begun as a method to obtain the uber avarice item, and so we're committed to making
some kind of rarity above legendary based on past commitments.
2) We need a target for the most invested players to continue to strive toward
3) Perhaps TD believes that without ever larger items to build, player interest and / or revenue will decline.
Item 3 is difficult for me to speculate on, so I'm going to focus on numbers 1 and 2. We're committed to making some kind of item past legendary, and we want to give goals for players.
Why do players want to build mythic tokens?
1) Bigger Numbers
2) Character building is fun
3) Players have something to look forward to in their build - they are never just "maxed out".
Given some of these points, let's think about this for a bit.
If the goal is that Mythic is just another step in character progression to get bigger numbers of no significant meaning (outside of the tokens being very expensive to generate revenue for TD), then the correct course is to probably pin the transmute cost at or below current legendaries. People will build them (or not) and it won't be any more meaningful than current legendaries are. Also, in this case, we shouldn't be pinned to just 12 mythics forever and ever - just add them as an extra step above legendary - ex: mythic bead bracelets with +5 beads. Make sure that there is a transmute path that doesn't involve making more SH1 to ensure that people just keep rolling through making mythic stuff.
If the goal is to do something
really cool that makes a player
excited for their uber character build, then I think Mythic items needs to be more than just bigger numbers. IMO, bigger numbers are getting kind of... boring(?). In the case of
really cool items, IMO the transmute cost can be larger - I'm motivated to save for and build Mjolnir because it just
ooozes awesome flavor, and I really, really want to be able to use the Summon Lightning! If this is the purpose of Mythic tokens, the design cycles should be very deep and should NOT be rushed. It's going to take time to get the tokens just right so they aren't just bigger numbers while also being something than can be handled in a 12 minute room by a combat DM that usually only deals with normal parties 80% of the time.
If the goal is just to give players long time goals / token targets so they aren't maxed out, the number one thing to focus on is transmute costs. I have no doubt there are TD players with annual household incomes that exceed $1,000,000. If this is the target audience, a token with an estimated creation cost of $3000-$4000 is not significant barrier and these players will be maxed out again in 2027.
Something else to consider is TD's overall reputation - you're suggesting creating tokens that have a higher value than many people's cars even if the transmute cost is 50% of a 2025 legendary. For those that know nothing about TD and haven't tried it, this kind of thing can cause "negative press" that TD is just a money grab, creep cycle game. I've both read that on places like the DnD discord as well as heard it on the plane to and from Gen Con. I want to mention it even if I don't have any specific other thoughts on it out side of this: The better implemented the Mythic program is, the easier it will be to avoid reputation hits.
In all the cases that I listed above, and any others I can can think of, I don't see how rushing through creating a fixed pool of 12 mythics is going to be the ideal path forward. Slow down, pick a well defined goal, and do it going forward with intent.