I love the story of this campaign, but my group has basically decided to stop. Most Paizo adventures come off the rails power wise around the last book, yet with Mythic rules, this is happening around book 4. The Mythic rules are neat, but some of the feats and specific path abilities (Champions I am looking at you), completely invalidate combat.
Instead of switching to large scale battle set-pieces for later books, they still stuck with room by room combat. My players are not even min-maxed and combat is a joke. They walk into a room, role initiative, and then proceed to do hundreds of damage a round.
I love the story, and who doesn't like to play super hero once in a while? Yet, to make a combat somehow challenging, I have to make an enemy that can reasonably one-shot the party, no one wants that.
Getting hit by an arrow that does 1d8+6 damage makes sense from a narrative perspective. My party's Paladin doing 1d8+30, with a crit range of 16-20 and crits auto confirming, makes no sense. The players are actually having no full bulldozing through everything.
I think the Mythic rules have ruined combat in such a way as to weaken this otherwise fantastic adventure.