I don't mind a prologue as long as it's well done. It's the authors grand chance to showcase their worldbuilding chops though, so if it's poorly done, or I think the worldbuilding is shallow, I'm very unlikely to keep reading. It's kind of a make-or-break thing to start off your comic with.
I decided NOT to do that, because most of the magic system and historic worldbuilding for Blue Star Rebellion isn't immediately relevant at the beginning, and can be explained in context by the characters themselves later on. There's ample time for them to tell stories and myths to each other. It also keeps things more engaging for the audience if the author doesn't answer all the questions! What's 'Scrios'? You'll find out. What was the 'Cataclysm'? Have fun piecing together the hints I give you. What's a 'Keeper'? And so on...
Hell, a LOT of this stuff I don't intend to answer properly until the project after Blue Star Rebellion, and even then, the bulk of the non-essential detail will wind up in some illustrated approximation of the Silmarillion, like an in-universe book of myth. (The actual story will provide enough detail for things to make sense, but I don't want to clog the pacing with lengthy lore-dumps.) Until then, have fun headcanoning!
The other reason I don't like info-dump prologues is the tendency to think "My audience won't be able to understand what's going on unless I tell them how things work up front." No thanks... When consuming media, I prefer the writer to assume I can work things out without having my hand held the whole way. I'd like to give my own audience that same respect.