Wednesday, March 31, 2021

Kingdom Rush Origins (Steam) Impossible Hero Challenge - Tainted Pit Campaign

I'm rather bitter, because I remember really enjoying this map when I played through the first time on my Impossible mode walkthrough.  Of course I was using Wilbur, which always helps, but I felt like it was a very intense map that still wasn't too terribly hard.  What I discovered is that Wilbur was covering a multitude of difficulties for me, as top-end heroes tend to do, and now I'm really sick of this map.

As per my standard operating procedure I started with Faustus and worked my way backwards through the heroes.  I remember I started doing it this way on Gryphon Point campaign, and I went back to that post to see what my reasoning was.  My thought process was that if I use the stronger heroes first, then when I get to the weaker heroes (Eridan, Razz, etc.), I'll have much more experience with the map and my strategy for it, making it easier to get through with them.  And while I do still think that's a reasonable procedure, it really bit me on the butt here.

This isn't the first time this has happened, and as usual it was Razz who did the biting.  When I got to him the build strategy I was using just wasn't working anymore.  I originally was trying to get by with just one Bladesinger Hall, but Razz just couldn't provide enough backup to make it work.  So I ended up taking a lot of time working with Razz, tweaking my strategy until I found one that worked for him.  Then, because I prefer to show more or less the same build for all the heroes, I felt compelled to go back and re-record all the heroes I'd done previously, which for a campaign mode is of course a lot of work.

The worst part is that even with the stronger heroes you sometimes end up having to restart because this map has a high degree of RNG due to the lava balls.  The hardest part of the whole map is waves 3 and 4.  At this point I don't yet have two full Bladesinger Halls with fully upgraded Perfect Parry, and if the lava balls target my Bladesingers too many times in a row or I don't get enough Perfect Parry procs, the mobs easily leak through.

You may be questioning my strategy, why I choose to stack both Bladesinger Halls on top of each other when the lava balls are pretty much guaranteed to target them then.  There are two reasons.  The first is that - once everything is in place, at least - between Perfect Parry and the Forest Keepers' Circle of Life the lava balls cease to be a serious problem - the damage is either avoided or immediately healed.  The second is that it is a major part of the strategy to take down the hordes of enemies this map throws at you.  Remember that when Perfect Parry procs, in addition to making the unit invulnerable for two seconds, it also does 36 true damage in an area.  So when you have six Bladesingers each blocking an enemy practically on top of each other, each proc is dealing 36 true damage to all six enemies - and with six Bladesingers procs are happening constantly.  Back them up with fully upgraded Forest Keepers and an artillery tower like I do in my videos and you've got a truly lethal checkpoint that can handle both huge waves of Shadowspawn as well as taking down Shadow Champions.  This setup is usually even able to stall Godieth more or less indefinitely, although in a few videos he did manage to break through eventually.

So kind of like Beheader's Seat, I'm now over this map having to do so many attempts.  I'm really thankful that I only have two more campaign modes left at this point.

Impressions

Not to sound like a broken record, but the degree of RNG on the map with the lava balls makes things somewhat difficult to grade.  The differences between heroes were still fairly apparent however, and there were a few surprises.

Durax fell to a somewhat rare 'B', but Lynn pulled in a 'A'.  It's pretty rare for Lynn to score higher.  Arivan and Catha got 'B's, which was a pleasant surprise.  Granted, this level is practically tailor-made for Elemental Storm, and Faery Dust's huge area, short cooldown, and ability to target an unlimited number of enemies is a godsend.  Eridan, Prince Denas, and Razz and Rags fill out our 'C' squad, surprising absolutely no one.  It's rather telling that even on a map where you can get some really great mileage out of Changeling Razz still struggles.

Final Grades

  • Eridan - C
  • Arivan - B
  • Catha - B
  • Reg'son - A
  • Prince Denas - C
  • Razz and Rags - C
  • Bravebark - A
  • Vez'nan - A
  • Xin - B
  • Phoenix - A
  • Durax - B
  • Lynn - A
  • Bruce - B
  • Lilith - B
  • Wilbur - A
  • Faustus - A

Best Choice

Phoenix and Reg'son tie for Best Choice here.  Naturally Phoenix just incinerates the never-ending hordes.  As for Reg'son, Vindicator's cooldown syncs perfectly with the Shadow Champions, completely taking them out of the equation and making everything else so much easier.  In addition, since enemies are dying constantly on this map, he pretty much never dies due to Eldritch Heal (although to be fair I will say he did die in my video for him).

Wednesday, March 24, 2021

Kingdom Rush Origins (Steam) Impossible Hero Challenge - Dwaraman Gates Iron

This is mostly another "puzzle" map, where winning means finding the exact right build order.  Once that's done it's fairly easy to execute on, which is reflected in the grades.  It's not my favorite kind of map as I've mentioned before, just because I don't like maps where I feel there is only one "right" solution.  I also don't like this one because it requires a great deal of micromanagement (and a decent dose of RNG) to handle the Webspitter spiders, making sure they don't just web their way right through your defenses.  I think they're my second least favorite enemy in the game after Ogre Magi.

Impressions

As mentioned, with the right build it's not too difficult, which is reflected in the generous distribution of 'A's and 'B's.  Prince Denas and Razz and Rags earn the only 'C's - this map has just been brutal on them in general, and their overall GPAs are taking a beating lately.  While Razz had already pretty much clinched the lowest spot in our rankings as of the last report card, I'm afraid Denas is going to plummet compared to previously in the final rankings.

Final Grades

  • Eridan - B
  • Arivan - B
  • Catha - B
  • Reg'son - A
  • Prince Denas - C
  • Razz and Rags - C
  • Bravebark - A
  • Vez'nan - A
  • Xin - B
  • Phoenix - A
  • Durax - A
  • Lynn - A
  • Bruce - A
  • Lilith - A
  • Wilbur - A
  • Faustus - A

Best Choice

Wilbur and Phoenix again take the top spot, but I'm letting Durax join them in a three-way tie this time.  Of course Crystallites is great when you have multiple exit lanes to cover, but I really didn't even have to spread them out.  I just sent all the clones to the current hotspot and he absolutely destroyed the Webspitter Spiders.

Tuesday, March 23, 2021

Kingdom Rush Origins (Steam) Impossible Hero Challenge - Dwaraman Gates Heroic

As I've done this challenge over the last few months I've really come to dread the campaign modes.  At best they're easy but tedious, usually taking 15 minutes to complete each one - which adds up to a lot when you have to do 16 heroes.  At worst they're challenging like Dwaraman Gates campaign, meaning I have to do multiple attempts at the beginning until I get the strategy just right, and then multiple attempts for the sup-par heroes.  That's why it's always refreshing when I finish and get to move on to heroic mode.  Most heroic modes in this game are just shorter and slightly harder versions of the campaign mode, meaning I already have a good handle on them going in and they usually only take about 5 minutes.

That's definitely true of this heroic mode.  It's a bit more challenging than campaign mode, to the extent that I had to start modifying my build as I got towards the end of the heroes and into our 'C' students, which is something I normally don't have to do.  But the key here turned out to be gold efficiency - getting my Wild Magus towers up as soon as possible to deal with the Devourers and Dark Spitters.

Impressions

There were some rough ones this time around.  I didn't hand out any 'D's as I didn't feel I really had to rely on good RNG for any of the heroes, but some of the endings got really sloppy as I was just trying to hold things together until my final Thunderbolt came off cooldown.

Razz and Rags and Prince Denas take the bottom of the list here with 'C's.  I did hand out three other 'C's to Eridan, Xin, and Bruce as well, but Razz and Denas' grades were definite 'C-'s, if I were doing that sort of thing, which I'm not.  As usual, the culprit is just really low DPS - especially in Prince Denas' case, as his physical damage does nothing against Devourers and Dark Spitters.  Xin and Bruce pull unusual 'C's for the same reason - physical DPS just isn't worth much here.

The only real surprises in the 'B' team where Bravebark and Vez'nan.  Bravebark is understandable since he is also physical DPS, but for some reason I don't really understand Vez'nan struggled on this map, despite seemingly having the right tools for it.

Reg'son and Durax join our usual top trio for 'A's this time.  Vindicator is a godsend here to take down the Dark Spitters, and this is one of those maps that just plays very well to Durax's strengths.

Final Grades

  • Eridan - C
  • Arivan - B
  • Catha - B
  • Reg'son - A
  • Prince Denas - C
  • Razz and Rags - C
  • Bravebark - B
  • Vez'nan - B
  • Xin - C
  • Phoenix - A
  • Durax - A
  • Lynn - B
  • Bruce - C
  • Lilith - B
  • Wilbur - A
  • Faustus - A

Best Choice

Wilbur and Phoenix tie for top spot.  This is one of those maps where superior true DPS really shines and makes all the difference.

Wednesday, March 17, 2021

Kingdom Rush Origins (Steam) Impossible Hero Challenge - Dwaraman Gates Campaign

After the extreme challenge of Beheader's Seat iron, it's nice to return to a normal, just merely hard challenge.  This map is that, but mostly it's just an exercise in finding the exact right build.  I was slightly worried about this one, remembering how challenging it was even with Faustus when I did my Impossible difficulty walkthrough, but it turns out - as it often does - that I just needed to find a better build.

I really don't like this map.  First, I'm not a fan of maps with multiple exit lanes, and especially not when there's three completely separate ones.  And while it looks like there are plenty of build spots, it's actually really difficult to put together a decent chokepoint on this map.  It really requires two barracks for each lane, which means you can't have both physical and magic damage towers on each chokepoint.  That's a problem because a big part of this map's gimmick is switching up between high magic resistance enemies (spiders) and high armor enemies (Devourers and Dark Spitters).

The solution I went with was Arcane Archers with Burst Arrows for magic damage.  Now that I'm done I'm wondering if I shouldn't have gone with mage towers instead and just relied on barracks, reinforcements, and heroes for the physical damage against spiders.  But I made it through just fine, and I don't think the grades would be substantially altered by a different build.  The key was just finding the right balance between upgrading the barracks and the DPS towers.

Impressions

The maps ends up being a fairly "standard hard" one in terms of performance, so there's not a lot to say.  Eridan, Catha, and Razz form our 'C' team, and as usual it's due to a lack of DPS.  I ended up giving Prince Denas a 'B', but it was very much a B-, almost falling into 'C' territory.

Final Grades

  • Eridan - C
  • Arivan - B
  • Catha - C
  • Reg'son - A
  • Prince Denas - B
  • Razz and Rags - C
  • Bravebark - A
  • Vez'nan - A
  • Xin - B
  • Phoenix - A
  • Durax - A
  • Lynn - B
  • Bruce - B
  • Lilith - B
  • Wilbur - A
  • Faustus - A

Best Choice

Wilbur takes the top spot uncontested.  His insanely high true DPS just mows down enemies regardless of their resistances.

Friday, March 12, 2021

Kingdom Rush Origins (Steam) Impossible Hero Challenge - Beheader's Seat Iron

I'd just like to say, <ahem>,

I AM THE GREATEST!!!!!!!

...Kingdom Rush Origins player, at least.

Yes, my friends, I did it.  When I first started this series this map was without a doubt the one I worried about most.  It was hands down the hardest when I was doing my Impossible mode walkthrough series, and I was dreading trying to complete it with every hero.  I honestly did not think I would be able to do it.  I felt sure that this was going to be where I had to hand out 'F's - potentially a lot of them.  But I persevered, kept at it, and I got through with every hero.  There were 'D's of course - and we're talking the worst D- grades imaginable - but in any case I'm proud to show that it at least can be done with every hero.

Oh, how I loathe this map now.  I was having PTSD flashbacks of Nightfang Swale iron from the original Kingdom Rush, but that map has nothing on this one.  This is now officially my least favorite map in the entire series.  It is grossly unfair in its setup, and getting through even with our 'A' heroes is hard and unfun.

Part of me doesn't even want to talk about the strategy for this map, I'm so sick of it, but I feel like I need to, because even with the videos there are some very subtle things going on that might not be obvious that need explaining.

I demonstrate the best solution I've found for the left-hand side in most all of the videos - focus on getting two barracks with two Arcane Archers with one rank in Burst Arrows.  With as many gnolls that come down that side this is your best AoE solution.  The hero commits to the right-hand side, unless it's a hero with strong AoE capabilities that would be better used on the left.

The right-hand side is an exercise in endurance and a lot of luck.  One of the biggest factors on this map is the Bloodsydian crystal.  For many heroes, you need it to trigger in the right time and the right way for the never-ending ogre stream to be manageable.  You actually want to get the effect where enemies are teleported forward on the path.  This times nicely with your Thunderbolt cooldown and groups them up nicely for maximum effect.  For many of the 'D' performers, the 'D' came from this necessity of getting the right procs to be able to burn down the ogres quickly enough.

Cooldown management is beyond crucial here.  For most heroes the sequence goes like this: use a Thunderbolt at the very beginning to help take down the first two Ogre Magi.  Then, when it comes off cooldown again, you should have a Ogre Magi, a Blood Ogre, and two regular Ogres getting towards the end of the right-hand path.  This is where the crystal proc becomes important, because if it teleports the enemies back up the path, it's pretty much a fail.  Remember that Ogre Magi absorb damage from nearby enemies, so you need them all tightly bunched so that the Thunderbolt can kill the Magi by itself via the absorbed damage.  After this group is taken care of there are a large number of regular ogres.  A crucial decision here is whether to try to use Thunderbolt again as soon as it comes off cooldown to thin out the ogres, or whether to hold on to it until the last very large stream of gnolls appears on the left.  Either option is fraught with difficultly - if you use Thunderbolt as soon as possible, it greatly helps with the ogres, but you might not be able to survive the insane numbers of gnolls that come down the left towards the end.  Holding on to Thunderbolt until the gnolls appear is usually the better option, but it can be very hard to survive the huge stream of ogres in the meantime.

Speaking of the ogres, a small but critical tactic you need to follow on this map is keeping the ogres in order.  What I mean is this: the ogres start walking towards your chokepoint and the first one in line starts taking damage from the ranged towers.  When he gets to your blockers, if you only have a single blocker like your hero pick him up, the danger is the next ogre in line walks past him.  Because he is now the forwardmost ogre, your towers will target him.  Because ogres regenerate, that means you're now wasting time as your hero is fighting the original ogre's regeneration rate without any tower support.  With regenerating mobs you have to use blockers very carefully so that your towers aren't constantly changing their target.

Impressions

Obviously this was the hardest map we've encountered yet, and the grades reflect it.  Previously our hardest map was Royal Gardens iron, with an average grade of 2.75.  Here it has plummeted to 2.19 due to an unprecedented number of 'C's and 'D's - 4 'C's and 6 'D's to be exact.

Eridan, Catha, Prince Denas, Razz and Rags, Xin, and Lynn form our 'D' squad.  In most cases it was just due to a lack of DPS to help take down the ogres.  Xin actually does very well for the first half of the map in taking down the ogres, but he really struggles on the second half, trying to hold it together until the final Thunderbolt can clear things up.  For Razz, he's so worthless against the ogres I actually modified my strategy and put him on the left side.  Since he has multiple AoE abilities I choose to put them to use on the gnolls, reducing the resources I needed to invest on that side.  I almost gave up on him.  He was the last hero I finished with, and I was so exhausted with this map by that point I considered throwing in the towel and giving him our very first 'F'.  But I'm glad I persevered.  Trust me, you need really great RNG to win with him, but it can happen.

Arivan, Reg'son, Durax, and Bruce pull in the 'C's, as their DPS and abilities make them slightly less dependent on RNG, but they're still not very fun to try to finish the map with.  Lilith, Wilbur, and Faustus and powerful enough to warrant 'B's - meaning you may only have to do the map four or five times before getting the win.  I considered dropping Lilith because she is - as usual - highly RNG dependent on her abilities: namely getting insta-kills with Reaper's Harvest, getting Resurrection to proc, and getting Rain of Fire instead of Fallen Angels on Heavenly Chaos.  Still, it was nice just to have a hero who had the firepower to take on the map period, so I relented and left her with a 'B'.

Final Grades

  • Eridan - D
  • Arivan - C
  • Catha - D
  • Reg'son - C
  • Prince Denas - D
  • Razz and Rags - D
  • Bravebark - A
  • Vez'nan - A
  • Xin - D
  • Phoenix - A
  • Durax - C
  • Lynn - D
  • Bruce - C
  • Lilith - B
  • Wilbur - B
  • Faustus - B

Best Choice

I only gave 'A's to our Best Choice candidates, as it was just that kind of map.  Phoenix is a top choice because you can commit her to the left side instead with only barracks.  Her AoE will more than adequately take care of the gnolls, freeing up virtually all of your resources for the right-hand side where you can actually build a decent chokepoint.

Bravebark and Vez'nan tie for Best Choice as well because of their very similar abilities.  First, they both can teleport, so they can hop between lanes giving assistance as needed.  Second, they both have insta-kills, which helps enormously in taking out the ogres - especially the Ogre Magi.  It's a little annoying as you have to manage their cooldowns very carefully.  When I'm recording I have a timer that shows up, and as I'm playing them I have to mentally calculate when the next insta-kill is going to come off cooldown so I can position them right to take out the most important mob.  Finally, they both have some great AoE abilities, helping enormously with the left side.  I use Bravebark's Nature's Wrath liberally on the left side to keep the gnolls manageable, and with Vez'nan I conservatively waited to use Dark Pact until the last wave of gnolls, as the demon has great AoE capabilities.

I have to be honest, I was starting to lose steam on this challenge and slogging through this map was very demoralizing, but having finished it successfully has really jazzed me up again.  There are only four more maps to go now and I'm psyched to be this close to the finish line.  There are still some tough challenges waiting for us, but having finished this map I now have the confidence that I can overcome anything.

Legends of Kingdom Rush Hero Challenge - Asra, Sylvan Elf, and Barbarian

Just like I did Impossible Hero Challenges for all the tower defense Kingdom Rush games, I want to do the same for Legends of Kingdom Rush, ...