Friday, May 28, 2021

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Kazan Mines Iron

I keep checking my settings to make sure I'm actually playing on Impossible difficulty.  So far Vengeance is far easier than Origins, as by now in Origins we had had some moderate challenges that at least distinguished our heroes a little bit.  As it is we put another round of trivial 'A's in the bag and hope for more on the next map.

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Kazan Mines Heroic

We recycle our build strategy from the campaign mode and not even the upgrade cap can slow us down.  We plowed through this one with barely an inconvenience.  I did have to rely on the Tesla coils to catch a leak during Oloch's video, but that was more due to a misplay on my part rather than him not getting the job done.  I go so bored that I decided to let Eiskalt, Murglun, and Jack O'Lantern have a go at holding back the hordes without building any of the Melting Furnaces.  Eiskalt did it without a problem - no reinforcements or Soul Impact needed.  Murglun did nearly as well, but allowed a few leaks back to the choke point.  Jack did okay, but I did have to use reinforcements and Soul Burn with him to get things done.

Thursday, May 27, 2021

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Kazan Mines Campaign

On to the third map and still not a whiff of a real challenge yet.  I decided for this one to do a build that didn't rely on destroying the mine carts by clicking on them.  It certainly makes things easier if you do, but I didn't want to post a solution that relied too heavily on micro if I didn't have to.  More 'A's in the bag for our crew and let's move on.

Wednesday, May 26, 2021

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Corridors of the Old City Iron

This iron challenge was so boring and tedious I had trouble staying awake while recording it.  It's maps like these that illustrate the slowed pace of the game that I talked about in my veteran walkthrough post.  Here's hoping we'll start getting to the good stuff soon.

Tuesday, May 25, 2021

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Corridors of the Old City Heroic

The only challenge we're having so far is that the video names are getting so long I'm bumping up against the character limit on YouTube.  I decided to mix up the strategy here and go for an all Melting Furnace setup.  It worked perfectly and the heroes mowed down all the mobs without problem.  Everyone gets to pad their GPA with another 'A' and we continue on.

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Corridors of the Old City Campaign

We do need towers this time, but still this is a trivial task for all our heroes.  I'm hopeful that maybe by the heroic or iron mode of the next map we'll have an actual challenge that needs grades, but for now it's all 'A's.

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Dwarven Gate Iron

This is just more of the same as heroic mode.  All our heroes do well at taking down swarms of trivial mobs.  The tower restrictions don't even matter considering we're not even building any.  'A's for everybody and we march on.

Monday, May 24, 2021

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Dwarven Gate Heroic

There's still no real challenge here, even if it is heroic mode, so we'll cut this one short.  I decided to forgo towers altogether here but provide reinforcement backup if the heroes needed it.  Again, I'm pleased with the performance of all the heroes in such circumstances.  'A's for everyone and we'll move on.

Kingdom Rush Vengeance (Steam) Impossible Hero Challenge - Dwarven Gate Campaign

Without further ado, let's jump straight into our new Impossible Hero Challenge series!  I've really been liking Kingdom Rush Vengeance so far, so I'm pumped to get rolling on this challenge.  Even though map 0, Veznan's Tower, can be done on Impossible difficulty, it's still utterly trivial and it doesn't have heroic or iron modes, so we're skipping it for the purpose of this challenge.

We know from experience of course that many of the first few maps are going to be pretty trivial when using level 10 heroes and all upgrades.  This one is no exception, so what I wanted to see was how all of the heroes did if I sent them up against the mobs with no tower or reinforcement support (except to mop up leaks).  After all, if they can't handle a few waves of the two weakest enemies in the game in a reasonable manner then it doesn't bode well for the future.  Fortunately, even though it's fairly clear from the start how our heroes are going to generally sort themselves by power, all heroes did a perfectly fine job here.

Impressions

I had a feeling after doing this map that hero DPS had been bumped up significantly compared to Origins.  So I started putting my usual spreadsheet together and lo and behold I was right.  Whereas almost all heroes in Origins did less than 30 DPS, here most heroes are doing in the range of 30-45 DPS.  No one is doing Wilbur-levels of ludicrous DPS (except possibly Eiskalt due to Frost Blast), but no one is making me feel like I'm whipping the enemies with a wet noodle either.

I think my biggest takeaway so far from my experience with the heroes is that they all feel fun.  Now this may be premature since they have yet to be truly tested, but in my Impossible Hero Challenge for Origins it didn't take very long for some of the heroes to feel like a chore to complete maps with.  Even if it wasn't particularly hard to do so, they just weren't very interesting.  But so far at least I find myself enjoying all the heroes.  Good hero design is something Ironhide has been getting better at each game.

This was a trivial map of course, so it's 'A's for everybody.  Instead of the normal Grades and Best Choice sections, I want to run through all the heroes, giving my initial thoughts on them, their role, and their relative power levels.  I'll be interested to go back once I'm done and see how accurate (or not) my initial impressions were.
  • Veruk - He reminds me a lot of Prince Denas - but hopefully a better version.  He has great survivability and summons reinforcements to provide additional blocking, but his DPS seems a bit better (which was Denas' Achilles heel).  His hero spell seems to trade numbers for better DPS, but it still seems weak.  I see him coming in 11th in our rankings, heading up the three free heroes.
  • Asra - I was initially getting vibes of Mirage from Frontiers, but I think she's going to be a bit better than that.  Both her ability to teleport and Shield of Shadows ability seem designed to support Spider Bite, which is unique in being a guaranteed, but not instant, kill ability.  I can see her coming in 12th in the rankings.
  • Oloch - He's a caster hero and...yeah, that's about it.  His abilities just increase his DPS in general, which unfortunately is not that great.  Seal of Isolation is really weak for a hero spell - it either needs to have half the cooldown or teleport enemies twice the distance.  I definitely see him coming in last at 13th.
  • Margosa - I have a feeling I'm looking at my next Lynn - a hero I love using but who's just not powerful enough.  She's a one-trick pony, but she's really good at that trick - namely dueling powerful creatures and DPSing them down.  However, I'm worried that she's not going to hold up well against the more powerful enemies in the game.  With no other skills to speak of, I think she might be looking at 9th place.
  • Mortemis - He's like a one-man Necromancer tower from Frontiers, which of course is awesome.  And like the Necromancer tower, all of his abilities synergize very well together.  He's powerful, but it's a crowded field at the top, so I see him coming in 6th.
  • Tramin - His kit seems more interesting than useful, and his DPS is the lowest of any hero, so I'm not expecting much of him.  I see 10th place in his future.
  • Jigou - Every game there's always an Ultimate Tank character, and this time it's obviously Jigou.  With absurd health and regeneration and also surprisingly great DPS, he's the one we'll call on to hold back the biggest mobs the game throws at us.  For all that, he still has pretty good crowd control, too.  I'm pegging him for 7th place.
  • Beresad - The dragons in this game are absurdly powerful, and they will definitely form the Phoenix-Wilbur-Faustus trio of top performers for this game.  Beresad is the weakest of the three (if that has any meaning), so I see him coming in 3rd.
  • Doom Tank SG-11 - An interesting hero with great both single target and AoE capabilities.  The damage potential here is extreme, and I see it coming in 4th behind the dragons.
  • Jun'pai - I feel like Jun'Pai is the wildcard in this rankings.  His abilities are diverse, powerful, and all have short cooldowns.  I feel like I had to rank all the other heroes first and then see where he fit in.  As it is, I have him pegged for 8th place, but I feel he might be the hero I'm most wrong about.
  • Eiskalt - All his abilities are powerful, but Frost Blast, which makes his basic attack (which is already true damage, mind you) an AoE, may be what puts him into the stratosphere.  I see him being the Phoenix of this game and taking 1st place, but potentially even more powerful than her.
  • Murglun - Remember how powerful Reg'son's Vindicator hero spell was in Origins?  How could it be any better?  Well, how about a freaking AoE version?!  She pumps out ridiculous DPS through her other abilities as well.  I see her being the only one who might give Eiskalt a run for his money, but as it is I believe she will come in 2nd.
  • Jack O'Lantern - He's not so great in melee, but Explosive Head and Nightmare are very powerful abilities.  I have him ranked as 5th right now, but I have a sneaking suspicion for some reason that I might be overrating him.
Let's summarize those rankings so it will be easier to come back and see how right or wrong I was:
  1. Eiskalt
  2. Murglun
  3. Beresad
  4. Doom Tank SG-11
  5. Jack O'Lantern
  6. Mortemis
  7. Jigou
  8. Jun'pai
  9. Margosa
  10. Tramin
  11. Veruk
  12. Asra
  13. Oloch

With that, here is the playlist.  I'll hope you'll stick with me for this challenge!

Monday, May 17, 2021

Kingdom Rush Vengeance (Steam) Veteran Campaign Walkthrough

Having completed my Impossible Hero Challenge for Kingdom Rush Origins and taken a relaxing vacation, I've been plenty stoked to jump right into Kingdom Rush Vengeance.  I intend to do an Impossible Hero Challenge for this game as well, but first things first - we have to actually unlock Impossible difficulty.

As with Origins, Impossible is unlocked by beating the campaign, so I've done a walkthrough for the campaign on Veteran difficulty (the next highest available).  As always the goal is no lives lost on any map, but there are a few differences this time as well.  First, unlike my Veteran walkthrough on Origins, I'm not including the heroic or iron modes this time around.  In Vengeance you only unlock upgrade points on the campaign mode, unlike previous games where you got an extra upgrade point when completing heroic and iron, meaning there's really no point in doing the heroic or iron modes on Veteran (for which I am thankful - it saves me a lot of videos).  Second, I did this walkthrough with only the heroes and towers that are free on the mobile version, so that the videos are equally applicable to that version.  I didn't do this on my Origins walkthrough which is one of my regrets.

I have played around with the non-free heroes and towers.  For one, this game took the unusual step of making some towers and heroes unlock from the elite bonus stages.  In previous games everything unlocked with the campaign only.  So I have run through all the elite stages (just on Casual for ease) to get everything unlocked, and of course I also have to level all heroes up to 10 before starting my challenge, which I'm most of the way done with at the time of writing this.

Having done all that I have some initial thoughts on the game.  I think the biggest thing I've noticed is that the pace has been slowed way down compared to Origins.  Whereas campaign mode for most Origins maps usually took no more than 15 minutes, here they are taking 17, 18, or even 19 minutes.  That may not sound like a big difference, but believe me you feel it while playing.

It's not a difference in waves, as both games stick to a standard 15 waves.  Nor is it a difference in my play, as I feel I'm early-calling waves at about the same frequency as I did in Origins (which is to say most of them, so you can imagine how long it would take to do a map with no early calling).  It's just this game is much more akin to the pace of the original Kingdom Rush game.  I find myself missing the heightened intensity of Origins.

Another thing I've noticed is that they eliminated all of the environmental doodads to click on compared to Origins.  I'm ambivalent as to this change.  On the one hand it was nice in Origins to have more things to do, but I can't say I overly enjoyed any of them.  They all felt either too weak (Magic Blossoms), too important (timing Venom Vines to eliminate Gloomy packs), or had too much RNG to be truly useful (Sorcerer's Stones).

Of course the biggest change in the gameplay of Vengeance is the towers.  Instead of the level 4 upgrade of each tower being a choice between two specializations, now each tower's level 4 upgrade is just another upgrade of the tower's stats and an unlock of its special abilities.  In exchange, there are now 18 towers total (9 free, 9 premium), and you select up to 5 to use at a given time.  It may seem like it, but to me this isn't really that big of a change.  If I were to go back through my Impossible Hero Challenge for Origins I'm pretty sure I'd be hard pressed to find maps where I used more than four different towers - and often it was just three.  I'm pretty sure I never used six or more tower types at once, so I don't feel limited by only being able to select five.  And since I've limited myself to the free towers I basically have just one more to choose from compared to the 8 specializations in previous games.

As with this walkthrough, for my Impossible Hero Challenge I intend to only use the free towers.  I'm a little bummed because I've tried out the premium towers and some of them are amazing (which you would expect if you're having to pay for them).  Let's just say that Blazing Gems and Swamp Things are ludicrously overpowered.  I wish I could use them for the challenge, but it's important to me that my videos be applicable to people playing the free version on mobile.  For the heroes it doesn't matter since I do both the free and the premium heroes in the challenge, but I don't want anyone saying "Well of course you can beat this map if you use Swamp Things!".

As for the heroes, I really like some of the premium heroes.  I don't want to say much now, because I don't want to bias myself too much before starting the challenge proper, but let's just say I can already tell who's going to be the Phoenix and Wilbur of this game.  On the flip side, I can also see who's going to be the Eridan and Razz and Rags as well :).

I liked the difficulty curve of this campaign.  It's hard to rate the overall difficulty of the game since I haven't done any heroic or iron modes yet or the elite levels on anything but Casual, but I felt the campaign provided some decent challenges without ever being frustrating.  I really liked the boss fights.  The first one is very standard and nothing special, but I really loved Jokull's Nest and Denas's Castle.  The special mechanics made them memorable, and they did a great job of communicating them to you purely visually.

The storytelling of the games has gradually been getting better ever since the first Kingdom Rush.  Here I appreciated getting to know Vez'nan and King Denas better, so that it feels like there are actual personalities behind the events of the game.  I especially liked (minor spoiler) facing off against heroes from the first game in the last three levels before Denas's Castle.

So my bottom line review is this: each game in the series has been an incremental improvement over the previous one, and Vengeance is no exception.  At the end of the day you're just getting more Kingdom Rush.  If you've loved the games so far, you'll love this one.  If you haven't, there isn't anything groundbreakingly new in this one to change your mind.

With that, here is the walkthrough.  I'm looking forward to starting my Impossible Hero Challenge series and I hope you'll join me for it.

Kingdom Rush Vengeance Veteran Campaign Walkthrough

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, ...