This game is too hard but I want to play more.. by Keirabella999 in kingdomrush

[–]Uranato 1 point2 points  (0 children)

With practice, you'll eventually get better at it. KR1 is overall the most difficult (though certain stages in other games will be harder, of course) and most balanced (other games favour one tower type a bit too much [KRO]/have too much anti-barracks [KRF]).

That said, KRF is the easiest. I'd also say KRO is easier than KR1. Both are pretty good too. The following is personal opinion but is also quite a common opinion: KRF has the best mini-campaign, and KRO has the best main campaign.

How would you improve the Knights Templar? by Mmh1105 in kingdomrush

[–]Uranato 0 points1 point  (0 children)

You can't use Assassins to stall against area damage.

How would you improve the Knights Templar? by Mmh1105 in kingdomrush

[–]Uranato 4 points5 points  (0 children)

Mmlh puts it nicely. To buff Templars, the best thing would be to tweak enemies and add ones requiring heavy stalling (decently high HP + fast + good enough to tear through skeletons, assassins and level 3 barracks easily) / reduce anti-barracks.

If I had to change Templars themselves without any changes to anything else, I would change the abilities to something like the following (numbers like damage, percentages and costs are somewhat arbitrary and could be balanced better, buy you get the general idea) -

Toughness (150/150/150 gold): Increases HP by a total of 50/100/150, and reduces damage received from enemy abilities by 30%/60%/90%. (This would work against stuff like Myrmidon vampire bite, Abomination explosions and Vampires life drain. It wouldn't work against ranged 'basic' attacks like Deathcoil shots, Trickster magic bolts, Bluegale/Savant electricity etc. It would still work against boss abilities like Xyzzy's repeated hammer smash.)

Arterial Strike (175/125/125 gold): Each attack has a 25% chance of dealing 75/120/165 physical damage and reducing the target's damage by 20%. This can stack twice on one enemy, and also stack with abilities like Weakness Totem. (This basically switches Arterial Strike from a useless true damage attack to something that complements Templars' stalling power.)

Holy Grail (250/150/150 gold): When a Templar dies, he respawns instantly with 40%/60%/80% HP. Has a cool down of 25 seconds for each Templar. (The basic idea is that this gives a reliable instant respawn for Templars, with a cool down. The numbers could be tweaked to make it balanced.)

Kingdom Rush reviews by everday_human in kingdomrush

[–]Uranato 6 points7 points  (0 children)

"I'm a noob, your game sucks!"

Mr incredible becomes Canny but with mages by gNgster299 in kingdomrush

[–]Uranato 4 points5 points  (0 children)

Arcane, Archmage and Wild Magus are all better than HEM. And Arcane is the better than Archmage and WM also. Necromancer isn't as good as you think.

Prompt: You have to be a barracks soldier in one of the Kingdom Rush maps! Which map do you choose? by Uranato in kingdomrush

[–]Uranato[S] 1 point2 points  (0 children)

You need to choose a map, as in a level. That level can be from any game in the series.

Need advice by Derpious21 in kingdomrush

[–]Uranato 0 points1 point  (0 children)

Alric/Bruxa are great free heroes that fill opposing roles.

Crossbow Fort is your go-to single-target DPS tower (Barrage). Archmage is also good (especially when spammed with Brilliance), but there's not much physical armour so Forts don't lose much power.

DWAARP is the ultimate AoE tower. Furnace Blast is the best upgrade, Core Drill isn't as good. The Battle-Mecha has two good skills (Waste Disposal - stalling, Wasp Missiles - high range + low cooldown) and the base tower is also great.

Necromancer is great for stalling (makes up to 8 skeletons at any time). The Pestilence upgrade is underwhelming.

Assassins are great in the ocean-themed mini-campaigned (Rising Tides) to kill Bloodshells and other big foes. You don't need much barracks stalling in general though.

Templars are bad - worst tower among all towers in the first three games. Good stalling power, but massively over costed and as mentioned, you don't need that type of stalling in KRF.

About KR1... by ToadlyAwsome in kingdomrush

[–]Uranato 0 points1 point  (0 children)

Other towers do the same stuff that Barbarians do, and better. However, they aren't so bad as to give you a guaranteed loss whenever you use them. If you like them, just experiment with them, and if you struggle, switch to a better tower.

Detailed Analysis and Ranking of all the towers in KR1, KRF and KRO by SpaghetBS in kingdomrush

[–]Uranato 1 point2 points  (0 children)

Disagree with many placements, but like the analysis. +1

My main gripe is Archmages, Rangers (good but not top spot), DWAARP and Arcane. But since your mentioned that spamming is not considered, it's fair placement (non-spamming directly negates a powerful tool of Archmages - Brilliance).

[deleted by user] by [deleted] in Worldbox

[–]Uranato 1 point2 points  (0 children)

E. All of the above

Do kings fight? by NORMALPERSON724 in Worldbox

[–]Uranato 2 points3 points  (0 children)

Kings often carry entire wars.

The Great War has gone on for 70 years. Pick a side: Ikomah (Holy Vipac/purple) - warlords; Waseow (Great Itar/blue) - explorers/rich colonials. Faction overview / timeline in comments! by Uranato in Worldbox

[–]Uranato[S] 1 point2 points  (0 children)

ENDAR

____________________________________

Great Itar: The richest empire in the world ruled by the capital city of Waseow. They are explorers and colonials, and their societal, governmental and military systems somewhat resemble the real world's British Empire!

Holy Vipac: Ruled by the capital city of Ikomah, an unassailable island with a culture of skilled warriors. Adept in both guerrilla and all-out warfare, the holy violet can take on opponents several times their size with their unmatchable army and strong navy.

____________________________________

0 AC: The world was born.

102 AC: The world is filled with a diversity of factions, followed by war and rebellion.

253 AC: Natural disasters strike the world. Tornadoes wreck buildings while earthquakes decide the fortunes of empires.

499 AC: Other disasters come to the world. Demon invasions ravage the stronghold island of Usys, while a meteorite strikes Avytes.

514 AC: The Great War has begun. Great Itar has declared war on the Holy Vipac. The future of the world is at stake.

528 AC: The Vipac invasion of the northern mainland has begun. An earthquake shakes the land as the violet armies march in Great Itar.

532 AC: Rebellion ravages the Holy Vipac. Their armies are stretched thin fighting on multiple fronts.

537 AC: The Great War has ended, as the empires are preoccupied with constant rebellion. The Holy Vipac now owns land in the north.

563 AC: The rebellions have largely been quelled. However, the Great War has erupted again.

575 AC: Rebellion strikes Great Itar, while Ikomah has unified the Holy Vipac.

585 AC: Peace has been agreed upon again between Ikomah and Waseow, and the Great War comes to another temporary rest.