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How I would change the bosses in Kingdom Rush 1
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The Juggernaut:

Changes:

  • He now has low Armor (30%).
  • Begins shooting two missiles for his ranged attack instead of one after reaching half HP. Each missile attempts to target different friendly soldiers unless there are no more targets.

My Reasoning:

Being the Boss of the level that introduces the Arcane Wizard tower and the first enemies with high Armor (Dark Knights), I figured it only made sense that The Juggernaut has some Armor as well. Not only does it also make sense visually (he looks a lot like Dark Knights and Dark Slayers), but his low Armor also encourages players to make more use of the newly obtained Arcane Wizard tower. This is meant to teach the player the importance of enemy Armor and enemy resistances in general. However, I chose 30% Armor because I deemed it a value low enough to not be detrimental if the player does in fact choose to ignore using Mage towers.

As for his ranged attack, I always found it to be kind of underwhelming, even for a first Boss. This might also make the Imperial Savior a more legitimately challenging Achievement.

J.T:

Changes:

  • Recovery time is lessened after his freezing slam attack.
  • His freezing slam also deals 150 physical damage to units in front of J.T. in a large area.

My Reasoning:

J.T. takes forever to recover after every freezing slam. By the time he catches his breath, the player can easily unfreeze all of their towers, every time. Additionally, it clearly shows in his Encyclopedia entry a picture of him slamming the ground, causing Barbarians to get knocked off their feet. However, his freezing slam deals no damage to allied units in game. Thus, I decided to make it deal damage not only to increase his gameplay difficulty, but also making him more akin to his Encyclopedia depiction.

Vez'nan:

Changes:

  • Gains the ability to use his Soul Drain attack regardless of what version the game is.
  • Retains the ability to summon Demons and disable towers in his second form.
  • In his second form, his summoning spawns more Demons, and mostly tougher ones as well (Demon Hounds, Demon Lords).

My Reasoning:

I literally didn't know Vez'nan had a Soul Drain attack because he only uses it on the Flash version. I think this is a perfectly acceptable ability for a final Boss. Additionally, I felt that his second form was always ironically easier since he can't summon Demons or disable Towers. I decided to not only let him retain those abilities, but also strengthened them. Now this will make his second form actually much more threatening than his human form.

Sarelgaz:

Changes:

  • Is now immune to Poison damage.

My Reasoning:

Literally just one change purely for consistency purposes. Even though Sarelgaz is a spider, she isn't immune to Poison like all other Spiders are. It never made much sense to me. Even with this change, her tactics and boss fight are pretty much left untouched.

Gul'Thak:

Changes:

  • Healing ability is increased to 500HP and now affects all enemies on the screen.
  • Gains an aura that boosts the attack damage of all Orc-like enemies nearby him by 50%. This includes: Goblins, Orcs, Orc Champions, Ogres, Goblin Sappers, Worg Riders, and Forest Trolls.

My Reasoning:

Being a Orc warlord, I figured he is good at motivating his kin during the heat of battle, so I gave him a sort of "leadership aura". Additionally, I never found his healing ability to be all that impactful, so making its range global helps necessitate the defeat of Gul'Thak.

Greenmuck:

Changes:

  • Gains a new ability to summon roots that entangle up to three Towers nearby him for 5 seconds. This ability has a cooldown of 12 seconds.
  • Gains a new ability to create a temporary Poison Pool a random distance in front of him, which behaves identically to the regular environmental hazard.

My Reasoning:

I thought it was a missed opportunity that Greenmuck never took advantage of the Poison Pool environmental hazard/gimmick in his level, so I gave him the ability to create his own. The ability to disable towers with evil roots only came to my mind after playing the Rotten Forest level in Vengeance and also using the Rotten Forest tower.

The Kingpin:

Changes:

  • Healing ability is increased to 1000HP.
  • Movement speed is slightly increased.

My Reasoning:

Similar to Gul'Thak, I never felt that his healing ability was significant at all. Unlike Moloch, Kingpin isn't as threatening due to his low HP and slow Speed, despite having a short path. Since he is described as being the "slickest and greediest vandal in the kingdom" in the Encyclopedia, he might as well move fast too.

Ulguk-Hai:

Changes:

  • Gains a new ability to breathe his bad breath at friendly units, infecting them with a deadly disease. This disease deals 80 true damage per second for as long as the infected units are engaged in combat. This attack can be used every 15 seconds and only when Ulguk-Hai is fighting at least two friendly units.

My Reasoning:

Ulguk-Hai gets stopped way too easily by Paladins, Earth Elementals, and especially durable Heroes like Sir Gerald. His Encyclopedia entry states how "his breath is even worse than his bite", yet he doesn't even do anything related to expelling breath. Hopefully giving him this sort of toxic breath attack prevents the player from simply stalling him out with high Armor units and elementals.

Moloch:

Changes:

  • He now has medium Magic resistance (50%).

My Reasoning:

He's a lord of all Demons, so I think it only makes sense that he has the characteristic Magic Resistance that almost all Demons have. Other than that, Moloch and the Pandemonium level are very difficult as they are currently, so no more for him.

Myconid:

Changes:

  • Minimum attack damage increased to 250.
  • HP increased by 600 on all difficulty levels.

My Reasoning:

It seems like Myconid is intended to be a sort of glass cannon Boss, but he doesn't hit nearly hard enough to be a cannon and is made of glass that is too brittle. I decided to improve his attack damage noticeably and also make him slightly less squishy, since his HP is laughably low, even for a so-called glass cannon.

Lord Blackburn:

Changes:

  • None

I honestly think this guy is a pretty challenging boss as is, especially in an equally tough level. He's got some defining characteristics and decent special abilities, so I'll let him be.

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1 year ago