I wish there was more content based on Frontiers. The campaign only had one enemy based on a tower (the assassins). I would’ve loved to see the battle mechs or templar knights as strong enemies. The campaign was still pretty fun tho
Also i would love if they add more special things. Like Dwarp tower that will try to kill our units or even destroy towers, Archmages, amazonians as enemy and my personal favoutite pirates with their unigue stage. Like captain Blackthorn or Blackbeard as bosses with Corsars, Ships, boatswain as minions.
@@khaledomar6019 that’s true! And the necromancers were originally apart of veznan’s army before he died. So they probably ended up joining back with him.
I will be honest. While reflecting on my experience playing Kingdom Rush Vengeance, I noticed unit variety was little for the scale of the game. Comparing Vengeance to its predecessors, Vengeance *does not* bring enemies of prior environments into newer ones. For instance, the dark knight from the original game is included from the first stages in the grasslands to the mountains, and all the way into the final level. The pattern remains the same for Frontiers and Origins, where wave composition is highly varied between stages. It was a lot more fun and challenging. This is not the same for Vengeance. In the Hammerhold DLC, they introduced 10~ new enemies, and those enemies were the only ones that showed up. The same 10 enemies for the 5 levels is frankly disappointing. If only IronHide had brought in troops from prior environments, I cannot imagine how much more exciting these levels could be. Anyway, Vengeance has the most unique enemies out of any game, but it's a shame they only appear for a few stages and are never seen again. This is my honest opinion.
Yes but the lore doesn't help, in the original Kingdom Rush you are fighting the different branches of Vez'nan army, a single main enemy throughout the whole game, but in Vengeance you fight several different nations and even if we supposed some alliances, not every enemy combination would make sense. They probably made the story before the game so they could have made it work better with alliances so they could reuse more enemies and then spend more time in other important stuff but idk
The enemies could have been better. The Falconer should've been split into two characters, one being the Crossbow Fury that manned the Crossbow Fort in Frontiers, and the other being the Templar Knight that occupied the Knights Templar. For the hero, I feel like it would have been better if Isfet was Lord Malagar instead.
I agree that the enemies could’ve been better. I wish they went further with them, like making the djinnis immune to magic or giving the assassins the cloak ability from frontiers. Looking back at the rising tides mini campaign from frontiers, I still think it had the most unique and varied enemies
i don't care about people bad feedback about this dlc, it is still fun and bring a new wind to vengeance. ( also give us more details about the overseer )
Huh, I just thought of something Imagine mirage, alric and malik in the same level? I mean, as i remember there ain't much levels where there is more than 1 or 2 bosses acting at the same time Just imagine How awesome and How dificult would be, to kill 3 bosses in the same level 💀
I don't have vengeance yet but it is hard judging by one of my favourite kingdom rush youtubers, Kingdom Rush Kai. Also fun fact I'm planning to make a mod with an aredhel campaign in the future so ya any tips on what makes a good campaign?
When designing waves, try to keep them fast paced and interesting. In vengeance, there’s many waves with only a handful of enemies which are all slow and it makes the game feel sluggish.
@@The_SSSlopper so you are saying a constant wave of enemies that are fast and challenging. But is it okay to add slower but tanky enemies into the wave from time to time
My taste is both fun and challenging. Try making the first few waves easy but not too easy that it becomes boring. Give it a steady flow of enemies that the player feels like they have to react a lot to the situation.
I feel like they could have done Hammerhold Streets better. It should have been done like Denas' Castle where it's split into two phases. Phase One would be Hammerhold Gates, where Aelric rallies the Hammerhold Forces to crush us (like the poster for the DLC). Phase Two would then be Hammerhold Streets when Vez'nan destroys the wall. This is when Alric decides to take things into his own hands.
I think the price of the dlc is the same price you would pay for the tower and hero seperate. Well in the us anyway and just by judging where the hero and tower are placed in the select screen.
Is there any news on if vengeance is going to come to switch? I've played all the kingdom rush games on PC before and have all of the switch versions out, but I can't find any news of vengeance on the switch
I don't have any news if it coming to switch yet. Probably because vengeance MIGHT get another update before calling it a finished game and getting ported to more platforms
Just wanted to say that the PvZ2 comparison was a bit iffy. First, George fan was laid off, not fired, and it wasn't because of he didn't want mtx in the game he wanted to work on other projects. Also the comparison doesn't even make sense, PvZ2 is a free game and thus needs mtx to turn a profit, Vengeance is paid and thusly doesn't need mtx (though it still has them). I don't blame you for getting it wrong though, there's a hell of a lot of misinformation out there about PvZ2's development.
honestly happy that you said your review at the start as i trying to not get spoiled about anything in the DLC thanks, ill be sure to come back to rewatch the video after i beat the DLC on steam though lol
" force the community to make a better version of KRV themselves " I like how this community doesn't have the same attitude for the other games in the series that have the exact same flaws like this game has, especially if we're nitpicking