Kingdom Rush: Crisis - "Heroes" of the Villain's storyline

Do you have an epic idea? Share it!

Which "Heroes" do you like?

Amon the Baron
1
6%
Keira the Outlaw
1
6%
Raven the Witch
1
6%
Stheno the Gorgon
1
6%
Gree the Glider
3
17%
Zairr the Matriarch
2
11%
Eclipse the Twilight Hunter
1
6%
Vez'nan the Conquerer
4
22%
Stahl the Dark Captain
4
22%
 
Total votes : 18

Kingdom Rush: Crisis - "Heroes" of the Villain's storyline

by Harkmen » Wed Nov 08, 2017 9:43 am

Hi all, and welcome to the posts of my ideas!

I have been a fan of Ironhide Studio's game since the first Kingdom Rush came out (including the new Iron Marines). When a fourth KR game was teased earlier this year, I heard from someone (or maybe it was multiple people) wondering if we would be playing as villains in the fourth game, and immediately I was inspired to create "Heroes" for the villain's side, which I thought was most appropriate to share with fellow fans of the KR series and getting feedback. This eventually culminated into an entire storyline featuring my personal depiction of Vez'nan's return, what I now call "Kingdom Rush: Crisis". Some of you may have seen my earlier ideas revolving around a villain campaign, including towers, units and the playable Villains themselves. As of right now for this post, I will be adding the Villains that I have finished reworking. The stats all assume each "Hero" is level 10, and those after "Stheno the Gorgon" were designed with the intention of being premium quality in mind.
Here goes nothing...




Amon the Baron
A powerful high-class demon and Vez’nan’s new champion. With both might and magic of demonic energy, Amon is ready to carry out his master’s revenge, as well as endure his evil bad jokes.
Appearance:
A big, bulky crimson demon with horns pointing forward. He's outfitted in dark armor and has classed hands showing fire-like magic orbs.
HP: 650
Heal Rate: 9% HP/s
Damage: 19-34 (average attack rate) – melee, magic
Armor Rating: medium (45%)
Magic resistance: medium (40%)
Movement: slow-average
Respawn Time: 20 seconds
Innate:
Amon is immune to burn damage.
Abilities:
Pride:
Killing an enemy heals Amon for 12 / 20 / 28 HP.
Flaming Toss:
Amon creates an ball of Demonic fire throws it at a random distant enemy, dealing 100 / 125 / 150 magic damage against a distant enemy and burns it for an additional 70 damage over 4 seconds.
Agony:
Attacks by Amon—both basic and abilities—deal 25% / 50% / 100% extra damage to enemies with more than 60% HP.
Into the Fray:
Amon leaps into action, dealing normal attack damage while stunning enemies in an AOE.
Signature Skill:
Demonic Blessing:
Grants Amon and nearby allied troops shields that absorb 50 / 100 / 200 damage, and burns enemies that get too close for 70 stackable damage (up to 3 times). Lasts 15 seconds.


Keira the Outlaw
A female bandit who lost her family (part of the Kingpin's gang) to the army of Linirea. With a boomerange, she has since vowed to fight against them and their "tyranny" by means of theft and camaraderie.
Appearance: a young woman with short, silver hair and a scar on her cheek. Wears a brown leather outfit complete with a hood (that she doesn't wear over her head).
HP: 370
Heal Rate: 10% HP/s
Damage: 12-27 (fast attack rate) – ranged
18-30 (average attack rate) - melee
Armor Rating: low (30%)
Magic Resistance: none
Movement: fast
Respawn Time: 15 seconds
Innate:
Ranged attack has a 20% chance to stun enemies for 1.5 seconds.
Abilities:
Armor Bane:
Throws 1 / 2 / 3 spiked iron balls, each dealing 70 / 85 / 100 true damage
Mug:
Keira sneak attacks an enemy, dealing 14-40/ 26-62 / 38-84 damage, stunning them for 1.5 seconds and steals 5-20 / 15-35 / 20-60 gold. Amount gained is weighed by maximum HP of enemy.
Charity:
When using an ability, towers near Keira have their build/upgrade cost reduced by 20% for 3 / 4 / 5 seconds.
Smuggled Potions:
Throws healing potions towards allied troops, healing them for 10% / 25% / 33%of their total health.
Signature Skill:
Raiding Party:
Summons several armored Raiders to aid Keira for 30 seconds or until they are defeated. These raiders have a 30% chance of stealing 5-10 with each attack.
*Raider Stats:
*Health: 200
*Damage: 10-14 - melee
15-25 - ranged
*Armor: Medium (45%)
*Magic Resistance: None


Raven the Witch
With a love for practicing new curses on whatever she can get her hands on, Raven is feared by enemies and allies alike.
HP: 280
Heal Rate: 9% HP/s
Damage: 30-68 (average attack rate) -- magic
Armor Rating: none
Magic Resistance: none
Movement: average
Respawn Time: 18 seconds
Innate:
Flying unit
Each attack has a 10% chance to immobilize an enemy for 2 seconds.
Abilities:
Croak: Turns an enemy into a harmless, slow-moving frog for 5 seconds. Bosses are immune. If returned to normal, enemy's HP will be proportional to what it was as a frog.
*Frog Stats:
*HP: 90
*Damage: none
*Movement: slow
Omen: Curses up to 3 enemies, dealing 50 / 65 / 80 damage and silencing them for a 6 seconds.
Wicked Test: Lets loose a cursed rat along the ground path that explodes for 60-85 / 100-125 / 140-165 AOE damage and has a 50% chance to poison for 90 damage over 10 seconds
Infectious:
All status inflictions have a 25% chance to be twice as effective. Additionally, enemies inflicted by status effects from Raven have a 10% / 20% / 33% chane to infect other nearby enemies.
Signature Skill:
Fake Brew: Lays 3 /5 / 7 fake potions along a path. If an enemy walks on one of them, one of following effects can occur:
1) Enemy turns into a monster with 300 HP and 20-40 damage that attacks anything nearby for 7 seconds.
2) Enemy loses half of its current HP.
3) Enemy turns into a mushroom that explodes for 200 area damage.
At maximum upgrade, one of the 7 potions will cause all 3 effects.


Stheno the Gorgon
Half human and half snake, her beauty disguises the pleasure she takes in seeing the fearful (or flustered?) faces of her victims before petrifying them.
HP: 460
Heal Rate: 7% HP/s
Damage: 28-46 (average attack rate) -- melee
Armor: none
Magic Resistance: none
Movement: average
Respawn Time: 20 seconds
Innate:
Stheno's parameters change depending on the level's environment:
*Hot weather: Stheno's movement is increased by 60% and attack speed by 20%
*Cold weather: Stheno's movement is decreased by 30%
Abilities:
Petrifying Gaze:
Petrifies multiple enemies for 4 / 5 / 6 seconds. Petrified enemies are stunned and receive 50% additional damage from all sources.
Hot weather: Petrifies 3 more enemies
Cold weather: Enemies are petrified for 12 seconds.
Skewer:
Stheno stabs an enemy with her tail, dealing 30-75 / 45-100 / 60-125 damage.
Hot weather: Attacks up to 3 other nearby enemies
Cold weather: Damage is increased by 40%
Hibernate:
When below 30% health, Stheno has a 50% / 65% / 80% to gain rapid health regeneration of 180 / 240 / 300 for 3 seconds, but is inactive while healing.
Hot weather: Hibernate healing is reduced to half, but has no inactivity.
Cold weather: Hibernate heals for full HP and grants "hot weather" movement for 5 seconds.
Shed Scales:
Any inflicted status effects (i.e. bleed, poison, silence, etc.) wear off after 1 second and increase Shteno's Armor Rating to 20% / 40% / 60% for 6 seconds.
Hot weather: Stheno is immune to status infliction, but only grants up to 30% armor for 4 seconds.
Cold weather: Stheno gains armor for 12 seconds, but takes 2.5 seconds to get rid of all status inflictions.
Signature Skill: depends on environment.
Mild/Average weather--Venom Blind
Stheno spits venom at up to 2 / 3 / 4 enemies in front of her, dealing 25 / 50 / 75 internal damage and causes blind irritation, in which enemies are immobilized and attack wildly at anything in their way for 7 seconds.
Hot weather--Gorgon’s Wrath:
Dashes to deal 180 / 240 / 300 damage to enemies along a linear path, and instantly kills all petrified enemies along the way.
Cold weather--Stone Skin
Stheno covers her own body in stone armor, granting armor rating up to 65% / 80% / 95% (overriding any armor from Shed Scales) and has a 50% chance of deflecting ranged attacks back at other nearby enemies. Lasts 12 seconds.


Gree the Glider
This daredevil of a goblin is using the fight against Linirea as an opportunity to advertise his inventions, including an improved rocket-powered glider after its "Rocket Rider" predecessor didn’t exactly...take off...so to speak, in the previous war.
HP: 370
Heal Rate: 9% HP/s
Damage: 28-44 (average attack rate) -- ranged
Armor Rating: low
Magic Resistance: none
Movement: average
Respawn Time: 17 seconds
Innate
Flying unit
When an attack fails to kill an enemy, Gree gains Perfecitonist, which gives bonuses the next time he uses the same attack. Next basic attack will deal 12 extra damage with larger AOE.
Abilities:
Carpet Bomb:
Gree simultaneously throws 3 / 5 / 7 bombs, dealing 18 / 24 / 30 AOE damage each.
Perfectionist Bonus: Can create flames where they explode to deal 90 internal damage to all enemies walking over them.
Shock Net:
Tosses a large electric bomb that arcs towards several enemies, dealing 20 / 28 / 36 damage and reducing their movement speed by 30% / 50% / 70% for 7 seconds
Perfectionist Bonus: Shock Net deals triple damage and prevents enemies from receiving buffs.
Blinding Smoke:
Throws a smoke bomb at nearby enemies, reducing their hit chance by 10% / 15% / 25% for a 5 seconds.
Perfectionist Bonus: Enemies affected by the smoke take 28 internal damage each time they attack.
Jack-O-Lantern:
Throws a pumpkin-shaped mine that explodes for 32-50 / 44-77 / 56-90 area damage.
Perfectionist Bonus: Throws a larger pumpkin mine that turns alive for 4 seconds, taunting up to 5 nearby enemies into attacking it and attacks for 5-11 damage per hit, before exploding for double the area damage.
Signature Skill:
Beta Testers:
Gree sends several gliders that hover around 2 / 3 / 4 random towers, each dealing 35 / 45 / 55 damage per bomb, as well as granting 20% increased tower range.
Perfectionist Bonus: All Beta Testers get the ability to throw a "loot-like" box in front of enemies. When one gets close, it steals between 5-30 coins from the enemy before exploding for 250 area damage and stunning affected enemies for 2.5 seconds.


Zairr the Matriarch
This arachnid has been waiting for an opportunity to seize the Northern lands now vacant from the late Sarelgaz, and now follows Vez'nan's quest to make it happen. Rumors have it she's either related to or is a surviving child of a previous spider queen.
HP: 800
Heal Rate: 6% HP/s
Damage: 23-40 (average attack rate) -- melee
Armor Rating: none
Magic Resistance: none
Movement: average
Respawn Time: 25 seconds
Innate:
Each attack has a 30% chance to poison enemies, dealing 50 damage over 5 seconds. Zairr is also immune to poison
Abilities:
Born Killers
Zairr produces 2 spiderlings at a time to fight enemies. If a spiderling kills an enemy, it will evolve, growing in both size and strength up to 2 times. Can learn a weaker version of Slaughter when fully evolved. Same chance to poison enemies. 10 seconds respawn when on is defeated.
Spiderling Stats:
*Health: 90 / 180 / 270
*Damage: 5-11 / 10-22 / 15-33
*Armor Rating: none / 25% / 50%
*Magic Resistance: none / 25% / 50%
Entanglement
Zairr spews webs at up to 2 / 3 / 4 enemies that slow both movement and attack speed by 50% for 3 seconds.
Slaughter:
Zairr pounces and attacks an enemy for 50 / 150 / 300 damage. If killed by the attack, zaire devours it and heals for its remaining HP.
Molt:
When HP falls below 50%, zairr's exoskeleton will harden and she will escape outside of it, leaving behind a discarded shell with 60 80 / 100 HP for enemies to attack. Zairr temporarily gains 10% / 15% / 25% armor and magic resistance for 8 seconds. Must reach full HP to use even after cool down.
Signature Skill:
Lethal Dose:
Each attack by Zairr (and her spiderlings) guarantees poison effect and increases poison damage by 50% / 100% / 200% for 12 seconds.


Eclipse the Twilight Hunter
Since the failed attempt for vengeance led by Baj'nimen, the remaining Twilight Elves have all but scattered into hiding. But recently one such Elf began to make a name for herself: "Eclipse"--the alias of a highly skilled mercenary that has ventured around the planet hunting big game. Having long forgotten her real name, Eclipse's lie among her brethren slowly faded to the back of her memory as she grows more comfortable with her new life...and would have stayed that way if not for a chance encounter with Vez'nan with a big job offering in mind.
HP: 360
Heal Rate: 10% HP/s
Damage: 12-28 (5 shot burst in a second, 2 second cooldown ) -- ranged
26-38 (average attack rate) -- melee
Armor Rating: low (20%)
Magic Resistance: low (20%)
Movement: fast
Respawn Time: 20 seconds
Innate:
Eclipse is a stealthed unit unless attacking. Takes 1.5 seconds after attacking to turn invisible.
Eclipse has a 40% chance to dodge a melee attack and reappear from a short distance away.
Abilities:
Follow Through:
Defeating an enemy or finishing an attack burst gives a 25% / 30% / 35% chance for Eclipse to shoot 1 / 2 / 3 dark bolts for her next attack, each dealing 85 true damage.
Pragmatist:
Eclipse throws a trap along the path that deals 13 / 26 / 39 damage to an enemy that walks over it, immobilizes it for 3 seconds, and places a curse that causes it to explode for 70 / 115 / 160 area damage once near other enemies. Also lets Eclipse set a trap when dodging.
Chain Reaction:
Eclipse shoots a magical bolt that splits and ricochets of of up to 2 / 4 /6 nearby enemies, dealing 50 damage and inflicts a binding spell: if one affected enemy receives damage or status effect, all other affected enemies reeve the same. Lasts 4 / 5 / 6 seconds.
Trauma:
Shoots an arrow imbued with fear toxins in a small area, causing affected enemies to travel back along the path for 5 seconds at 100% / 125% / 150% speed. Has a 10% / 20% / 30% chance against enemies with more than 350 HP. Effect immediately wears off if the enemy reaches starting point.
Signature Skill:
Twilight Tendrils:
Releases ancient, dark magic in a large, targeted area that ensnares up to 3 / 5 / 7 enemies and deals 50 / 85 / 110 damage to them over 6 seconds. If any enemy has a status infliction caused by Eclipse when caught, the tendrils will deal triple damage.


Vez’nan the Conquerer
He has returned and with an even stronger desire to conquer all of Linirea! Prolonged exposure to Moloch’s realm has granted him new powers, as well as new jokes.
Appearance:
Comes in his traditional crown and dark purple outfit, but now has a green aura surrounding him.
HP: 360
Heal Rate: 9% HP/s
Damage: 40-65 (slow attack rate) -- magic
Armor Rating: none
Magic Resistance: none
Movement: very slow
Respawn Time: 30 seconds
Innate:
Vez’nan can teleport to target location if far enough from current position
Vez'nan collects the souls of dead enemies near him that can be used in tandem to his basic attacks for 20 magic damage, or to boost his skills. Up to 5 souls can be stored at a time.
Abilities:
Soul Siphon:
Vez'nan conjures a mass of dark magic and throws it for 80 / 100 / 120 area damage.
Soul Boost: Dark energy lingers in exploded area to haunt enemies passing through, sowing them by 30% / 50% / 70%. Lasts 5 seconds.
Dark Will:
Vez’nan gives an inspiring laugh that empowers nearby units and towers to deal true damage on all attacks while weakening enemies for 5% / 10% / 15% reduced damage. Lasts 6 seconds as long as both allies and enemies are near.
Soul Boost: Use a soul to keep effects lasting while Vez'nan is not present.
Sacrificial Lamb:
If defeated, Vez'nan can sacrifice an ally to reduce his respawn time by 5 / 10 / 15 seconds. Upon reviving, Vez'nan shoots dark magic at 1 / 2 / 3 random enemies across the map for 90 magic damage each.
Soul boost: Consumes a soul instead of sacrificing an ally.
Underlings:
Vez'nan summons 2 / 3 / 4 demons that charge along the path and explode for 70 true damage upon colliding with an enemy.
Soul Boost: Replicates each Demon once they explode to continue along the path. Only works once.
Signature Skill:
Demon Form:
Vez'nan transformers into a powerful demon that deals 50-90 / 65-115 / 80-130 damage with each attack and gains 300 / 600 / 900 extra HP for 12 seconds. When returned to normal, Vez'nan's HP is proportional to what it was in Demon form.
Soul Boost: Consumes all available souls to grant a flamethrower attack for 90 / 180 / 270 area burn damage in front of him. One use per soul.


Stahl the Dark Captain
Exiled from Linirea for his uncontrollable obsession for battle and disregarding the safety of civilians, this axe-wielding knight turned to Vez’nan’s offer for power that would not only make him stronger than any warrior, but a match for a whole army. In exchange, he agreed to help restore the Dark Knight Order, with him as its new leader.
HP: 600
Heal Rate: 6% HP/s
Damage: 24-54 (slow attack rate) -- melee
Armor Rating: high (80%)
Magic Resistance: none
Movement speed: slow-average
Respawn Time: 32 seconds
Innate:
Stahl's basic attacks can hit up to 3 enemies in front of him, but only deals half damage against the two he does not engage.
Abilities:
Madness Combat:
Stahl takes his battle instincts to the limit, enabling him to parry all attacks for 2 / 3 / 4 seconds. A fully armored knight able to do that? This is madness!
Axe-arang:
Stahl tosses his axe boomerang style at a distant enemy to deal 50 / 90 / 130 damage. Can be used against flying enemies.
Onslaught:
Delivers 1 / 2 / 3 strikes to a single enemy, each dealing 85 damage.
Thrill of the Fight:
When > 500 HP's worth of enemies is nearby, Stahl gains health regeneration of 10 / 18 / 26 HP/s while in combat and 20% / 40% / 60% faster attack rate.
Signature Skill:
Darkness Unleashed:
Channeling dark power into his body, Stahl gains true damage for all attacks, 50% / 100% / 150% additional movement speed, and nullified AOE penalty for his basic attacks. Also augments Stahl’s other abilities while active:
*When using Madness Combat, Stahl follow up with a maneuver to counter the attacker (or attack the nearest enemy otherwise) for 100% / 125% / 150% basic attack damage and frighten other nearby enemies from attacking Stahl for 3 seconds.
*Stahl creates a shadow copy of his axe and throws both with each hand for Axe-arang that deals a total of 100 / 180 / 260 true damage, and half that damage to anything on their way back to him.
*Onslaught adds a fourth, devastating attack that deals 85 / 170 / 255 true area damage and creates a dark whirlwind that pushes all affected surviving enemies back along the path.
*When Thrill of the Fight is active, Stahl deals 50% more damage to enemies with more than 500 maximum HP.
Last edited by Harkmen on Sun Sep 16, 2018 10:21 pm, edited 7 times in total.
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Rush the kingdom » Wed Jan 03, 2018 8:42 pm

This is awesome. I especially love the implication that the forces of darkness have become this tightly knit secretive society to avoid being wiped out by the good guys.

Maybe next time you can do enemies/bosses, towers, or levels? This idea is gallons of potential.
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Harkmen » Thu Jan 04, 2018 12:59 am

I think this is the first time someone has replied to one of my posts in the official forums since I joined...*sniff* I'm not crying, I swear....

But in all seriousness, thank you so much for your brief but positive input on my ideas, and don't worry: I've been brainstorming on towers and enemies since coming up with the concept. In fact, towers were already made in a separate post (although things have been heavily edited since). Link is here:
viewtopic.php?f=12&t=26277&start=20

Feel free to vote upon which villain(s) you like the most as well. I'm always listening to suggestions.

Thank you very much once more!
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Rush the kingdom » Thu Jan 04, 2018 1:46 am

Harkmen wrote:I think this is the first time someone has replied to one of my posts in the official forums since I joined...*sniff* I'm not crying, I swear....

But in all seriousness, thank you so much for your brief but positive input on my ideas, and don't worry: I've been brainstorming on towers and enemies since coming up with the concept. In fact, towers were already made in a separate post (although things have been heavily edited since). Link is here:
viewtopic.php?f=12&t=26277&start=20

Feel free to vote upon which villain(s) you like the most as well. I'm always listening to suggestions.

Thank you very much once more!


My favorite "heroes" are vez'nan, the dark captain, and free the gliding goblin who throws explosives. (Did I just describe your character or the green goblin?) vez'nan is such a likable villain with his wit and powers, one of my favorite enemies from the original kingdom rush was the goblin zapper (probably had something to do with the shock of seeing the weakest foe be an actual threat) and the dark captain guy wanting to rebuild the dark guild really drives the point home that evil is almost extinct, and these guys and gals are here save the day by ruining it, if that makes sense.

I'm curios about the bosses. Are they original characters, or are they old allies who aren't really allies right now, like sir Gerald lightseeker?
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Ninja » Thu Jan 04, 2018 6:12 am

Harkmen wrote:I think this is the first time someone has replied to one of my posts in the official forums since I joined...*sniff* I'm not crying, I swear....


Oh, wow, that sucks. I'm sorry the forums have been so inactive. There used to be more activity. If you want me to, then I could review your ideas for you and give you some balancing suggestions. :) I used to make a lot of fan fiction and ideas and review other memebers' ideas, but I've gotten out of that habit due to partly laziness and partly discouragement at the stagnant nature of the forums.
"Grammar is the logic of speech, even as logic is the grammar of reason." ~ Richard Chenevix Trench

"You don't have good grammar when you type with your fists." ~ C. F. Payne
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Harkmen » Thu Jan 04, 2018 6:34 am

I really appreciate that, Ninja (and furthermore I have no idea how to highlight the comment you made to let people know I'm responding to it... :oops: ).

Honestly I'm just really happy the things I shared in these forums were interesting enough for someone to verbally react to. If you want, there is another recent idea I came up with in the Iron Marines section as well, the link being here:

viewtopic.php?f=23&t=26729

Feel free to take as much time to come up with suggestions or other comments. I'll be sure to look at them and take into account yours and anyone else's thoughts.

With regards to this particular post, any thoughts on the Villains themselves would really help, since working with ideas on my own only gets me so far. :lol:
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Rush the kingdom » Thu Jan 04, 2018 1:47 pm

Harkmen wrote:I really appreciate that, Ninja (and furthermore I have no idea how to highlight the comment you made to let people know I'm responding to it... :oops: ).

Honestly I'm just really happy the things I shared in these forums were interesting enough for someone to verbally react to. If you want, there is another recent idea I came up with in the Iron Marines section as well, the link being here:

viewtopic.php?f=23&t=26729

Feel free to take as much time to come up with suggestions or other comments. I'll be sure to look at them and take into account yours and anyone else's thoughts.

With regards to this particular post, any thoughts on the Villains themselves would really help, since working with ideas on my own only gets me so far. :lol:


There should be an icon shaped like quotation marks near the top right of his comment. Click those.

By the way, I left my thoughts on your towers in that thread you linked.
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Harkmen » Fri Jan 05, 2018 7:17 am

Rush the kingdom wrote:
Harkmen wrote:I really appreciate that, Ninja (and furthermore I have no idea how to highlight the comment you made to let people know I'm responding to it... :oops: ).

Honestly I'm just really happy the things I shared in these forums were interesting enough for someone to verbally react to. If you want, there is another recent idea I came up with in the Iron Marines section as well, the link being here:

viewtopic.php?f=23&t=26729

Feel free to take as much time to come up with suggestions or other comments. I'll be sure to look at them and take into account yours and anyone else's thoughts.

With regards to this particular post, any thoughts on the Villains themselves would really help, since working with ideas on my own only gets me so far. :lol:


There should be an icon shaped like quotation marks near the top right of his comment. Click those.

By the way, I left my thoughts on your towers in that thread you linked.


Thank you, both for the hint and your thoughts on the villain towers idea I made a while ago.

I have an idea on some of the bosses, and I'm hoping to make them as unique and original as possible, but here's one of them:

[+] SPOILER
Karhaz the Orc Chieftain, who refused to bow down and serve Vez'nan upon the latter's return to the Wastes (now occupied by goblinoids since his initial defeat), and calls upon orc champions every few seconds. Upon defeating him, he is subjected to torture (by listening to Vez'nan's evil bad jokes) and cast out of his tribe, the rest of which decide to side with Vez'nan after defeating Karhaz. Afterwards, he actually becomes a playable character in the Heroes storyline.
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Rush the kingdom » Fri Jan 05, 2018 2:40 pm

Harkmen wrote:
Rush the kingdom wrote:
Harkmen wrote:I really appreciate that, Ninja (and furthermore I have no idea how to highlight the comment you made to let people know I'm responding to it... :oops: ).

Honestly I'm just really happy the things I shared in these forums were interesting enough for someone to verbally react to. If you want, there is another recent idea I came up with in the Iron Marines section as well, the link being here:

viewtopic.php?f=23&t=26729

Feel free to take as much time to come up with suggestions or other comments. I'll be sure to look at them and take into account yours and anyone else's thoughts.

With regards to this particular post, any thoughts on the Villains themselves would really help, since working with ideas on my own only gets me so far. :lol:


There should be an icon shaped like quotation marks near the top right of his comment. Click those.

By the way, I left my thoughts on your towers in that thread you linked.


Thank you, both for the hint and your thoughts on the villain towers idea I made a while ago.

I have an idea on some of the bosses, and I'm hoping to make them as unique and original as possible, but here's one of them:

[+] SPOILER
Karhaz the Orc Chieftain, who refused to bow down and serve Vez'nan upon the latter's return to the Wastes (now occupied by goblinoids since his initial defeat), and calls upon orc champions every few seconds. Upon defeating him, he is subjected to torture (by listening to Vez'nan's evil bad jokes) and cast out of his tribe, the rest of which decide to side with Vez'nan after defeating Karhaz. Afterwards, he actually becomes a playable character in the Heroes storyline.


Sounds pretty cool. I'd imagine in the iron and heroic challenge, you could see karhaz tied up with vez'nan (or a astral projection kind of thing) sitting next to him on a folding chair or something as he slings out jokes like this:

"What did the demon say to the wretch he was about to disintegrate? Hell-o!"

"How many linerian forces does it take to fix a lightbulb? Trick question:no matter how many they send their world shall still fall to the darkness!"

And so forth.

By the way, it was difficult narrowing down my favorite villains to three. You did good.
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Harkmen » Fri Jan 12, 2018 9:15 am

Thank you all for your votes on my Villains idea! It seems my take on a playable Vez'nan has been the most popular of the bunch, and considering how awesome a villain Vez'nan is, I'm glad the work was favorable to you guys. Outside of that, maybe I need to make the others more interesting? :)

That being said, I've just done a bit of reworking on Eclipse the Twilight Hunter to make her feel more like a Crowd-Control specialist like I intended her to be.

*Regular attack changed from constant "fast" attack rate to a 5-shot burst with a 2 second cooldown.
*Arcane Shot now changed to a chance-based ability that shoots a single projectile for true AOE damage
*Doom Mark --> "Pragmatist": sets up a trap every 6 seconds that damages and slows up to 3 enemies walking on them.
*Night Veil now automatically loads an Arcane Shot after a successful dodge.

I'd really appreciate anyone willing to go back to her profile and tell me what you think.

Also, do you guys think the other villains need some reworking? Do any feel too powerful/weak?

And finally....

HEROES FROM THE GOOD GUYS' SIDE COMING SOON!!!!
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Ruby_Hex » Sat Jan 13, 2018 8:21 pm

Man... I always thought that making even MORE interesting heroes for KR would be difficult, as there are already so many, and I've only made a handful... But nope! You really have a lot of neat ideas here! I don't really pay much mind to stats as I do how cool the hero is to me. As such, I think it'd be great if you included descriptions of what these heroes look like. I also don't know why I've been opposed to the idea of demon heroes... Bahl is pretty great. Perhaps it's 'cause there are so many demon enemies in the original KR? Dunno. Anywho, good job!
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Harkmen » Tue Jan 16, 2018 5:47 am

Ruby_Hex wrote:Man... I always thought that making even MORE interesting heroes for KR would be difficult, as there are already so many, and I've only made a handful... But nope! You really have a lot of neat ideas here! I don't really pay much mind to stats as I do how cool the hero is to me. As such, I think it'd be great if you included descriptions of what these heroes look like. I also don't know why I've been opposed to the idea of demon heroes... Bahl is pretty great. Perhaps it's 'cause there are so many demon enemies in the original KR? Dunno. Anywho, good job!

I'll be sure to include brief descriptions of what each villain looks like sometime (hopefully soon).

In the meantime, the characters from the Good Guys are up next!
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Ruby_Hex » Wed Jan 17, 2018 12:54 am

Cool. Also, perhaps Zairr could simply be another one of the spider queens, but it doesn't exactly matter...
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Re: Kingdom Rush: Crisis - "Heroes" of the Villain's storyli

by Harkmen » Sun Sep 16, 2018 10:25 pm

Hi everyone! Sorry it's been so long since the last time I updated anything on the forums. Spending too much time on the Discord channel... :oops:

But I haven't forgotten to update the fanfic project here, and now all of the playable villains have gone through a major overhaul in some shape or form to make the more interesting. I hope you all enjoy!
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