Next 4 Gold Challenges

The next 4 challenges - same rating scale as last time.
1/5: Disappointing. Needs major changes (to be fun).
2/5: Can be made fun with some minor changes.
3/5: Fun, but not too special (would consider some minor updates).
4/5-5/5: Really nice challenge.
Warlord:
The theme wasn't very appealing. Just a few monsters that are generally annoying for warlord (but not interesting). The sheep horns didn't make sense to me and weren't interesting.
The overall feeling was a standard dungeon run where you just had to play fairly efficiently and plan for extended boss fights.
Didn't learn anything new except to reinforce the following:
- Balanced dagger is really strong for early game resource conservation.
- Dracul is really strong for killing bosses.
There's a hint of something interesting going on with the gods but in the end dracul was just too strong.
2/5
Priest:
A nice one. Feels like a mini-puzzle and even when you have a strategy the early game still requires a bit of thought.
The map layout in respect to glyphs can really make or break a run though (I would guarantee that ENDISWAL is near the start).
4/5
Monk:
Didn't feel very special - you just do what a monk does (with a little more care than usual) and then you win. There seems to be enough monk-friendly monsters that you can pretty much ignore the troublesome ones.
I guess it's hard to do something special here as the monk play-style is so distinctive. If the plan was to make something that feels monk'ey' then it works.
I'm starting to think it was a big mistake to do VGT first. I learnt so much there that it feels like would have been taught by these challenges (in a more manageable dose) and the challenges would have been much tougher (more fun) without the VGT training.
2/5
Paladin:
Completed first time unintentionally on my scouting run (which means I wasn't being particularly careful about resource management early game). I messed up my piety management and accidentally went too low to plantation back after converting imawall for inventory space but it didn't matter. I also only thought to make use of the Paladin's third ability right at the end.
I don't think it should be possible to complete a gold challenge making that many huge mistakes. I got both Byceps and Piercing wand which I'm assuming was just luck (they're not guaranteed). Maybe these (or just piercing wand) should not appear as they kind of trivialise the boss fight (in conjunction).
1/5
Conclusion:
Overall fairly disappointing (with the exception of priest). I think it was a big mistake to do VGT first. I learned a lot from my countless failed VGT runs and the challenges (monk/warlord in particular) feel like very-mini-VGT runs. I think my perspective is probably not so useful and the themes probably come through stronger when they're more of a challenge.
I would definitely try to add an incentive/hint to do the challenges before VGT so others don't make the same mistake.
The final 3 challenges (explorer's guild classes) are likely to be more interesting.
I've not played with those classes much and the first is kind of cool, the second confuses me no end (I almost feel like I know what I'm doing but it's hard and weird) and the third seems really hard to play close to optimally with.
I'll report back when I get round to trying them.
1/5: Disappointing. Needs major changes (to be fun).
2/5: Can be made fun with some minor changes.
3/5: Fun, but not too special (would consider some minor updates).
4/5-5/5: Really nice challenge.
Warlord:
The theme wasn't very appealing. Just a few monsters that are generally annoying for warlord (but not interesting). The sheep horns didn't make sense to me and weren't interesting.
The overall feeling was a standard dungeon run where you just had to play fairly efficiently and plan for extended boss fights.
Didn't learn anything new except to reinforce the following:
- Balanced dagger is really strong for early game resource conservation.
- Dracul is really strong for killing bosses.
There's a hint of something interesting going on with the gods but in the end dracul was just too strong.
2/5
Priest:
A nice one. Feels like a mini-puzzle and even when you have a strategy the early game still requires a bit of thought.
The map layout in respect to glyphs can really make or break a run though (I would guarantee that ENDISWAL is near the start).
4/5
Monk:
Didn't feel very special - you just do what a monk does (with a little more care than usual) and then you win. There seems to be enough monk-friendly monsters that you can pretty much ignore the troublesome ones.
I guess it's hard to do something special here as the monk play-style is so distinctive. If the plan was to make something that feels monk'ey' then it works.
I'm starting to think it was a big mistake to do VGT first. I learnt so much there that it feels like would have been taught by these challenges (in a more manageable dose) and the challenges would have been much tougher (more fun) without the VGT training.
2/5
Paladin:
Completed first time unintentionally on my scouting run (which means I wasn't being particularly careful about resource management early game). I messed up my piety management and accidentally went too low to plantation back after converting imawall for inventory space but it didn't matter. I also only thought to make use of the Paladin's third ability right at the end.
I don't think it should be possible to complete a gold challenge making that many huge mistakes. I got both Byceps and Piercing wand which I'm assuming was just luck (they're not guaranteed). Maybe these (or just piercing wand) should not appear as they kind of trivialise the boss fight (in conjunction).
1/5
Conclusion:
Overall fairly disappointing (with the exception of priest). I think it was a big mistake to do VGT first. I learned a lot from my countless failed VGT runs and the challenges (monk/warlord in particular) feel like very-mini-VGT runs. I think my perspective is probably not so useful and the themes probably come through stronger when they're more of a challenge.
I would definitely try to add an incentive/hint to do the challenges before VGT so others don't make the same mistake.
The final 3 challenges (explorer's guild classes) are likely to be more interesting.
I've not played with those classes much and the first is kind of cool, the second confuses me no end (I almost feel like I know what I'm doing but it's hard and weird) and the third seems really hard to play close to optimally with.
I'll report back when I get round to trying them.