Got this run after about a week of fulls / 150 attempts. We're going to keep running for a better time but this is a good showcase of how much KF strats have changed from Warpriest onward. Teammates POVs: Excluded: wardda: Hash: Crow: VortexVR: To answer a few common questions ahead of time: Q: Why do you Witherhoard the ground before lining to the R5 pickup? A: It's just a habit I have so I can see the rock because it's dark. I know where it is now, but I do it out of habit anyways :) Q: Why do you cap your frames before lining for R5? A: Capping your frames causes you to move slower during a line, giving me more time to turn and interact with the relic pickup. Q: What is going on during Totems? Why do you stay on the middle plate? How are you not wiping? A: Since the right brand gets stacks off Hive enemies, it is logical to actually have that player stand in the middle, since Hive enemies pour through mid at a much higher rate than their spawns on the right totem. In fact, a properly optimized team running this strategy at Totems is often getting stacks for the Hive brand faster than it is possible to dunk them. As for the totems themselves, we are 2 manning the brands on both sides while other 2 players solo reset the totems. By dipping inside the brands every time they exit their room, the solo players reset their poison stacks so that they can reset the totem plates safely without dying. Q: What's up with the crystal throwing? Why are you on stasis during Warpriest? A: I'm sure you've noticed the relatively slow Warpriest kill compared to past seasons. As a result of the Lightfall server updates, it is no longer consistently possible for a player with an average connection to go through the Golgoroth maze doors no matter how fast they are. In order to circumvent this, teams now make use of default spawn manipulation to bypass going around the maze. By blocking the default spawn at the front of the maze using stasis crystals, the game respawns players in the fallback spawn point, which is conveniently in front of the Golgoroth door. After I throw my crystal, I rejoin on titan so I can double dunk on daughters. Q: How did you dunk on both daughters? A: Although this was formerly only possible using network manipulation, an RTA-viable double dunk method was recently theorized and formulated by my friend Corolla. The gist of it is this: by casting your super in the middle of your barricade animation off a ledge, your character becomes desynced. In this state, the game doesn't update certain properties and statuses until you resync. As such, I am able to slam on one daughter, and as my super ends, I resync and slam on the other one, which makes the game think I am slamming in two positions at once. However, since I have stolen both aura types, much like in Totems, I die instantly. Timestamps: 00:00 Relics 01:29 Tombships 02:51 Totems 04:44 Warpriest 06:43 Golgoroth 09:15 Daughters 10:40 Oryx
Hide player controls
Hide resume playing