Those 3 scout skill changes (-2/3/5 % starting health) are actually detrimental in most cases. Combined, they reduce the starting health of enemies by 10%. Unfortunately, they also reduce the experience given out by 10%. Hopefully this bug will be fixed - possibly by reducing the max and starting health by that amount so that the formula can stay the same.
Scouts / Telescopes / Camouflage should be adjusted so that enemies allow the same potential experience gain. As it is now, enemies with 10% less starting health mean your characters are getting 10% less experience. I ran some tests to confirm this. Possibly make these three skills reduce the max health of enemies to remedy this problem.
path to shoreview is pretty easy with 2 or 3 well placed poison mages, specialized in infect / destruction.. the boss will circulate several times if you dont have a max level by the end, since poison will be just about the only thing that hurts him.
Sorry for the typos. Novakaine: I agree. I wish games like this had more testers before release. The inflictions overall seem less worthwhile than going all-out for damage. That said, making them stackable would up their usefulness and make more strategies viable. Cripple certainly needs a boost. As it is now, I can only see it being useful on some novelty boss that has 1000/sec health regen and the only way to kill it is to Cripple it's max health to nothing.
Unless there is something I'm missing, Cripple is downright useless. It should stop regeneration entirely to become useful. Infliction durations and damage bonus from Consecration should be listed. Some of the skills are a waste - +1 armor piercing for mages as a late tier skill? The tier 1 skill, +1 damage, is superior to that. The reduction to cost, -1/-2 gold skills, are also pretty weak. The "see the stage in advance" skills should be removed, as they are just there for exploitation. Either make their effect automatic or make skill points intested in them unresetable.
The Protectopedia needs to be updated. Several terms from the original Protector haven't been fixed to reflect the new version. Players may find that confusing.
Gripes: abilities and skills aren't balanced at all. Critical/Beserk isn't mathematically worthwhile - going for straight damage is. Armor piercing isn't worthwhile, but might be if it actually permanently lowered the armor of the enemy hit by that amount and stacked. As it is now, having a warrior take up armor piercing means he'll do less damage to an armored enemy than he would if he just boosted damage instead.
Novakaine: damages of the same type do not stack. The last to hit takes over. If an enemy is hit with 35% debuff, then gets hit with 10% debuff, the 10% takes over and lasts until the 10% timer runs out. All four mage skills can exist on an enemy at once time.
Woopdeedoo: the first Protector was the sequal to Defender. The game was drastically different. Considering these are online games, without a big budget, I don't know what you expect. DO you want them to create a unique musical score and reanimate every unit for each sequel? Give me a break.
why are people complaining about a sequel to one of the best tower defense games ever? there are a 100 crappy games posted on this site daily, yet you complain about this? If you don't like it, don't play it. 5/5 btw
despite the red circles on low quality, the lag gets insane on the last levels. maybe have low quality get rid of all pop-up effects and animations as well.