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Haha, I love protectomon... It's so CUTE it's not funny xD xD
And of course I love teh rest of the game. It's great, I don't even know where to begin. 5/5.
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this is way too in depth for my liking. i know thats what loads of people like about it but to me if i have to get into something as much as this i'd rather just buy a game. for an online game i usually just like something easy to play and a bit mind numbing. this is too involved.
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Fun gameplay, but I have a few questions:
1) Are element swap items supposed to be able to permanently change your heroes' element? I was using a cold swap item every few missions on my energy-type hero. After a streak of 3 missions or so where she fought as cold-type I took the item off and she's stuck as cold now. It's an ok drawback for using element swap items if intended I guess, but I wish it wasn't left as a surprise.
2) How does Arkandia Jones work? I gave him 1000 gold, he disappeared for a few quests and then came back with a crappy item for me. I get that he can learn to bring you better stuff, but do i just have to keep hiring him or how does it work?
3) I know others have asked this already, but why are melee units so underpowered? They have the smallest range, can't hit flying monsters (which seem to be about 30% of the enemies) but they don't seem to do extra damage or anything to make up for it? Unless I'm missing something it would seem they need a serious buff.
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One of my first level Council Trainees does 118 Damage with one shot!!!! (Enemy without Spells, Armor, weaknesses or strengh) It needs: Own Skills (Magic use 20, Energy Skill 14), Talents: Energy Affinity, Cultist Cursed, Natural Faith, Natural Mage, Highly Magical, Electric Personality, Elemental Manipulation, Magic Attunement, Hero Skills (with 3 Enchanted coinages): 38 Magic use, 38 Elemental, 20 Specialism (and 6 useless swordplay), the protectomon Noobdrill, full Reputation "Council of Mage". Weakened Enemys can get much more Damage. The highest observed damage from a trainee was 830 on 15 % weakened Enemys with Energy as strength (Why?). A full leveled Council Archwizard does 588 Damage on Armor 8 Enemys without energy or spell weaknesses or strenghts. ## One of my Council Archwizard can win the "root of all evil" with no problem. I Just paved one tile on a inner end of one of the both spiral lines and placed him there and upgraded him. Only 3 Rats escaped. Yeah!!! THIS is Fun!
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Why cant i see the stats of new heros? It would be better with the scrolls of basic and adv. autority, if i see in what units+stats the change is possible. Only trying costs too many gold. The game has many potential but now it is too easy to play every level the same way and set every point into elemental
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Now i played the game three times und have to say: The balancing is not good. Why should i take another adv. unit than the "Augment" with 21-4-1, who can be upgraded to 249 damage? For the rest i only take basic units like the "Crossbow" 12-6-2 or the faster "Mage" with 10-5-2. In all Levels it is the best way to upgrade a unit in damage (middle path) because so they can damage armored units as well as element strong enemys. I played with looting on level 20 and only find weaker items than i can buy at the "Costal Coins" Store. I get only low items at "Jones" with a efficiency of 300 % and have to sell them. In 2/3 of all levels i play only with mages oder crossbows because level are too short or too many flying units.
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Love this game, but I think that the units should gain a few damage points every time they level up, because it gets virtually impossible to gain enough xp to level up if u r focusing on stealing, or anything not damage-base.
Also, there should be more missions without flying creatures, because in almost every mission u need an archer/mage, which makes upgrading sword skill much worse than mage/archer.
Also, there needs to be more poison/physical/cold weakness levels (most levels r weak at fire or energy), so that more elements r worth getting heroes for.
Another thing that could be added is a rare, expensive consumable item that upgrades the # of item spots (heroes can only have 3 items)
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its kinda cool that protector kept the best part of the whole game throughout the series. the best part being 2 songs on the sound track
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Also, are there any docs? What is gold returned? What is effected by debuff? Does a loot add effect the entire party or just that hero's units? what does the elemental bonus do?
Thanks
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The one thing that drives me crazy is that a character must have a basic and an advanced unit. When I look at the available ranged units, I find that I don't like any of the advanced ones but do like a number of the basics. I'd love if there was a way to use 2 basic units or 'advance' a basic unit to advanced. Either that or add more units to cover the 'missing' skills in advanced units.
For example, there is only 1 ranged unit with the loot ability and its a basic unit. The same for steal. The advanced unit with these two skills is a melee one and I don't use melee.
Oh, now that I think about it, a special ability to turn a unit from one combat type to another might be really interesting. Turn a melee unit into a ranged or magical one.
Another interesting thing that can be added is a monster ability to make it immune (or protected) from magic or only hit by melee weapons.
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I think the last resting piece of boringness would disappear if a faster tempo increase was added, at some waves you know for sure there won't be any danger..
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you should add a counter in battles additional to the red squares.. something simple, like 1/50 etc; but the squares can stay...
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I thought this was thoroughly enjoyable most of the time and I'm glad that the length of the game is longer than most turret defence games and yet still compelling. I was confused as to why there was a player attribute section at first, and when completing the game I still thought that it was redundant. An awesome game though, I've bought games that have been much worse than this.
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im rlly frustrated that u cant delete ppl....im on this final boss and hes strong against energy...whaddaya kno i got 5 energy archmages....now hes unkillable...pls add a delete button
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We need some way of seeing which unit belongs to which faction. Could we get a readout on the "Units deployed" menu that at least says the unit name and faction?
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Quest descriptions run over the allotted space sometimes and I can't see the whole thing. Usually on the funny ones. Please add a scrollbar or something. Otherwise, great game, I love the hero concept.
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Sorry, double post, but i need to correct that it is actually not quite infinite unless you have very good specialism on your physical hero.
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I found and interesting situation on this level where there are only waves weak to physical and energy. I start with a physical knight and an energy archmage. i level the knight to have full trance. this allows him to destroy most waves of both types. Next i place many archmages with as much warp as possible. The last boss is weak to physical, but absorbs all the mage attacks. He never dies and i never die. My physical hero get tons of experience though. The energy one is healing him so not so much unfortunately.