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lol Great Hydra was so easy, did it with one advanced mage and maxed it at wave 3 =D
Otherwise, this is a great game you've got here. Was a little tough at first, but got easier.
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The game is really good, but one thing brakes it out. After completing the quest is so many unused potential fun!!!! The normal quests should increasing its difficulty and its skill point getting if they are played constantly. Or there should be the possibility to choose between easy and harder (increasing) normal quests on the map. ### This would make lasting the fun much much longer because the gettable EXP would make it possible to get more skills, heros and Talents.
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My bad, I meant I got the second hard before the first. Its quite easy, just buy the scrolls that give talents, and the rest will come from the story.
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I noticed the other day that this game has some odd compatibility issues when you play with another window playing hulu. simple fix though, don't play hulu and this game at the same time.
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All in all, a very good game, and having played the previous Protectors as well, I have but one gripe: the complexity. For one, the lack of instructions pretty much shuns anyone who hasn't played another Protector game. For example, how the hell is someone who is new to this series going to know what consecration is? Or debuffing? And even for those who have played the other games in this series, this game has, dare I say it, too many features. I mean, come on: there are 11 factions, three attack types, five elements, advanced and basic units, all with their own skill trees. There are 14 player skills, a bunch of player talents, and 9 hero skills. You have storyline quests, normal quests, many shops, a base camp, a treasure hunter... Don't get me wrong, I love new features as much as the next guy, but this seems like just too many features with too little explanations. We don't polish diamonds, we cut them. Sometimes less is more. But, as I said in the beginning, great game, 4/5.
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I have a problem with the Protectapedia. It's hard to read, filled with grammatical mistakes, and I can't really tell who is supposed to be writing it. First we see a person who needs to research the Chaotic Covenant (someone who is in the game), then we see a person referring to multiple Protector games (someone outside the game). It just gets confusing, and doesn't read well.
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one severe criticism: you need to allow an option to either sell units or advance waves, because in the late game, when you're stuck with enemies from all elements, but can only choose 3 elements, you get stuck fighting enemies and strengthening them, as they go through, wave after wave. i had a boss go through 13 times and kill me, while i could do nothing but watch. if i could have advanced a wave, i could have purchased more guys to counter the boss.
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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...