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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.
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"Steal" abilities with their current rates hardly ever pay off for the price of their upgrades. the amount stolen should be tweaked to provide incentive to invest points in it.
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It's so slow to earn gold! I wish to stock the amount of gold remained to my budget, just like in the previous version!
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Awesome & well-polished game worthy of 5/5. I only have one constructive comment - and thats because I liked it so much & didnt want it to end: Is there any way to add a "hard" and/or "extreme" mode where the enemies have 50%/100% more hp in story mode? I would love to replay it again on a higher difficulty. Thanks!
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I have to say I absolutely love the FIRE HERO option. Took me three sessions to realise that it wasn't actually a fire element hero.
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Unit stats? Pay a hero and get lucky or not. Whose faction is offering the quest? good luck! Which stats are LOWERING your capacity more than if you'd lose the related levels and experience instead? Wisdom! And good luck figuring the other ones! Why are some one-hour-of-play people get much better heroes and loot when they didn't invest points in looting or leadership? Good luck figuring it out! How to win? Oh, that's right, you DON'T need help with that, any hero almost any stat combo of you and it as long as its high, just remember to have your strong hero switch element when there is something absorbing his current one on the map. Which element is your hero? Good luck figuring some of them out, took me only 3 mistakes... some stats are so completely ridiculously imbalanced, whether it's you, heroes, or artifact max usefulness (capped by unknown factor no less) they're all extremely unbalanced. Overall sins: too easy, completely random stats...
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A sell unit option would be very, very, nice, I hate accidentally placing the wrong unit down or having a useless one that I want to sell. Also a pause button, encase I panic.
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Now I finished.
1. way too easy. At the last elvels I hardly had to do anything but watch.
2. It took some time until I recognised how the skill sytem works. I think the whole different skills could be summed up into 1. Just let the heros level up.
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There's a scroll (which can be found as random loot) which says that it does this, but it didn't do anything at all when I tried it. Under the main name of the item, it says "Player Memory Wiper" instead of "Hero Memory Wiper".
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nice sequel...few things:
-mele units are usless
-it should be possible to sort items for specific stat
-proctopedia should havemore info
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by far the easiest protector badges but the game is flawless as ever brilliant work and new variations how the hell do you keep doing it still a big fan of the first one though keep it simple
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Overall, the game is all too easy: earlier Protector games provide much greater challenge. Most maps here can be conquered using only one Uber-hero. And mages totally overpower range units, which are still better than melee. Only in a couple of maps did I ever use melee, and only when there were no flyers around.
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Is it just me, or are Technomancers completely useless? Nice range but puny power and speed. They're supposed to be an advanced unit, but Engineers (basic unit) easily outperform them.
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A lot of new nifty features in this one...but for me, they didn't enhance the game one bit. I found myself finishing the storyline without buying/selling anything or recruiting more than 4 new heroes, or paying any attention to the new skills being learned. I love the Protector series-but sad that this one wasn't more challenging.
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It's too easy, I think. You've gone all about making it more complex, but it just seems to slow the game down, while not really requiring the same level of strategy as the previous ones. The fact that you never have to balance all 5 elements at the same time is one part of this, I think.
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I would really like a tooltip on the element/type symbols. I don't know which is which. The only one I recognize is the fire symbol.
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Really great game! I like the Protector series.
Now add an impossible bagde for getting all talents (or even Protectomons) and I think I won't do anything else for the next week(s)...
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Metalmouth - Metalmouth loves to bite things with his big metal teeth, it makes him goot at eating but he can never seem to blow bubbles with bubblegum. hamlar augmented +1 dmg
The misspelled words and inconsistencies aren't my fault. I copied the words exactly from protector IV. Some inconsistencies = protectormon / protectomon.
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Treehugger - Tree hugger is ALWAYS climbing up trees, one time he fell super far and got a big bump on his little head. flitwind woodsmen +1 dmg
Lonestore - Lonestore doesn't like other protectomons, he lives by himself in the woods and makes toy boats out of twigs. flitwind rangers +1 dmg
Travle - Travle loves exploring, he's always sticking his head in holes to see what's in there, one time he even got stuck. flitwind wanderers +1 dmg
Bubbler - This protectomon loves making bubbles with his super secret recipe. hamlar alchemists +1 dmg
Mender - Mender collects broken things and tries to make them work again, if he can't he gets sad and cries a bit, but when he does he is super happy. hamlar engineers +1 dmg
Specky - Specky has a big pair of giant glasses, they make him see everything as if he is under water. hamlar technomancers +1 dmg