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Protector 1 & 2 were, imo, flash game masterpieces. You should have stopped there. this game is just recycled elements from all your other games, with the 'novelty' of having more customization for all your men--big deal! it doesn't make it fun to play, especially the later levels, when there's no challenging enemies left to face. protector three was horribly difficult, and people complained, so now you made protector four which is insanely easy. only 1 & 2 had any kind of balanced gaming.
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Good game, but why do you get more points if you spend all your money during a level? Shouldn't you get more for having more money left over?
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more problems:
- Advanced units are useless, when I got enough cash for obtain, there is no way how to exp them enough
- New talents should be highlighted, searching for them is really annoying
- Sell or move option in battle
- More mouseover hints
- Meelee units are weak, no range, no flyings .. when there is oportunity to use them, there is allways at least one wave of flying units so you need ranged units as well ... and exped ranged, so why build two armies?
- Map is one huge colour chaos
- Key shortcuts
- Unknown enemy paths
Hmm .. maybe Protextor VIII should be playable for me .. this is just boring day for few achievments.
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Fourth time and still shitty :/
Main line is too easy ...
- Used only Kirana and Trainees (14 basic dmg) and energy spec
- Maxing magic use eighter hero and mine
- In battle allways choose middle (damage) way on exp tree
- When available, use elemental switch item to physical damage when need it
Well .. mayor problem are only levels with bosses absorbing energy, then it's time to switch to physical damage. Sometimes there are also waves with phys str but my bonuses rule them. This is probably first "RPG" where quantity is over quality - when have place and money, hire more units.
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consecration allows a unit to hit for extra damage against an enemys strength
for example if you use a physical warrior against a monster with physicla as its strength instead of hitting for 50% damage youll hit for 125% damage.
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needs balancing. you are easily stopping the enemies with your first person for 3 or 4 waves and then it throws 30 or so at you in one and you can hardly take any out. BALANCE. for now just a 1/5 frustrating and boring. no innovation, just a standard leveling system added onto the old protector games.
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Protector got better, even when it was awsome. I just don't know what consecration does... If some1 knows, please pm me or add a comment
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This probably has already been said, but... i think it would be FAR better if elemental switch was a consumable item with a high cost. Switching elements with equippable items is just too exploitable and defeats the purpose of having elemental-based heroes.
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I love this game... though It is a bit unbalanced. I'm almost finishing the storyline, and I'm still with the beloved trainee Kirana, just changing her element for each mission.
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IMPOSSIBLE! I have all badges for previous protectors but can barely pull through a battle in this one. I think im too stingy with my cash
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great job man love this as much as your others i noticed though when u look in the main menu when ur in world map and you look at the waves, sometimes it says [flying][flying] maybe this is just glitch or fast speed or w.e but just to tell ya 5/5
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There's a bug on the hire hero page. If you lack leadership to hire more heroes, each time you click "hire hero" you gain 2g.
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the improved scouting report makes all the difference in the world. it honestly brings the game to a different level, by taking out the frustration you'd get by going with the "suggested element"
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My PF usage steadily climbs during long fights to the point where my computer locks up. Is there anything I can do about this? This is a great game but not worth wrecking my computer over.
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There is a single bug that I ran across that I'm not sure if it's been fixed yet or not. Somehow, my first save file's commander stopped leveling completely, recieving "NAN" experience while my heroes kept recieving their normal amounts. I just restarted and made a second save file, but I still had to start over. If this issue hasn't been resolved, it might need to be. Also, this was a very fun game, though I wish the main plot had more choice in it or at least side quests for each faction. Here's to hoping for a Protector V.
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I would suggest getting rid of the element changing aspect. It prevents having to use different heroes. Would be much more fun if you would have to use 5+ heroes instead of just using one the entire game with element change.
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Let us pray: lord may we thank you for food to eat, clothes to wear and a sequel to the sequel to the sequel of the first protector amen.
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how do you get the advanced authority for factions such as chaotic covenant, the only place i found selling advanced authorities is the 'mountain man's' however they only sell 5 types of advanced authority...
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4rth iteration of the game and the interface is still a huge groan. I'm a lot less lenient on rating games when they don't get something so crucial right after then Xth time.
seriously dude. look at your interface. What could you do to make it less monotonous?
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Slight bug: it seems when a unit gets the last power and speed upgrade, in my case, it's the "Chaotic Manapool", for the Chaotic Warlock, the speed FIGURES seem to DECREASE from 3.6 to 2.8, even though the unit itself is attacking faster than the unit with the 3.6 speed.
Hope you can fix it, nothing that bad. ;)
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I spent all my points in Looting, and go with +45% on the hero that has the units I put in the map (other heroes have +looting too, just in case it added). Game beaten, and I have yet to find something worth keeping :/ And that A. Jones seems to be keeping the good stuff for himself :S Otherwise, nice game :) ((PS: "stealing" is yet to be seen -I've only played with mages-))
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the most effective strategy for this game is to effectively use "weaken" on mages. it works for the whole game and it ignores base damage type. so simply use a basic mage with the weaken skill branch, element is not important. then place the mage in a position in front of bunch of paved tiles. the follow the "weaken" branch as you gain exp. behind the mage place the correct elemental units for the level (usually only really need 2 types of damage), these units should follow the damage branch (middle). so then what happens is that the weaken mages act like damage multipliers even if they do 0 damage. the damager units will then hit very hard say like 40+ pet hit on the ancient corrupter with no upgrades, and moderately upgraded will hit for like 100ish. makes it pretty easy.
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Don't think I'm getting the Energy Skill Talent after being at 9 (wasn't sure if "over 8" meant > or >=.)
Also, I think it'd be cool to have a way to zoom on the talent badges. The artwork is great but you can't see it in the skill screen that well.
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Its a bit confusing with the heros xp but its probaly just me getting used to it. other than that its really fun and addicting and thank you for being a kong made game and not armorgames!
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from PatoFeliz (I didn't see it here in comments):
To what you asked about “elemental” in protector IV. It means that improves the advantage you make with elements. Let’s say that you are fighting an enemy that is cold, and its weakness is fire, and that you would inflict him 50% more damage than usually. With an improvement in elemental, you make 52% of extra damage. And it applies to weakness too. If you attack this enemy with cold, let’s say you would have a 50% damage penalization for hitting him with cold. With “elemental”, this penaliation is reduced to 48%, and so on with every skill point you invest.