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Did we learn ANYTHING from the success of Cursed Treasure? TD games should be simple and self-explanatory. But this game is far from straightforward. It is incredibly overcomplicated. The time spent navigating the pages and pages of elaborate interface feels wasted and leaves me feeling unsatisfied.
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i think that an idea might be that might improve the game itself so that it is more realistic 1. add bowmen into the game. 2.make the game show the bolts and magic transfering for the weapon to the monster like being able to see a bolt flying across from a crossbow and slicing into a rat or something like that. 3.make more quests AND A STORYLINE FOR THE QUESTS!!!!!
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Hmm, this has one of the same problems I felt #3 had: You reach (and beat) the final level feeling like you've only scratched the surface of the game. Buckling in for the long haul, I maxed out my wisdom and had only 1 in most of my other stats. Turned out I didn't need any more than that. I've hardly tried out any units besides a select few I already know work because A) there's still no way (outside of walkthroughs) of figuring out each unit's abilities, B) my leadership is only 6, which makes me hesitant to try out new heroes, and C) you can only take 3 heroes into each battle anyway. All in all, experimentation feels like more work than it's worth, which kind of defeats the purpose of having such a wide variety of units/factions/abilities to begin with. I give this game 4/5 for being fun while it lasted.
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I always lose my progresss, since autosave glitches a lot, and I can not throw down a hard save. + If you have the same problems and think there should be a save button
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@grimester987 Melee units do more damage then ranged and magical units so their good for taking down strong ground monsters
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I always lose my progresss, since autosave glitches a lot, and I can not throw down a hard save. + If you have the same problems and think there should be a save button
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ugh...Good game, but I really don't think the advanced units are worth the quad price of the basic units when they aren't even twice as good.
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What I think people mean when they say Melee is useless, is there are some ranged units that are strong and faster, and since they hit both ground and flying, they don't bother with Melee.
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5 star rating, but i didn't favorited it because i'm to lazy to complete a game that size. and the gameplay confuses me sometimes, but it's just me, i guess...
Anyway, it's a great game.
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Great game. 4/5. The only thing that would suck me deeper into the story would be a more detailed and elongated Protectopedia. Its still a great game.
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The Protector games are fun. I agree with the comments and wishes for next edition. The leveling process is laborious and obscures the playfield. The experience system requires ppl to place units in a specific order if they want their defenders to be balanced. Units really need an attack priority - otherwise what's the point in poisoning a unit with your mage if the mage is going to keep blasting away at him and ignore unpoisoned mobs. I've had a few cases of an item permanently changing a hero's element. No big deal, but glitchy. Can't find all the store bought skill scrolls for sale. Need more info on game functions like stealing, looting, an gold return %. Melee is kinda useless, but I like them.
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Food for thought, if melee is so useless, why do I keep winning when using combonations of all three types of attack, depending on the situation? Hmm? Think about it.
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Please rate this comment up so players new to the Protector Series can get an overview of the different abilities that aren't quite easily understood in this wonderful game.
1.) Debuff: This makes the effected enemy take more damage from all attacks.
2.) Consecration: This makes the unit do bonus damage to enemies that have the attacking units element as their strength. (I.E. Physical Paladin against Physical strengthed unit, Paladin does XX% more damage than it would without Consecration.)
I would put all of them, but the character count prevents me.
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How Sunny 2 is rated higher than this I will never know.
Hey, I have a suggestion for a future protector game. There are a bunch of really interesting and visually appealing enemy sprites. Maybe for a future game we can play as the enemies and try to fend off an attack from the hero characters.
Great game though. Keep up the good work!
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a good game 4/5. Some suggestions: 1) Allow the AI for each unit attack "first unit" "last unit" and " healthiest unit". Presently, all units attack the furthest forward unit. If I have a mage with poison skill, it's pointless to attack a unit with only a few HP's left... 2) There are too many flying waves in most maps for Melee units to be effective. 3) Most of the 'flavor' skills (e.g. steal, splash, berserk etc...) are not strong enough to be useful. The way through is pretty much always to grind with Archmages, which is not as much fun as if each map had a few units that serve best on it. 4) Need more info before embarking on a quest 5) Missions are not distinct enough. If the mission description is 'kill lots of orcs' the waves should mostly be orcs, it's lame to have a 'kill lots of orcs' mission that's 10 waves long with 4 waves of bats, and 3 waves of other stuff, and only 3 waves of orcs...
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Small tip. In the case of when a monster comes into the range of two of your units at the same time, and both can act, the one you placed first attacks first.
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Great game, although I have a few suggestions:
As was already suggested the documentation should be more detailed, I was looking at the paladin skill tree and saw consecration but had no idea what it meant. A game with this much depth should definitely have more detailed instructions.
Another thing I would like to do is be able to click on the wave number in the bottom left of the screen and bring the details about the wave back up. Like when you first get a new wave it shows details about that wave that includes armor/exp/gold ect, I would like to be able to bring that back up for the next incoming wave.
5/5 of course, this game still stands head and shoulders above most others and is really fun, thanks much keep up the good work!
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it's great, i like it! *no time for writing more text... i have urgently fight some battles ;-)*
by the way... i want more mazes, please! :-)
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Micromanagement heavy and almost exactly the same as previous ones. Dont let the tons of upgrades and other useless additions fool you. Same boring formula as most new games , copy old game add new collectables , quests , upgrades ect to keep you playing. Badges are nice tho.
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sometimes I have a thief with very high damage (higher than it shows on the info box) then the next one is normal. glitch?
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Glitch in the experience. Even when not involved in the combat, any of my units that have stats in wisdom will still gain exp.
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Yes... I too want to be able to sell units... so I can replace basic units with advanced units (this is for players that didn't level up basic units so they save up money to buy the advanced units faster) ~~~
Also... I wish we could see the Unit's "skill/ abilities" before we even purchase the heroes... in order to determine if I want that units or not. ~~~
Another thing is, I wish some Equipments are more descriptive, as I have no idea what Gold Return, or Steal meant... but I am guess Gold Return means the money you get from monster kills? ~~~