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The game's difficulty scaled downwards tremendously compared to Protector III which was a good sign, did not have to play through the same level to grind.
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(Also, wouldn't let me put it all in one comment) Yes, I know the protectopedia is not done, but give the creator a break, he probably just finished the game, all except the protectopedia, which given the immense amount of units currently in the game, the protectopedia would be very, -very- long and time consuming. Most likely the creator is working on this currently, and will add it in a later update. And no, the game does not encourage you to power level certain heros, you're much more efficient and strong if all your heros are at nice level standings, not just two or three.
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SittenSpynne, melee units are not useless. Melee units do the most base, straight out of the box damage than any other type in the game. If you have trouble with flyers, just get a hero with archers, flying units are then just cannon fonder. See, Melee units are damage dealers, Mages are elemental damage dealers, and ability users, Ranged units usually either go for winged units or just general power against armor. Though, Ranged units tend to be weaker than most of the other types without leveling up.
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SOOOO EASY....is this game supposed to be difficult? Is there an option I am missing to make the game harder? A couple of high damage ranged units can kill anything. Most levels I can beat with Thieves only, or Crossbow men only...snore.... Mix 2 Elements together, with 2 ranged units = win. Every time. I quit using melee units completely after the second battle. Why would you waste a square on the map with a unit who cant participate in the hardest waves, which are usually flying creatures. Lack of hotkeys for all the ridiculous amounts of leveling up you have to do...incredibly aggravating. Protectorpedia - Useless
2/5
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it sucks how you get the best units first because there's nothing to buy except equipment. and i also liked the previous games unit leveling up system. also i hate it when there's all ground creatures except for one flying unit. anyway other than these things its a great game 5/5
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3 stars, it's a well-done game but in its current form I'm not sure I'd even call it half-finished.
I like having lots of units. It looks like there's 60+. Good thing I've got a Protectopedia to tell me about them, right? Well, it doesn't; it just gives me some lore that's nice but not helpful. The first thing I learned: melee units can't damage flying enemies. This would be fine, except the game's leveling system seems to encourage you to power-level one or two heroes and ignore the rest. So heroes with melee units are useless. You can swap units randomly, but there's no way to tell what units you can get except experience. Many units have buffs so similar they can be considered identical.
Maybe I'd know this stuff if I'd played Protector I-III, but that's not a good excuse. To me, it feels like the creator should have let this one sit on the drawing board for another couple of months and added some documentation. A big game requires explanation; this game lacks it.
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Just repeat "The Great Hydra" for endless Exp =)
Good for those players that need extra help with the levels on the heroes. =)
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Great game!
Just two things I'm unclear on-- what hits flying enemies, and which icons corralate to which elements? I'm pretty sure I know the answers to each, but I don't want to risk making a big mistake...
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I'm not really sure that items that increase steal chance actually do anything, even when equipped to cutpurse and gentleman.
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I disagree, arch wizards and regular wizards that hit a large area are perfect when they can poison the enemy for large ammounts of damage 1 or two of them can pretty much take out whole waves when they reach max posion level. They also level up even faster then others since they do hit a larger area allowing them to do more damage then anything else.
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- cool game but it needs rock/paper/scissors in every quest, it seems that now when chosing fire hero you don't have to worry about anything. We still have 3 heroes for every quest so why not making quests requiring more than one element? Yes, there are a few quests that require 2 elements but you get my point.
- it's impossible to buy an advanced unit at the beginning of the quest even if you have enough money (Logistics 25+), my idea was to buy pala as the first unit, is it supposed to be so?
- xbow is still overpowered, no other units are needed. Why do we have so many units then?
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I wish the storyline were longer! longer mini campaigns for each guild would be awesome (storyline is always cool =P).
That way finishing the game would be longer and longer =)
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@Pieface2 :
as far as I remember from Protector 3, Consecration lessens the effect of the enemy's Strength; ie. if your unit has Fire element, and the enemy's strength is Fire, then your unit will have less damage penalty to it with consecration.
hope i remember right
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i was thinking it would be good to be able to look at what all the bonuses you got from talents are combined on one screen
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All the heros that you can recruit are garbage, but I guess that is ok because I started with an energy, physical, and fire and recruited another fire at the beginning. I then used the new fire and the other two to beat everything. Never needed poison nor cold, flaw?
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I'm having some serious problems with the game loading. One hour it loads fine, but then it just black screens another. No idea why, any thoughts what it could be?
Yes I have the newest flash player.
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Fire+Melee+Range+Elemental Switching=OWNAGE; hardly used the other factions (Arkadia was more than enough for me) and I had near zero need for magicians as they were only useful at the beginning of the game. Hmmm...maybe I'll make another file where I focus of mages or other factions although I would probably still focus on fire...it seems to be the best element out there. Any thoughts or tips about that?
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A wonderful game, and the best Protector to date in my opinion. If there's anything I could suggest to make this better, it would be to expand the Protectopedia to include more details on gameplay mechanics: such as descriptions of special abilities, and even the basic stats of units. I still don't even know exactly what most of the abilities do, just what I can guess using common sense. Overall, though, a great game, and deserves my 5-star rating and favorite. Keep up the great games!
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best advanced units:
Huscarl (melee): can skill for a lot of additional damage (i think 8 times +30-50%)
Crossbow (as you may think: ranged): can skill for +xxx% damage to flying units
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overall great game but I miss the challenge of your previous versions. None of the levels were hard at all. You have a lot of content but I found that I never had to use any of it. After about 4 missions I added scrolls to the first three heroes i had and then only changed when I needed to change element. Never got more than three heroes and really only used one of them. Previous versions you had to think very carefully about which units you were going to use and where to place them. Here just pick one ranged and mass produce. Still enjoyed but on the next one go back to the basics and make it hard again. Thanks for your efforts.
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I wish it had been more clear that the Stores are only for selling an item. I accidentally sold my first skill scroll because I thought that's how you were supposed to "use" it. No way to reverse the transaction, either. Very weak. I also don't like that the quests vanish if you fail them. I would prefer to be able to work on my tactics, and hammer away at the quests until I beat them. That's how strategy games are supposed to work.