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I am enjoying this game but I wish it had a little bit more 'mouse over' info. For example, hovering over the units in the Stat Screen might give you each unit's type name - or hovering over an enemy wave tab in battle might tell you a little more info (HP, etc).
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i was able to temporarily change my heroes names in the screen when u just finished a quest, its only there for that screen though
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While just starting out, I am kind of confused about these little signs on my heroes stating their element, I've never seen them before and there is no text to accompany them, so it's hard to select the right unites before you get to know them.
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Simple suggestion: When you earn a new Talent, it should glow slightly or stand out in some way the first time you visit the 'Skill' page after being awarded it. It is a pain to mouse over all the different talents to find the one you were just awarded and see what it does.
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Brief hiccup with the pre-quest scouting report, it's just been fixed if you refresh. Sorry about that. Thanks to everyone who let me know ASAP.
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Seems to be a bug all of a sudden: At the start quest screen, it just shows VB VB VB VB VB VB VB VB, instead of the recommended element...
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My 'advanced scouting report' from completing a challenge is just a huge line of black cirlcles with vb on each one for every mission, I don't even get the good old "Reccomended Element" bar
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Nevermind about my last comment, just figured out where the Scout skill was awarded and it was something else completely.
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I have always liked the Protector series but yet again I am seeing unfair balance towards magic units. All my magical units do much more damage because no need to care about armor, and the range is larger too. This doesn't make the game bad.. but there are really no need to hire heroes that have ranged or melee units, just go for the magical ones and the game is almost too easy.
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The only thing that I have ever not liked about this series is that it is exp based... Which makes doing anything but stacking everything right at the front of a map a downright failure...
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A few suggestions for an already 5/5 game:
1. Leadership (ability to recruit new heroes) should upgrade as you level. Exploring all of
the unit types is essential to mastering the game, but you have to grind a bit to get at the
different heroes. It's no fun having to postpone leveling the other skills.
2. It would be very helpful if there was a visual shorthand to show how upgraded each unit has been during battle.
3. The items (loot) are a drag to keep track of. IMO, there are too many in general- there could be a fifth less and the game wouldn't suffer for it.
Thanks for all your continued work to improve the game! It's incredible!
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why is it that the left your units on the left side of the screen seem to do a hell of a lot more dmg than the ones on the right
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Showing all of the waves before you accept it is such a handy improvement !
Had be wondering 'cause the 'preferred class' thing was once physical, but only 4/15 waves had physical as a weakness. But this is much much better, thank you ^__^'
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The trainee hero u get in the start is the only hero ull ever need, a fully upgraded archer trained to fight flying units will do less damage than a mage with way less upgrades
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Having to choose your generals without any idea of what the map will be makes the game really random and frustrating.
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Very well done. Good luck on the monthly prize! You've got my vote.
Just a few UI suggestions:
Hotkeys for heroes, units, and upgrades!
Not having to 'X' out of a window (i.e. being able to click on another unit after upgrading a unit, navigating between stats, skills, heroes, etc.).
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I want to use melee and archer units but really, it is just pointless. Mages are the only good unit, and it doesn't even really matter which one. The basic mage from any faction is good enough. That's kind of disappointing because it makes every other unit useless. Also, you don't need any other heroes once you have a few with magic units because you can swap their elements around with items. So, I'm always using the same three. Improve the importance of melee and ranged units, and this game would be a lot better.
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This 1000 characters limit ruined my comment :/
Btw: does anyone notice if changes in damage apply to your protectors when increasing the magic user attribute on heroes?
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As usual the concept is still very interesting. The TD stuff, graphics didnt change as well as the basics. That also means that there are some problems from previous games that got shipped over like the uber mages and now even more useless melee. There are new goodies like very customizable Heroes and equipable items. Its possible to make physical Mages again. On the other hand many of the different new protector types just suck because they have only bad skills or are melee. The restrictions to only two special skills per protector and only 3 heroes per battle makes it very hard to adapt to silly situations. Especially because you dont know what is comming and there is no way to replay normal missions. Also i miss the exact combat figures of your protectors like debuff strength etc. there were alot more infos on them in the past games. All in all its still an outstanding game but i dont think much has really improved 4/5.
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1. I see no use in the melee-units. Either they should get much better or they should be able to make at least a part of their damage to flyers.
2. Mouse over information is too sparse. Speed should be listed too, as well as Special attack modes (or did I imagine the shamans to do chain hits?).
3. Great Game! 5/5