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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
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The balance in the game is a little bit off. After farming a little bit for the element changing gear, I ended up just using a hired Hero with wizard (basic unit) and spellsword(adv. unit) for everything throughout the rest of the game, swapping his element as needed.
Its great that there's so many different units, but I ended up using only a handfull. And the melee is pretty underwhelming compared to units with 3 range, simply because you can overlap their field of fire.
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In the stats page, unit icons can use tooltips with info on their stats and possibly a preview of their skill tree. Btw awesome game, cheers from an all-time fan of protector series.
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AHA! To buy a hero you don't go to the heroes screen, that just wouldn't make sense! Why buy heroes by clicking on the heroes tab? What a silly assumption of mine!
For anyone confused, you click on the little white flag on the map that is your base camp. That's how you buy heroes. Unintuitive, never explained in the guide or tutorial, and the only hitch I've come across.
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great game 5/5 but myself i would like a button to have continuos waves so it just auto sends waves if you understand wat i mean
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How do you hire a hero? I'm the fourth person to have this problem. Done two quests and heroes are available for hire but I don't know where the page to hire a hero is.
It ain't in the store, and it ain't in the "heroes" page, and the PROTECTOPEDIA doesn't explain it either! HHHEEEEELLLLLLPPPP!!!!
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Another great game, aside from the fun gameplay and great graphics, i like how they mention a great hero in the past, which is you, its just fun to have lore about you :P. As the first game i've ever played on kongregate and the first tower defense game i've ever played, protector will always be one of my favorite games 5/5
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There's a bug where if you change a hero's type with cheese and then change it's type with an item, it will revert back to it's original type and will no longer change types with an item.
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I insta end the game, when I see I picked the wrong elements.... I think you should be able to see all elements that will be in a map, not just the recommended one. It just inflates the number of failures
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3. NO sell button, WAS a nice feature when you could see the round for yourself, look at waves and choose appropriate heroes. Right now its random - I randomly received this, randomly got on some random quest, randomly shown that I WILL suck, since again, I didnt take Snow, because - 1. I wasnt given any yet, 2. I was told that Poison is nice to use in this quest. 3. There are 8 flying waves that are only weak to Snow, which means all of my heroes - 8-10 of them, with 80% dmg will do... 8? Maybe things can change after you train and max out heroes, but thats not fun to lose because you cant win, tons of times.
The last thing. Seriously, all these - personal Skills, talents, heroes stats and so on, - its nice. But not in the way its been implemented. Too frustrating when you have to spend lots of time by guessing what can be useful, and whats not.
Other then that, its quite interesting, but if youre not searching for glitches, you wont receive much of fun. 3/5
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2. Interface looks nice but FAR from been useful. Lots of stuff could be put in much smaller tabs, rather then Making large windows. The Skill menu and unit stats menu - are both horrible. All could be put in ONE window, since I, personally didnt care much about all those STATS at all. Its just I DO hit the enemy by using 1 and only 1 possible upgrade way for each unit I could use in this situation, or not. However I spend lots of time by openning skill tab which is the only useful one.
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Ok, so I spend like 4 hours on it without any khm, real effect.)
So. 1. Swordmen are useless, yes, repeat this several times. When I'm told - FIRE is the best choice, and the only Fire hero I met for the past 4 hours was, what do you know- the first one with MELEE units, - I say, ok, fine lets try this out. Beginning of every NORMAL (lol) quest is all right, quite simple, you just cut the enemies and wait for some gold. After that you might get a Flying wave on 2-4 with, energy resist and fire weakness - awesome isnt it? So my mages, wont do damage, and my swordmen simply stay, and they MIGHT stay for 7 rounds out of 10-12. That IS plain stupid. Too random in my opinion.
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As shassa said (please + their post so it shows up top), for forgotten cavern, fire in back energy in front even before the flying energy absorber shows up. I used the bog standard footman (moderately leveled) and never promoted them once. I also replaced the worthless knight for a tribal crossbow for the flying mid boss. Flying and final bossess are pretty effing weak compared to the wave next to last.
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Good balance between different unit types, good soundtrack, great upgrade system. Very much replay-ability, great artifact and merchant system, find an artist to draw unique portraits rather than recoloring Spawn. Very fun game. 5/5.
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5/5, fantastic addition to the series. also, great job adding references throughout - it gives the game that much more character.
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I just finished all storyline quests, and I found that mages are really good. Whereas you have to split your skill points when you use meele and ranged units, you only have to concentrate one skill(magic use) when you use mages. However, you will suffer shortage of heroes in the early and middle game
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Having trouble? Remember, it's quantity, not quality so much that matters.
What works for me, is I buy one, and then only upgrade its damage. And then buy more units. Until I've got my quantity, then I choose my quality.
Hope this helps. ;)