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YO PEOPLE, some people are having trouble with the brutish acheivment, to be honest, that was a pretty easy to get. All you have to do is go to the second quest (ruined smithy) and make sure you only take melee units......... kinda self explanatory... there are no flying units in that level
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Do farm Protectomons by using the loot special ability of gentlemen units (thief, shadowdancer,...) on the Hydra map.
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This game has come a long way since Defender (the first installment of the series, before Protector). Thanks for bringing me to Kong!
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Please add some keyboard shortcuts, especially for sending the next wave and for clicking through the "proceed" box as each new wave is announced. Laptop users like me will be much happier then.
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since they did the badger mushroom level on another protector (cant remember which one) there should be a narwhals one or sumthin
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can the scouting report show the element they are resistant to above the element they are weak - would make easier to plan a strategy. Also, can you make it that the player can choose if he wishes the upgrade screen to be the first to open when you click on a unit. I don't need to see stats of the unit when I'm constantly upgrading it, I just want to have the upgrade screen with one less click.
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Really awesome game, I suggest that for the next you make each baddie do so much damage if they get through to you to make it just a bit more difficult.
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I'd prefer to see an XP system that increases the cost of each skill individually- as it stands there's little reason to spread the points around.
Other than that, I'm loving it
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bosses are insanely easy cause if you let them through then they take one life (of TEN!) and go back to the top... !? maybe they should take 5 or something...
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Some kind of way to deal with all the artifacts would be nice. Maybe a sort by specific stat option? I've got 10 pages of stuff which is all useful ... occasionally. But it takes forever to suit up.
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I still hate the whole idea of individual units gaining individual EXP (this requires lots of map do overs, and no, thats not a good thing). But here are two or so suggestions. Please put all exp gained by 1 unit type to be shared with similar units. Such as all footsoldiers share the same EXP pool.
Reorganize the talents screen with similar talents near each other. Try to make the talent sections rectangular.
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majorly appreciate the update that makes the blue glow on the talents that you recently got/haven't checked. oh and 5/5.
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You know, I'm sure that a link to a quality guide for this game would rocket straight up into the top comments... I'm just saying... in case anyone wants to post one...?
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can somebody explain me how "steal" works :? coz i have equiped in one Hero 3x items for 6% of steal , and i keep use this Hero and his units to fight but i still didnt even got badge for "steal 50gold"
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I all honesty I preffer the 2-3rd games, Don't get me wrong I like this one too, but I feel like I'm laking the controll over the way my units upgrade. For example in the second and 3rd games every time your unit level'd up you got to chose from 4 differant upgrades then follow that upgrade tree. And you were really able to notice the differance in your units perfomance. This game is laking that. Also I would've liked to se more enemy types. Maybe I'm not far enough yet but It feels like i'm re-fighting everything from the previous 3 games.
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I was kind of pleased to see that Ranged units are now independent (instead of a costly upgrade of Melee units, as in previous Protector games). However the downside: Melee units are now kinda useless. They're invariably slow, their range is lousy, and they can't attack flying enemies. With all those drawbacks they're just not worth using on 99% of maps, no matter how much damage they do.
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not that the previous installments were a thrill ride, but this one managed to bore me before the tutorial even ended. too much tl;dr