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The trick to using Destructors for beating Path to Shoreview is to go Generalist instead of Specialist. How do I know? Because I just pwnt that map with a Destructor.
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Just a coupla gripes:
Does it make any sense for a poison mage to repeatedly cast at the same target, leaving himself no time to get other things that were walking past at the time? Same question re: 'slow' inflictors - What good that he's just hitting one target, and then leaving himself stretched to the limit, basically hitting them too late to help the guys nearby to smack the thing? Why doesn't a fire mage do splash damage? What good is 'cripple'? In the original Protector, you were given stats to see how the choices on upgrade would affect the units, here you can't see that. It was very helpful, why's it gone? And how, in flippedy feck's name, do you beat the last level!?!?
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Wow, this doesn't so much have a difficulty curve, as much as, after the first two levels, you run face first in the difficulty wall.
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Hey, ive been playing one map fore an hour and a half, and there were 25 waves, i had to do something else while i waited. Great game, but it consumes my weekends!!!
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I found this version better than the other one, but too hard. I know you tested the game, but wasnt it really hard???
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I LOVED the original protecter. This one sucks. I first looked at it and the skill tree and stuff and thought: cool, this game will be even better!
Well, I thought that until I lost on the second level. There is no more fun in this game, they just created it into a mess. I just wanted to mess aroun d with my units but the game restricts me to one single strategy. I can't do what I want, I have to do what the game wants, and that takes out all the fun of actally playing the game. 1/5.
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Actually..the trick to fallen mine is 4 mages. 2 Cold upgraded to the max...and 2 left until the final round and upgraded to fire =]
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I don't know what I did but some glitch made one of my Mages have unlimited EXP and I was able to turn them into a Necro in a snap, haha. :]
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Gonna have to agree with the people claiming there's no real strategy element to this anymore.
Strategy involves different scenerios where various permutations of a set of known actions can take place. There are no permutations in this game -- it's a very strict set of conditions that must be met for victory and with the exception of one or two maps there is no room for deviation from this.
Probably my biggest beef is the fact that warriors are still pretty marginalized in this game -- if you can't level-up and afford 2-3 archers before the first round of flyers come, you need mages, so if you're levelling mages to take out flyers what do you need warriors for?
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you're hilarious kweenkille. The light on the chat box on the right is what I was referring to and if it is red rather than green your achievements will not be noted.
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Wolfbrother, how would you recommend taking on the 5th available places? I've tried a few different things, and I keep losing at the 18th wave. Can you describe 2 different strategies for success for the Achirion Wastes? I can't come up with 1, but you don't seem to find the game challenging, so maybe you can help me out.
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awful, really.
You have to go into a level, check all the waves(are there flyers? are there absorbers?...) then exit, based on that do your upgrades, and attempt. If you don't succeed, retry with little variation until you got it just right.
This is not "Chess" and strategy-based.
This is "Mastermind" and requires you to guess exactly what developer had in mind for each level.
There need to be different options to win a level...not wildly spread and all too easy, but at least SOME divergence of how to do things.
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Just changed my rating from 5 down to 3.
There should be more than one way to beat each level.
If you only have one path that can be successful then it stops being strategy and becomes simon says.