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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
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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