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@Dude_abaker - you get a much larger chance to get a new hero if you don't have all 5 spots in your camp filled. If you want to see new heroes, just send away some of the ones you have sitting at camp waiting to be hired. Also, you don't need to win a level to get a new hero, so you can just start a level and then instantly quit to trigger a hero spawn. Repeat 5x, and you can get a new crop of heroes in no time.
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So far my only issue is that the heroes for hire show up at random and many times almost all 5 will be the same element or 2 and 3 of elements that you already have. Then it seems to take forever for a new hero to appear. I've gone through maybe 20 rounds and maybe 2 new heroes appeared during that time. One was of an element I already had and the 2nd was a hero I had hired and dismissed. Other than that it's a fantastic game :)
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Finished!
At first it seems the best one in the Protector serie, yet in the end it is probably the worst one. Grinding is too much important - while previous ones required more strategy - and I needed just twice do adjust the attributes of my soldiers to avoid the "Absorb" powers.
It has been over-designed a lot, yet doing so it has lost the challenge level which I appreciated a lot in the previous chapters.
Probably - as usual - 5/5 will rain on this and all the babies will hail this as the new king (waiting for the 5/5 coming... tomorrow? :D), yet for me it is quite delusional on the whole.
3/5.
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@TheRomonster, you are really totally whining, the game is seriously easy to understand, just a bit more sophisticated than version 1 until 3. I like this one a lot.
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It's retarded that I write about a game bug and I get negative rating. It just proves the trolls in the community that are playing these games and clicking "-" or "+" without reading the comments completely.
Shame. Go on! put me on negative =) prove that I'm right.
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After I used the memory wipe on my hero 3 times (Trainee Kirana 20 ligistics, 20 wisdom 2 magic use 17 tactics), when I won the next level, the system doesn't allow me to place more skillpoints on "tactics" eventhough it's NOT maxed. Why o.O?
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Desperately need to be able to sell or some way remove a tower. final level being absorb: fire when nearly the rest of the level is weak to fire is bullshit
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adding to Xeldem's post;
you can also do the Hold the gates story quest if u want more XP for Hero's that easily do the great hydra.to do it use your strongest Magic/Ranged unit.place them so that they get the most amount of area.only use 3 if the range is 3.then just do the quest for around 3000 XP
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here's a tip for gaining alot of exp, do the story quest (the great hydra) pave the four squares and use only one generals soldiers, use the second type and place them on all squares, remember to level your soldiers on field
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Did we learn ANYTHING from the success of Cursed Treasure? TD games should be simple and self-explanatory. But this game is far from straightforward. It is incredibly overcomplicated. The time spent navigating the pages and pages of elaborate interface feels wasted and leaves me feeling unsatisfied.
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i think that an idea might be that might improve the game itself so that it is more realistic 1. add bowmen into the game. 2.make the game show the bolts and magic transfering for the weapon to the monster like being able to see a bolt flying across from a crossbow and slicing into a rat or something like that. 3.make more quests AND A STORYLINE FOR THE QUESTS!!!!!
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Hmm, this has one of the same problems I felt #3 had: You reach (and beat) the final level feeling like you've only scratched the surface of the game. Buckling in for the long haul, I maxed out my wisdom and had only 1 in most of my other stats. Turned out I didn't need any more than that. I've hardly tried out any units besides a select few I already know work because A) there's still no way (outside of walkthroughs) of figuring out each unit's abilities, B) my leadership is only 6, which makes me hesitant to try out new heroes, and C) you can only take 3 heroes into each battle anyway. All in all, experimentation feels like more work than it's worth, which kind of defeats the purpose of having such a wide variety of units/factions/abilities to begin with. I give this game 4/5 for being fun while it lasted.
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I always lose my progresss, since autosave glitches a lot, and I can not throw down a hard save. + If you have the same problems and think there should be a save button
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@grimester987 Melee units do more damage then ranged and magical units so their good for taking down strong ground monsters
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I always lose my progresss, since autosave glitches a lot, and I can not throw down a hard save. + If you have the same problems and think there should be a save button
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ugh...Good game, but I really don't think the advanced units are worth the quad price of the basic units when they aren't even twice as good.
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What I think people mean when they say Melee is useless, is there are some ranged units that are strong and faster, and since they hit both ground and flying, they don't bother with Melee.
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5 star rating, but i didn't favorited it because i'm to lazy to complete a game that size. and the gameplay confuses me sometimes, but it's just me, i guess...
Anyway, it's a great game.
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Great game. 4/5. The only thing that would suck me deeper into the story would be a more detailed and elongated Protectopedia. Its still a great game.
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The Protector games are fun. I agree with the comments and wishes for next edition. The leveling process is laborious and obscures the playfield. The experience system requires ppl to place units in a specific order if they want their defenders to be balanced. Units really need an attack priority - otherwise what's the point in poisoning a unit with your mage if the mage is going to keep blasting away at him and ignore unpoisoned mobs. I've had a few cases of an item permanently changing a hero's element. No big deal, but glitchy. Can't find all the store bought skill scrolls for sale. Need more info on game functions like stealing, looting, an gold return %. Melee is kinda useless, but I like them.
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Food for thought, if melee is so useless, why do I keep winning when using combonations of all three types of attack, depending on the situation? Hmm? Think about it.
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Please rate this comment up so players new to the Protector Series can get an overview of the different abilities that aren't quite easily understood in this wonderful game.
1.) Debuff: This makes the effected enemy take more damage from all attacks.
2.) Consecration: This makes the unit do bonus damage to enemies that have the attacking units element as their strength. (I.E. Physical Paladin against Physical strengthed unit, Paladin does XX% more damage than it would without Consecration.)
I would put all of them, but the character count prevents me.
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How Sunny 2 is rated higher than this I will never know.
Hey, I have a suggestion for a future protector game. There are a bunch of really interesting and visually appealing enemy sprites. Maybe for a future game we can play as the enemies and try to fend off an attack from the hero characters.
Great game though. Keep up the good work!
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a good game 4/5. Some suggestions: 1) Allow the AI for each unit attack "first unit" "last unit" and " healthiest unit". Presently, all units attack the furthest forward unit. If I have a mage with poison skill, it's pointless to attack a unit with only a few HP's left... 2) There are too many flying waves in most maps for Melee units to be effective. 3) Most of the 'flavor' skills (e.g. steal, splash, berserk etc...) are not strong enough to be useful. The way through is pretty much always to grind with Archmages, which is not as much fun as if each map had a few units that serve best on it. 4) Need more info before embarking on a quest 5) Missions are not distinct enough. If the mission description is 'kill lots of orcs' the waves should mostly be orcs, it's lame to have a 'kill lots of orcs' mission that's 10 waves long with 4 waves of bats, and 3 waves of other stuff, and only 3 waves of orcs...