Watcher of Realms. Game Reviews
The game is almost a typical mix of RPG and tower defense.
That is, the missions are typical maps from games of the tower defense genre, this is when oxen of monsters rush to the main tower to destroy it, and we need to place defensive towers that cut off these waves. But in the hybrid, instead of attacking towers, catapults and cannons, we have heroes who also cause damage.
The cool thing about Watcher is that each hero is unique in its own way and has its own functions. There are 4 main types:
- Tanks. They act as a barrier to ground waves, but they also deal damage to the adjacent cell.
- Warriors. They also hold back waves, but their damage is increased compared to tanks, but they also stack quickly.
- Archers. They simply fire at a given sector with varying intensity. They deal physical damage.
- Mages. They also hit, but with magic.
- Priests. They heal and apply buffs, enhancements to characters within the radius of action.
The main joke is that each hero has his own range of damage or bonus action, from one to a dozen or two cells. And when placing a character, we are given a choice of the direction in which he will hit. So you need to place heroes where their area of action will be maximum, that is, choose the most effective units. So the arrangement decides the outcome of the battle in most cases, even if the heroes are all gold, you can lose if you place them stupidly.
And yes, another one of the topics that are rare in games of this genre - opponents hit not only melee and tanks, but also archers and mages, placed at the edges. Therefore, it is necessary to take priests in the campaign, and not in a single copy. It is clear that the first chapters are easy to complete with any composition, but the further, as usual, the scarier.
Leveling up heroes.
Heroes can be improved, and they become more useful in missions.
Initially, the system was a little confusing, the interface is not standard, so you had to guess where to improve what, but at the end of March, the developers switched to a new interface, added features, and at the same time reset the starting accounts, so the character development system became similar to raid shadow legend.
First of all, due to gear with various sub-parameters that allow you to customize various hero builds - crit, attack, defense. Also similar in increasing the star rating of heroes, as well as increasing skills due to duplicate heroes or special scroll books.
But increasing the levels of heroes in battle does not occur, only due to books that need to be knocked out and received in missions, so VOR in this regard is less nerdy at first glance.
But only for the first one, since for a qualitative improvement of heroes you need different items that are knocked out in dungeons, which become our everything at the moment when missions hit the ceiling.
And here is the dog, if it is interesting to pass missions, you need to think, as well as starting dungeons, then stupidly grinding dungeons is an event for an amateur, and without strong heroes, of course, you will not close the missions, even if you are three times a genius of tactical and strategic thought.
And yes, here is the same parsley as in the raid - the main receipt of heroes comes from shards, and whether you are lucky or not to get good heroes is another question. But according to the feeling in WOR they drop better, although with 60 compensation shards only one leg came, for example.
Summary, review
Objectively, a very good and unique game, especially at the beginning, where you really have to decide how to arrange the heroes to complete the game with three stars. In addition, the graphics and animation are on the level, the character leveling system
But over time, interest fades, especially if the sensible heroes do not fall. Although I have no reason to complain, I got a few easy ones, but I just became too lazy to wank. Of course, after completing locations with three stars, an auto mode opens, where you just need to stupidly watch a repeat playthrough, but for me personally, the raid is enough for now as a routine nerdy crap, I can't stand two games with such cartoons. In addition, in the raid, you can speed up the passage due to cool heroes, even 20 spiders and dragons can be farmed by some in half a minute, in campaigns, the passage takes 6 seconds, and the tower defense mechanics do not imply a significant acceleration of the process, even if you arrange the top players at the start, it's still time.
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