#Improve WOLF clan overall

1 messages · Page 1 of 1 (latest)

agile cragBOT
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Adnil#5765 has been warned

Reason: Duplicated text

icy surge
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MESSAGE RESTORED```
> 1. Improve AI chance using shale armor BG (if not using blessing), make 90% chance unit always use shale armor. Right now the most often is berserker transform into werewolf, other than that never saw any wolf unit using blessing / shale armor
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> 2. Combat Pit technique is the most useless than other clan (tavern, forge, dojo).
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> 2.1 Wolfball League tech> brawler & sledger do more damage
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> 2.2 Grooming> berserker do more damage / berserker have more health
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> 3. King of the Mountaion Tech> remove condition (ballistaman, hurler & pitch do more damage)
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> 4. Freedoms Wolf Tech> (Werewolf, pack master & wolf do more damage) or (werewolf, berserker & wolf do more damage)
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> 5. Forest blessing> Dryad do more damage or increase attack speed same as swordman
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> 6. Rite of Freedom> Digger & Dryad have more health
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> 7. TOO MUCH BLUNT ATTACK on WOLF CLAN. or at least make Pack Master Siege attack or change Pack Master attack from blunt to piercing
> 
> Thank YOu 🙂
dire oracle
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Detail "too much blunt attack".

edgy slate
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Sledger, Pack Master, and Mauler have different use, although mauler is very niche

livid plover
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Siege attack is not a separate damage type.

Berserkers already have damage upgrade.

solid nymph
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I guess, i agree with King of the Mountain upgrade for ballistaman etc, about additional damage when on higher ground. Because without the "King of Mountain" upgrade all units from all clans will already get more damage on higher ground naturally, right? Or does it stack, example with ballistamen on higher ground will have more damage then, when hes upgraded with King of Mountain the unit will have 2x more damage now on higher ground?

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Am i right or i am right? Ahahaha... I'll check the wolf clan again. Lolz!

solid nymph
oak leaf
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Hi Komi yeah that are changes that could work, but we have to take a look on the balancing then, because the ballistaman could be a little bit too strong then? And what do you think is the problem with the blunt dmg? Because they have also strong cutting dmg unit (digger, Berserk, Brawler). One thing Im thinking about is to change the battle gear from the diggers, I cant see where this is very useful. Maybe the tunnel range should be longer that they appear surprisingly on a place, for example behind enemy units OR dissappear when they are nearly dead. I really like this unit, with the upgrade it deals high dmg, have a lot of stamina and it is fast.

livid plover
icy surge
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These are @wary mason 's suggestions just so we are clear

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I merely restored the bot-deleted message

solid nymph
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Really? I didn't try. I'll check the Digger again.

oak leaf
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Thanks for the hint

wary mason
wary mason
oak leaf
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Such a tech would be great! But why should a unit that attacks buildings with fists be a siege unit? xD

solid nymph
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But no for Packs being seige lolz!

wary mason
agile cragBOT
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@wary mason has learned a new technique and is now level 2!