Reason: Duplicated text
#Improve WOLF clan overall
1 messages · Page 1 of 1 (latest)
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> 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
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> Thank YOu 🙂
Detail "too much blunt attack".
Sledger, Pack Master, and Mauler have different use, although mauler is very niche
Siege attack is not a separate damage type.
Berserkers already have damage upgrade.
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?
Am i right or i am right? Ahahaha... I'll check the wolf clan again. Lolz!
But what do you mean remove condition? You mean even when they are not on higher ground, they will still have more damage with King of the Mountain upgrade? Then that might be nice for Wolf ranger units.
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.
The dig ability was already buffed in 1.58 though, it already has a really long range.
These are @wary mason 's suggestions just so we are clear
I merely restored the bot-deleted message
Really? I didn't try. I'll check the Digger again.
Thanks for the hint
yeah i mean, remove the condition from higher ground.. make it same like archer, leaf disciple, musketeer. do more damage with no condition ✌️
make pack master siege attack
ballistaman strong but slow attack.. digger & dryad should get have more health tech
Such a tech would be great! But why should a unit that attacks buildings with fists be a siege unit? xD
Dryad has entangle now so aclittle more useful at least like druids roots
But no for Packs being seige lolz!
hahaha no problem, just make mauler do siege again instead of packs..
for dryad & digger second tech should be improve HP instead of less stamina when running 🤣
@wary mason has learned a new technique and is now level 2!