Orengall is a fun but really low-powered pact, and it's current state is becoming unappealing on higher levels or Cogah missions. The niche of being a Wolf master/summoner is nice, but I feel DE has heavily nerfed the wolves too much in the fear of automatization... Which isn't the case.
So I'm gonna list out some changes I feel would help benefit the pact while keeping it balanced with others.
- Werewalker, the problem with this ability it's that it has so many restrictions it might as well be the Ivara's Prowl of Soulframe, the "being vulnerable aspect" is not fun, and makes using this ability extremely ill-advised during a fight, it is only useful for engaging, but even then it's not fast or snappy enough on the "Instakill attack" prompt, which leads to the wolf doing a simple bite and ending the ability.
Changes? Werewalker should honestly work like Glamour, turn your character into the wolf and instead of making enemy hits pull you out you have a meter, doing the instakill is now relegated to a "Heavy attack" that will instakill the target, but it consumes the meter and ends the ability, but you can now do light attacks that consume the meter less. Maybe increase the cooldown to compensate
- Packhunter, at low levels it's a good enemy aggro tool, above level 30 this thing is useless, the wolves die to a single sweep and the cooldown is way too large.
Suggestion? Pack Hunter's wolves should honestly just be duration based with no health, if they want to give them health then give them better health scaling instead of the paper mache health they currently got, and raise the cap to 4 wolves if you go for the "Health" route, if going for the duration route, then 2 wolves max is ok
- Howl is the best of the kit because it's a Courage buff and maybe some Smite chance, I cannot stress that shouldn't just be it.
Howl should be more than a Courage buff, apart from Smite chance buff, maybe make it a movement speed buff that affects the summoned wolves too