Will fix! :)
Frostwind
Creator of
Recent community posts
The lifesteal was actually the factor making the werewolf very strong as it healed based on the damage roll and not the actual damage (after armor etc), it also healed off from overkill, which made it so strong, I changed it so its based on the actual damage it deals that for the next update. But might be a bit too weak now, but ill leave it as is for now.
In regards to targeting. Its currently: pick nearest target and stick to it until dead or invalid.
But I was considering adding targeting that's weighted towards attacking the Armor type you are strongest against, but I haven't pulled the trigger on that yet.
I also had the idea of like for example making the orc rider try to kill ranged units/backline so you have to kill it fast or have taunt.
The idea is that you shouldn’t be able to beat every match up, unless you really high roll. Thats what the rerolls are for, so if you have alot of single damage you reroll when see orclings for example. With the armor/attack types change more units have different roles and matchups. Werewolfs are light armor so you might want to avoid them unless you have the set up to kill them for example. But I was a bit unsure about having archer be light damage or medium damage. We also have taunt now on the armored orcs so that might be also a thing to consider if you go up against armored orcs and werewolfs, as that could be quite dangerous. But yeah probably things still need to get tuned, but I dont feel like any unit is useless currently, i won with berserker and swordsman as carry for example.
