Werewolf obsolete

Werewolf obsolete

Postby Gomez5500 » Mon May 29, 2017 6:54 pm

The Werewolf isn't the terror it once was...and a very mediocre NK with the update. So many ways to kill a wolf now doesn't even justify it remaining a unique role. Dying to a medusa seems ridiculous when the Medusa has a known team to back them up.

With addition of so many killing roles all any games are a blood bath usually 4-5 dying night 1. Games rarely last more than 6-7 nights especially with the way new NKs spool up in power as game goes on. Basically entire Coven faction is capable of killing, toss in crusaders, ambushers, trappers, pestilence, juggernaught and it just seems there is too much killing potential on board that games end very swiftly. Mafia, Coven both capable of 2 kills a night, plus Tks, plus more NKs in pool is just overkill in all any games.
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Re: Werewolf obsolete

Postby HereThereEverywhere » Tue May 30, 2017 12:55 pm

On average, games usually last 6-7 days. I heard that well before Coven came out. Also, yes, all Coven roles can kill. None of them can kill very fast or well without the Necronomicon, so that takes 3/4 days.
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Re: Werewolf obsolete

Postby Gomez5500 » Tue May 30, 2017 1:46 pm

As a necro using a dead werewolf I killed 4 town night 2...Leader can double kill controling vigilante / mafioso, rampage with jug / ww etc. Coven game I played we end game n5 with a quad kill night and hung the remaining trans. Double kill from me using vig to shoot escort, poisoner killed and necro killed using mafioso. Coven can easily kill 2+ a night in many ways.
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Re: Werewolf obsolete

Postby HereThereEverywhere » Tue May 30, 2017 1:49 pm

Your Necro killing required the WW to be dead. The Coven Leader needs to find the Mafioso/Vigi/Etc. They don't get a solid KPN until they either find someone to control or they get the Necronomicon.
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Re: Werewolf obsolete

Postby shapesifter13 » Tue May 30, 2017 2:28 pm

WW will actually be coming with a buff this patch. :) BG Crusader and Traps will only trigger on direct visits. So WW won't die to splash damage anymore.
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Re: Werewolf obsolete

Postby Aquaterious » Tue May 30, 2017 4:26 pm

shapesifter13 wrote:WW will actually be coming with a buff this patch. :) BG Crusader and Traps will only trigger on direct visits. So WW won't die to splash damage anymore.


Is there anywhere we can see the patchnotes for PTR? Changes happen so often that it makes matches even more chaotic then they already are!
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Re: Werewolf obsolete

Postby shapesifter13 » Tue May 30, 2017 5:16 pm

We don't have any PTR patch notes sadly. Something we should probably do in the future though.
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Re: Werewolf obsolete

Postby Seruth » Thu Jun 01, 2017 3:29 pm

WW needs a really, REALLY big buff.
It is WAY too squishy right now. We have Vet(can kill WW), Medusa(can kill WW; worse: With Coven Leader you have NO chance against coven if they know you at night), Coven Leader just has to witch the WW to itself and both die, Hex Master can kill you without worries, so does Pesti, EVEN Pirate can kill you. Then there is the WW's old friend the Bodyguard.
Solution:1. Give Werewolf Powerful Defense at full moon nights. No more BG, Medusa, Pirate(even nights) kill no more selfkill by Coven Leader. BG Doctor and Crusader would still defend the target, but die in the process; this would equalize the effect of TP roles. Jailor Jester Pesti and HexMaster can still kill you.
2. Being targeted by the Witch/CL will transform you in a Werewolf even on non-moon nights
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Re: Werewolf obsolete

Postby Belshy » Sun Jun 04, 2017 3:18 pm

Seruth wrote:Coven Leader just has to witch the WW to itself and both die


Not to mention if Coven knows the WW, they can witch the WW to Medusa and because of the night chat it's an easy way to kill the WW.
Not sure if that's what you were saying, if it was, apologies.
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