Colt rider

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Stiff_Maistar
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Colt rider

Postby Stiff_Maistar » Fri Sep 28, 2018 8:21 pm

Could be a possibility to improve the Colt Riders range from 250 to 400 (or 450) range, so that it doesnt dive so close to the tanks and die pretty fast.
It is a good unit, its just that the low range might discourage people to use it, and it would be a better unit with some more range.
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Re: Colt rider

Postby Hakuna » Fri Sep 28, 2018 8:36 pm

A good unit he says...my my. I have yet to see anyone use them for anything but delay. Both my tier lists have them firmly seated in last place.

That said, the description of the ability doesn't sound like complete garbo, it's just the other problems. And yeah I guess low range definitely doesn't help its case out any.
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Stiff_Maistar
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Re: Colt rider

Postby Stiff_Maistar » Fri Sep 28, 2018 8:54 pm

1x Colt rider cost 120 gold. It does 63-67 dps which is pretty good for the gold cost. And the first 5 attacks deal + 40 dmg so its 200 extra dmg.

For example:
3x colt riders worth 360 gold does 189-201 dps + 600 spell dmg (40dmg x 5 x 3)
2x Wyvern worth 360 gold does 164 - 196 dps.

This means they deal the same dmg as wyverns + 600 dmg for the same price.
Last edited by Stiff_Maistar on Fri Sep 28, 2018 8:56 pm, edited 1 time in total.
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Re: Colt rider

Postby Hitsugaya[PoL] » Fri Sep 28, 2018 8:55 pm

well i agree it should have more range, it can be rly nice add for lvl 10 hold when you got not much gold to spend, same like fire archer which is good becose he dont cost much and he stay behind and do not bad dmg, colt could be similiar but he run front and just die.

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Re: Colt rider

Postby Hakuna » Sat Sep 29, 2018 7:59 pm

Fair enough, I think you are quite right to say that the low range is what makes the unit unviable.
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Re: Colt rider

Postby broud3r » Wed Dec 05, 2018 11:01 pm

The low range and its slow turn animation.
I like to keep some units in a second row range.
will increase the turn animation and reduce its aggro range for now and see how it goes.


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