Hi, I'm going to point out some flaws with the Conquerors strong charge and attack (the spinning chain attack) and how it could be remedied. First I think that the attack is great, and adds a nice offensive option to a generally defense based character, but the way is it currently will eventually lead to it not being used very much, if at all, once players become more skilled with the game.
The problem is the constant drain on the Stamina while charging. That coupled with the movement nerf (the conqueror seems to move a lot slower while charging as opposed to not charging) will lead to an opponent simply keeping their distance while the conqueror is charging until their out of stamina, or have to cancel the attack in order not to run out. Then they will just pressure the conqueror in a fight with their lower stamina (I both used this tactic, and had it used against me so much that I simply stopped charging). So in that case, the stamina cost of the move is too high to ever really be a viable option against a skilled player. Or if using it against an unskilled player, a conqueror can enter into the state, quickly swing and not receive basically any stamina penalty at all for the increased damage of the attack.
I think a good way to solve this is to charge a set amount of stamina to enter the charging state, as opposed to constant stamina drain for being in the state (your stamina will not increase while in the state, but be held static). And then charge a stamina penalty for swinging with a charged strong attack (x1.5, x2?). That way the state will cost stamina to use, but it is a set amount.
The charge state would more applicable because an opponent couldn't out wait it, but it still have cost stamina to go into the state, and even more to swing from it. This would even out both players who quickly enter the state and swing, and player who hold to state and wait for an opportunity.
Either that or simply limit how much stamina can be drained when in a charging state, which will still benefit those who quickly enter and swing (if that is the devs original intention) but not overly punish those who use the state in a defensive matter.
You may have not had a problem because most players weren't aware that charging has a constant drain on stamina. I played a lot as a conqueror, and I didn't even realize it until I watched the video for him. It wasn't so much a constant problem for me, but against those few players who knew how it worked, they just employed the tactic I have previously mentioned, making it basically unusable. After its full release, when its a game that people have been playing for weeks, as opposed to a few days, everyone is going to know how it works and how to exploit it to make it unusable. That is the concernOriginally Posted by ZenBearV13 Go to original post
The bottom line is Its exploitable in a way that makes it unusable. Even if most players haven't discovered how to do it yet, it just a short matter of time before they do.
Hm, I have to agree with the Bear here.
Never really had a problem with the Conqueror either.
His "charged up attack" where he keeps swinging the morningstar around is powerful, but avoidable.
When he starts to charge, I just get out of reach and let him waste stamina xD
His shield-bash can be avoided by dashing, too.
He's dangerous if you get too close, yeah. So you often have to dash back and forth, guardbreak-chain-combo, deal damage and then retreat, don't stay too long around, etc.
IMHO the Conq is fine![]()