How to fix Warlord
The feeling many people playing Warlord have been having for quite a while is how bad he's lagging behind the updated heroes. This feeling is confirmed by the Season 6 win matrix Ubisoft just released. In the season 7 win matrix (which takes into account all tiers from plat and up) Warlord is dead last, mainly because people play him...how would you say, honestly, in those tiers. Warlord needs some tuning and I have some suggestions I would like to discuss. I have written the reasoning behind my suggestion in italics.
Ubisoft have earlier stated in patch notes that they want Warlord to be a counter attacker, and it is with that spirit I have come to the conclusion of these suggestions. You can all chip in with your own ideas, it's very welcome. I would also like to add, keep this thread civil and on topic. Thank you for reading.
General
Chain Starters - Headbutt stab and attacks from Full Block and the Shield Counter can initiate chains.
Crashing Charge - The run distance in order to initiate has been increased by two meters. The push back distance has been reduced to two meters.
The changes to chain starters will give Warlord easier access to his more damaging in chain attacks. Attacks which in the Warlords current state are very hard to land.
In order to make Warlord rely less on crashing charge mixups the numbers have been tweaked. It is still there as a potential threat, but carries slightly more risk when committing to it. At first I wanted to make it a 500ms move, but after having thought about it, it would never land on your opponent in that state. By making the run distance longer, and the push back shorter, it is still there as a potential OOS punish, but it will be harder to abuse it for a wall splat punish.
Damage values
In order to make Warlord a better counter attacker, the Superior Block Light Attacks from the left and right sides have been increased from 17 to 23.
The changes to the chain starters is indirectly a small increase to the potential damage output. Increasing the Superior Block Light Attacks side damage will make it more worthwhile taking the risk of doing a light attack to confirm a Superior Block.
Chains
LL-chain added.
HH-chain added.
End any LH or HH chain with the "Elders uppercut" (466 ms) that stuns. Guarantees no damage. Cancels the endchain H whiff recovery.
Basic top light is now 500ms.
Warlord suffers from having very predictable chains. This will make it a slightly riskier for the opponent to commit to a parry. It will also improve his feint game by having multiple options with his chains.
Shield Counter
The Shield Counter can now wall splat, allowing for a side heavy attack to be landed. The heavy attack after a shield counter is now an unblockable attack. This attack can be feinted as usual.
A small but situational increase to the damage output.
Full Block Stance
A "light parry sound" is played if you blocked something that guarantees the heavy attack. The heavy attack out of FB can be cancelled with the feint-button. Or soft feinted with Guardbreak. The heavy attack has lost its undodgeable property.
Stun your opponent with the "Elders uppercut" by pressing GB after a blocked attack. Headbutt into stab has been removed.
The stamina regen punishment for going into Full Block has been reduced to two seconds.
The Full Block Stance is a very lackluster part of the move set at the moment, which is strange for a hero that is supposed to be a counter attacker. The Warlord expends ~40% of his stamina with a block and a heavy from the Full Block Stance. It also stops the Warlords stamina from generating for around 5-6 seconds. The heavy isn't guaranteed if the timing is not spot on. Adding a stun out of the FB will give the FB stance more versatility. Headbutt after a FB block is redundant damage-wise since the light is now guaranteed so it has been removed.
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