So the kit for the Conqueror is nice. Those changes went well. Problem is, there is no punishment for him missing the shield bash, and he uses almost NO stamina;and he does not have a long enough pause between the missed bash, and his light attacks to allow for defender reaction and punishment or escape from the vortex. Also, to be fair, due to the physics behind HUMAN BEINGS... no way he could actually pull of the hits as fast as he is doing without exhausting himself immediately. So lets slow his recovery down a slight bit in all honesty.
1v1, and in elim mode, ALL YOU SEE is conqueror doing this over and over. All he has to do against MOST heroes is shield charge, light light feint, charge feint, charge light light. Rinse repeat, and he can do it up to FIVE TIMES. Thats ridiculous. I had a conqueror kill me as raider SIX times in a row doing nothing but this combo, EVEN WHEN I MANAGED TO ROLL OUT OF THE VORTEX! Because he has NO punishment for using it in stamina, and no punishment for missing any charge.
This combo drains almost NO stamina, and is not dodge-able in any direction to get away without double rolling, and because he uses almost no stamina in the process of doing this charge combo you actually are punished as the defender for rolling away by losing more stamina than he is by missing his attack.
This game is built around perfection of technique. Spamming a friggin vortex of three moves, IS NOT SKILL. And should NOT BE REWARDED.
So while I think the changes so far were good for his offensiveness, its fake. Its only better because you allow him to bully the fight in a way that doesnt allow the person to get away or react appropraitely. In reality, if this hero were to approach you in any way with this style of play, I should be able to tire him out relentlessly by forcing misses.
And dont get me wrong, its ok to have a bullish type of hero to play, but he needs to be using stamina to do this. Currently the conqueror has either too much stamina pool, or has to little stamina use for his own good.
My solution, punish him with stamina use. If the shield charge is dodged, double the stamina used to do it, and increase stamina used on light attacks.
Everything else can stay, and he can still be a one trick poney with a vortex and three moves that he uses out of his set; an annoying hero who closes in as his main form of attack. But that stamina cost will force him to rethink HOW he engages that close ranged fighting style.
I feel as devs doing balancing and reworks, so far only the Kensai was done right. You guys are putting out heroes with about 8 to 12 moves a piece; and 90 percent of your players use 3 and spam them. You need to reward diversity in a fighting game. So get to it.
i only play conq and his flurries are very easy to punish by parrying the second one and getting a free top heavy, the stamina issue your talking about really isnt the problem as its mainly gear stats , stamia cost reduction, and your playing a raider which is like the solution to majority of conqs, they are crazy op in terms of damage, i believe the problem is you crumble underneath the pressure from an okay conq.