Charged Heavy
Reimplemented “Uncharged”, “Level 1 Charged” and “Fully Charged” heavy attack.
Uncharged Heavies are just normal heavy attacks with a delayable startup. An uncharged heavy does not glow during the animation.
Level 1 Charged heavies are now Uninterruptable.
Fully Charged Heavies are now Unblockable.
A green flash will show at level 1 charged and a pink flash will show when it's fully charged.
The "Charged Finisher" has been returned
Level 1 Charging takes 500ms, Fully charging takes 900ms.
Level 1 Charged Heavy deals the same damage as an Uncharged heavy.
Top Heavy Unblockable changed to 45 damage from 44
Side Heavy Unblockable changed to 40 damage from 33
Conqueror can cancel the charge of this attack with a light attack
My comments:
Restructuring the charged heavy like this gives conqueror more mixup potential that doesn’t rely on beating someone’s head in with what largely amounts to a small door. More on that later, but taking this away from conqueror rather than just making it stronger was a mistake on the part of the development team in my opinion. Also the charged heavy is supposed to be an increase in damage. Why in the sam hill did his side charged heavies do so little damage? There needs to be a bigger pay off for landing such an extremely telegraphed move, especially since he’s completely GB vulnerable while charging it.
Superior Block Heavy Attacks
Part of Conqueror’s rework changed this to Superior Block Heavy Openers and Charged Heavy Openers. Basically just undoing that and giving back Superior block on the start up of all of conqueror’s heavy attacks. .
My Comments:
I have no idea why this was even changed to begin with as it was part of his identity as a counter-attacker. Returning this to the conqueror will allow him to catch an opponent off guard with a proper read and land a successful countered heavy.
Shield Uppercut
All Heavies can be cancelled into "Shield Uppercut" unless chained directly after a Shield Bash.
Increased stamina damage to 15 from 10
Hit Recovery is 600ms (was 700ms), and you get Stance Change / Default Defense at 600ms.
Miss Recovery is now 800ms (was 700ms), and you get Stance Change / Default Defense at 700ms.
My Comments:
Decreasing the recovery time on a successful hit while increasing the recovery time on a whiff gives this more of a risk and reward to using it and should make the conqueror be more thoughtful about when to use the move. Removing the ability to use it directly after a shield bash will also cut down on the overall bash spam, however increasing the stamina punish slightly does make it more dangerous to be hit by.
Chains
Chains have been reworked.
Light can be followed with any Light or Heavy
Heavy can be followed with any Light, Heavy or Shield Bash Mix Up
Shield Bash can be followed with any Light or Heavy
My Comments:
Removing the ability to follow a light attack with a shield bash will help take away from the excessive bash spam that’s running rampant right now.
Light Attacks
Chained light attacks have Enhanced Light Attack property
A second light attack in the same direction is a Light Attack Finisher.
Heavy Attacks
All heavy attacks now have Superior Block on startup.
Heavy Attacks can now be feinted
Side Heavy Attack Damage increased to 30 from 25
Top heavy Attack Damage increased to 35 from 33
My Comments:
Giving conqueror these tools allows him to flip the script on more aggressive opponents and return the pressure to them. Part of the reason Conqueror’s Shield Bash spam is so bad is because he lacks a pressure tool outside of that. Also him being the only character of 22 with the inability to feint makes absolutely 0 sense and is something that has needed to be changed to bring his mix up potential in line with the rest of the cast since day 1. The top heavy attack damage has been making my OCD twitch since they did it. This is just QoL tbh.
Full Block Stance
Returned Conqueror’s ability to Shield Bash Riposte, Dodge, or basic Attack during Full Block Stance
Shield Bash Riposte now only available after a successful block in Full Block Stance.
Shield Bash Riposte is an 800ms Undodgeable Melee Attack that deals 15 Stamina Damage.
Flail uppercut, Shield Bash Riposte, Dodge, or any basic attack during Full Block stance will force Conqueror to exit Full Block Stance for a minimum of 300ms.
Stamina no longer decays over time in Full Block Stance
Each successful block in Full Block Stance costs 10 stamina.
My Comments:
The Developers were on to something with their changes, however I feel it needs to be tweaked a little. While the return of shield bash riposte does give him yet another shield bash to bop your bologna with, returning his soft feint options coming out of full block stance gives him options. Additionally, removing stamina decay in favor of a stamina cost for blocking is a change I’ve wanted to see made for a long time. This measure should prevent excessive use for the sake of turtling.
“Flail Uppercut”
Increased Damage to 35 from 30
Flail Uppercut can now be used any time conqueror blocks an attack with Superior Block Dodges.
Cannot be feinted
My Comments:
Just two QoL changes I felt would make Conqueror’s counter attack game more viable and infinitely more dangerous. He's supposed to be a counter attacker anyway.
Shield Bash
Forward Dodge now branches to Shield Bash from 200ms-500ms (was 100ms-500ms).
Shield Bash now does 15 stamina damage (was 10).
Hit Recovery is now 600ms (was 700ms), and you get Stance Change / Default Defense at 600ms
Miss Recovery is now 800ms (was 700ms), and you get Stance Change / Default Defense at 700ms
My Comments:
This mixed Nerf/Buff to Shield Bash I personally feel will cut down on spam of the move while heightening the risk/reward feel of its’ use. The increased recovery time on a missed bash and increase in the amount of time conqueror must commit to a dodge before being able to launch one should make this more easy to read. After this change if you still get bashed into the ground it’s your own fault. In the same vein, if you keep missing your bashes and get excessively punished for it then that too is your own fault for trying to rely on the confidence of the echo chamber that he’s absurdly OP.
Zone Attack
Replaced animation of conqueror tucking down behind his shield and swinging his flail in a circle with one of him bracing himself behind his shield and making two large cleaving swings from right to left and left to right.
Conqueror’s zone is now a two hit cleaving side heavy. The first attack is from right to left, has uninterruptable stance, and superior block on right guard and top guard. The second hit is from left to right, has unblockable stance, has superior block on left guard and top guard, and can be feinted. The Guard Stance moves dynamically throughout the attack, so as he starts the secondary attack the guard stance will change to left guard.
Each strike is 700ms
My Comments:
I’ve always felt conqueror’s zone was rather quite silly and honestly a missed opportunity. While this does nerf his option select parry a bit, I feel this change will better help him clear minions while still having a decent damage dealing zone.