So it's quite easy, removing an annoying mechanic which can be overwhelming and unhealthy for either console but pc as well.
Goals for this post are to bring him to a viable offensive state in which he is fun to play and can stomp people if played right, just as each hero should.
And to bring his "punch through" feat to the max in 4v4s as it should be conq's special.
Feinting Heavies
It's something he truly needs, his offense is hindered by the fact that he can't feint, it's logical he could but currently the only way is to either shield bash and probably get punished or enter full block, it makes no sense why he couldn't especially in this current state.
Heavy Attacks
Guardbreak vulnerability increased to 400ms
Spiked Chains | Zone Replacement
700ms of animation to give him a fast zone attack.
22 damage to compete with some of the faster zone attacks.
30 stamina/40(missed/parried)/50(feinted) to help him with a chain starter that is fast and feintable.
Is feintable to help him mixing it up.
Full Block property removed to give him a truly new zone.
Applies "medium" hitstun
400ms guardbreak vulnerability to not make it an option select for some attacks.
800ms recovery to counter guardbreak and dodge to make it somewhat easy to punish.
In-chain Unblockables
Pretty self explanatory, holding "heavy" in chain charges up an unblockable, also allowing for variable timings to better help him against some situations
Pummel - Shield Bash Replacement
500ms of animation.
9 "blocked" damage to scale up with "punch through"
8 stamina/24(missed) to impact the conqueror when successfully dodging.
Grants nothing to not be comparable to a bash but a quick attack like lawbringer's quick finisher.
700ms of recovery and counter guardbreaking to fit in the regular bash category.
Replaces every form of shieldbash to be all round and work with all combos rather than the dodge into bash one.
Counts a chain starter to keep that light, pummel infinite combo up.
Dealing blocked damage should make it scale with punch through, which will drastically scale better with him and his infinite rotation which can turn out to be deadly.
Enhanced Lights
Enhanced lights after "heavy" classed attacks and "pummel", further improving his offense and pressure
Faster, less stamina consuming lights
466ms chain lights, costing 3 stamina/6(miss)/12(parry) could improve his infinite chain of light, pummel light, or just light into light altogether or get infinited to death.
Mixing up pummel there and there with the "punch through" feat could make out for some serious damage dealing.
Full Block
Stamina drain reduced to 1/500ms and stamina drainage happening whenever blocking no longer occurs.
Full block counter, now deals 20(was 30) damage, to make for those buffs and lower the risk of hitting a full block conq.
TL;DR
New moves, improved offense by simply making his attacks better at dealing damage and mixing them up with "pummel" and "spiked chains"
New chains added and in-chain unblockable
2 New moves Pummel and Spiked Chains
2 New move chains:
Spiked Beating Light > Pummel(GB input)
Chained Pummeling Pummel(GB input) > Light
Guardbreak vulnerability on heavies increased to 400ms.
My opinion.
- Remove "infinite" heavy chain. It drains way too mutch stamina, the animation is slow as hell and you cannot kill any fighter by using it.
Add a series of 2 hit combos for the heavy as replacment.
- Add the ability to make the 2nd heavy in these new 2 hit heavy combos to be a charged unblocable, basicly the same way Shugoki currently has.
- reduce the animation time on the current stand alone heavy unblocable by 50%. It is so slow to start that by the time it is up and running you opponent has no problems to parry/dodge it, making it a waste of time to even preform it.
- Increase the dmg of the heavy by 4-6. Description of the conq says " heavy hitter", that is a lie. The peacekeepers heavy hits harder then the conq............
The point of the infinite heavies is to mix it up with light attacks. If you're only throwing lights, they can be parried pretty easily by experienced players. About the charging heavy: you can throw it out if you anticipate a forward dash, or use it to bait an attack and dodge it (Conq is able to dodge while charging a heavy attack.) All that aside, I agree with increasing heavy attack damage.Originally Posted by Frozty85 Go to original post
I don't think his zone really needs addressing. Like yeah the full block aspect can be obnoxious if you don't have a bash or unblockable to knock him out of it. But it's by far not one of his strong option selects. And with the nerf to heal on block and body count he can't really just helicopter in mid and live for ever. It's probably fine to leave it as is.
Having access to his unblockable heavy in chain is a neat idea. But mechanically speaking that might make his chain heavies even safer via using a charge mechanic. I personally don't know how i'd make this idea work from an input/mechanical sense. But i've always wanted Conq to be able to "store" charges with his unblockable heavy. There really isn't a way to make it work from neutral outside of using it on an OOS knock down punish or an ally's splat punish. The mix ups of dodging bash or soft feint bash don't particularly feel great with it either. Maybe charging and going into FB or charging and then feinting means you have a charge. And the next chain heavy you do is unblockable.
I'm not going to touch on his various bashes he has. It's the part of his kit I understand the least. But, I don't think even if they were safer/harder to react to that it would be enough to use them over just his regular dodge bashes. At least in my opinion. As someone who plays BP you don't really mix between his bashes. You zone for option select purposes and the heavy soft feint into bash is basically useless outside target swapping instances. and even then eh. So they'd likely need to find some sort of value for his other two bashes for someone to consider using them. At least that's how I feel.
I do absolutely agree that he should have a normal feint animation for his heavies. So should centurion. Enhanced lights in chain are a neat idea. I could potentially get behind this if there was some sort of requirement. Like landing 2 lights in a row and/or the next light after a heavy input is enhanced/when you land a flail uppercut. I think enhanced is a nice idea because the flail is all about momentum. But I feel that just straight up an enhanced infinite chain that has access to chainable heavies that are protected by a few OS's would maybe be a bit too oppressive.
1) Zone attack, i think the problematic design it currently has is the fullblock and yeah i get it, completely changing the bash and all that other stuff would make it weak, but option selects are quite annoying so an improved zone attack which you can chain after could be really interesting to use and mix up opponents.Originally Posted by Knight_Raime Go to original post
The turtley feel of it and the inability to catch an opponent made it feel wrong, after all, it's something new they could test on TG.
2)The charge into fullblock doesn't make much sense, you are basically loosing all your momentum to enter a defensive stance and even if starting a new chain you don't have that momentum required to deal as much, non the less a cool idea, maybe holding the heavy doesn't charge a heavy in neutral but charges a full momentum charge which will make your shield glow and increase the damage of your next heavy by 4 after a bash, also making it unblockable stacking up to 4 times.
So the idea would play out with you charging stacks before entering the battle then doing a shield bash and throwing out a non guaranteed heavy that is unblockable and deals base damage + 4/stack damage so a maximum of 39(side) 46/49(top) not sure if top deals 30 or 33.
3)As i said, all his bashes would be replaced with an attack that is basically "blocked" acting like a bash but without that glow and without any guaranteed damage, something like a hybrid between shield uppercut from black prior and centurion's punches.
They could fix the values from chain and after attack bashes to 600 or 533 but if not a "blocked" type attack acting like a light bash that would tremendously stack with "punch through" could make for that light bash light kinda pressure where you have to parry to stop conq.
I disagree though, a unique bash could work for him as he is really bashy, this would make for his bloodthirsty side of offense and shift him towards a more lawbringer kind of play style where you can be aggressive and capable of doing so or defense yourself (not so well as lawbringer)
4)The light requirement... 2 lights in a row are almost impossible to pull off without his shield and thus making it practically useless, but after a "heavy" classed attack as i redid in the post could make it a heavy light bash heavy light style of gameplay which could make him quite powerful.
But yeah 2 lights are insane and the flail uppercut only would make those too situational.
Good ideas here. Devs really destroyed any class or features of heroes. As a long term Conq player I can say there is nothing heavy about Conq. He has no HA even assassins has more HA than him. He has no high HP. No UB charges heavies are unfeasible. No counter crush. Massive vulnerability for his bash. While others have invincible bash or HA on shove. Worst thing about him is his damage. Probably one of the lowest damage in the game even though he is supposed to be heavy. Useless without his bash damage. Even that comes as second feat which is fairly late in the game. He is in very sorry state. Truly left behind like Nobushi. Funny thing Devs has no consistency whatsoever in what they do. One thing they will nerf it to the ground for one hero and they will go give a better one to another hero.