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First of all, I hate losing Shield Bash Riposte. It was a key part of Conqueror's (meh) Full Block mix-ups. I would have loved to see Shield Bash Riposte simply be guaranteed on a Full Block. SBR was also usable even without blocking anything, while Flail Uppercut is not. Bummer.
Still, Flail Uppercut itself is a great addition and it's something Conqueror always should have had. It's comparable to Warlord's heavy counter slash, but better as a counter-attacking move. Unlike Warlord's counter, it can't be used from neutral FB (lame), but we could also see from the dev's preview that it works as a chain starter, which means Conqueror can seamlessly flow from a defensive posture into a (hopefully) sustained offensive pressure application.
Rip heavy attacks.
Conqueror's 800ms uncancelable dodge-bait shield bash now only guarantees a 15-damage light attack instead of a 25-damage heavy attack. Meanwhile, let's remember that Highlander is going to have what's basically a 33/33/33 guessing game, all the parts of which are faster than 800ms and which has multiple layers of cancels, and which if the defender guesses wrong will confirm 40 damage and cycle back to the start.
So I'm a little hacked off about losing my ability to get the weakest heavy attack in the game off an 800ms shield bash.
I also don't understand why the horizontal hit area was reduced, since it wasn't very good to begin with.
It's not all doom and gloom here, though. Having a bit of guard break immunity is always nice, although I can't say that I was frequently getting GB'd out of this move in the first place. Conqueror can also cancel the recovery of his "medium shield bash" pretty quickly, so it becomes something of a read-and-prediction game with his opponent: If Conqueror cancels into Full Block, he's susceptible to guard breaks but can block and punish sideways dodging weapon attacks. If he cancels into an attack, he can beat guard breaks (and may be able to beat side-dodge CC attacks, although I'm skeptical about that) but is vulnerable to being parried. Recovery cancel is quite nice. It remains to be seen how useful it'll be, though.
For this particular move, the stamina damage reduction is kind of a "meh" for me. I think it should do its original 20, since it's a heavy, slow move, but the stamina damage was never really a meaningful part of this move in the first place.
What a mixed bag.
For the most part, I think this will make Conqueror's shield bash more useful as an aggression tool. Letting him start the bash earlier in the dodge (but only for a forward dodge) actually makes it usable, and he has the option to significantly delay the bash as well, so he can play timing games with it. Conqueror can also use various options to cancel his forward dodge, but only the forward dodge, at the 600ms mark instead of having to wait for the entire, brutal 800ms in order to act.
It's not all rainbows and unicorns, though. Conqueror still has the worst side dodges in the game, and unlike the forward dodge he has no options to cancel them. This has always been a pretty serious problem in Conqueror's defense, and the devs aren't doing anything to address it. His back-dash is also still the worst in the game by recovery-time (and one of the worst in distance).
Losing half his stamina damage on a Shield Bash hurts more than it does on the SBMU above, because this is the move he's actually likely to ever hit anybody with. I get that Conqueror isn't envisioned as a stamina bully, but considering how bad Conqueror's own stamina is to begin with, being able to wear down opponents as well was one of the few things that let him stand toe to toe with them.
Lastly, they've increased the recovery on his shield bash. Unlike SBMU, he has no options to cancel the recovery here, so if Conqueror does whiff a shield bash, he's going to be very punishable. And it'll be easier for him to whiff a bash, too, because they've reduced the attack range slightly on his forward dodge bash and dramatically on his side dodge bashes. This means that Conqueror will be even weaker against back-dodger heroes (mostly assassins, but Warden is another noteworthy back-dodger) than he already was—and considering that he was already unable to attack those heroes at all, this change is going to just exacerbate that weakness.
All in all, I don't know what to make of this. The improvements to his forward dodge are welcome, but the lack of attention and the nerfs in the rest of the move make this a tough pill. The fact that they've nothing to help his side dodges, both in terms of starting up the shield bash and in terms of shortening the dodge recovery, are severe weaknesses that continue to be unaddressed. On top of that, the devs are piling even longer recovery on him, should he miss a shield bash (which is now quite a bit easier to miss).
This seems like it will make Conqueror's match-ups that are already bad even worse, while only providing relatively marginal benefit in the rest of his encounters. Until Conqueror gets some even remotely acceptable side-dodges and some sort of option to combat back-dodgers, he'll never be sustainable in duels.
This completely baffles me.
The obvious fix to Conqueror's GB vulnerability after following up a Shield Crush was to remove the GB vulnerability. Instead, they removed his ability to follow up the Shield Crush at all. So now, an already mediocre OOS pressure tool to chase down dodge-spammers is gone entirely.
This was never a move that Conqueror did or could or even wanted to rely on in duels, because it's slow, telegraphed, and was as dangerous to the Conqueror (if not moreso) than it was to the opponent. So now, while Warlord and Raider can still run around in duels and spam their unblockable command grabs/throws for free damage, Conqueror has nothing.
The changes won't make the the move any more useful in 4s, either. So basically this is just a straight-up gutting.
Good change. Conqueror's top heavy was horrible. Now it's borderline. The damage buff also gives him a more consistent wall-splat punish, which is welcome (not that he'll be getting wall-splats, but let's still be happy about this). This also makes Conqueror probably the only hero in the whole roster who will have a net buff to his light parry punish as a result of the upcoming parry changes.
Thank God they're finally fixing the "minion interrupt" on Conqueror's zone attack. This has been long, long overdue since it crept into the game back around October.
The rest of it is kind of a shrug. The way the parry change is worded, it sounds like this move will become a lot less useful in group fights / anti-gank situations, which sucks and kind of defeats the conceptual purpose of a zone attack, but at the same time it makes sense for it to be parryable. Removing the bizarre defense gap in the move's start-up (even if only when used from full block) is also welcome.
I'd like to see this move have better GB immunity, since it's not uncommon to get grabbed out of its start-up. I'd also like to see the first hit in the zone come faster, especially since it only does 10 damage. However, even without those changes, the zone might still have a sort of fringe position in Conqueror's arsenal, so they aren't critical.
Conqueror will be a completely different character. He's losing a lot of what made up his fighting style, and I'm not just talking about standing there and turtling because that's not how competent Conquerors fought in the first place. He's going to be unrecognizable when this update drops.
The devs also seem not to have addressed the problems Conqueror had that made certain match-ups essentially an auto-loss. He's still too slow and has way too much recovery time to be able to attack assassins. He can't fight back-dodgers at all. He can't fight decent Highlanders (because of Offensive Stance dodges coupled with Conqueror's brutal recovery frames).
There are still some good changes in there. His forward shield bash is more viable (even though his side-dodge shield bashes are even worse than they already were). Flail Uppercut is a great addition. The changes to when and how he gets Superior Block are reasonable and a net improvement for the game overall. The changes to his attack chains are interesting, although whether or not they're useful is still TBD.
I just have absolutely no idea what sort of hero is going to ultimately walk out of the update Thursday morning. Will the positive changes outweigh the negative changes and the negative non-changes?
I think Conqueror is ultimately going to be very strong in team fights. The change to Full Block will make him a great support hero in a group engagement, to the extent that he could be on the border of a meta composition pick. But when I look at all the changes in aggregate, I don't see him improving in duels at all—if anything, he might even wind up worse off than he already is. The match-ups that were fair for him before (and bearing in mind, I'm using the two weeks when he accidentally lost Superior Block as the barometer here) might see a bit of an improvement for him, but the match-ups that he couldn't compete in before this update look like they're still going to be non-competitive after the update, and they'll stay that way until the developers do something about at least one of back-dodge defenses and/or Conqueror's atrocious pressure game and movement recovery.
Hopefully after the update when (or "if", if we're being optimistic) the devs see that Conqueror still has a lot of the same problems (and new problems) they won't be resistant to making additional numbers tweaks. I think a lot of the changes are a great step, but some of them (and some of the non-changes) still need numerical adjustments to get Conqueror all the way.
Consider the following:
This means that any time Conqueror attacks, Gladiator can throw a zone attack. If Conqueror follows through with the attack, he gets parried. If he cancels into a Shield Uppercut, he gets hit by the zone because Shield Uppercut is too slow. If he cancels into Full Block, he gets hit by the zone because he can't cancel to FB and then dodge the first part of the zone attack, and his total "in and out" time is too long to allow him to cancel to FB, exit FB, and still dodge the zone attack.
Now, you may be thinking "Well Conqueror can just shield bash him."
Nope.
Gladiator can side-dodge into a buckler punch on reaction to any Conqueror dodge. This will both dodge a shield bash (even if it's the earliest possible timing for the bash) and be fast enough to land a hit if Conqueror does a "dodge feint" into light or GB. And since the buckler punch is unblockable, Conqueror can't cancel his dodge into Full Block, either. Sure, the buckler punch doesn't guarantee anything for the Gladiator—except in 4s, where the Haymaker feat means he gets 10 confirmed damage whenever Conqueror thinks about moving—but it still means Gladiator is completely untouchable by Conqueror.
Compound that with the fact that, unlike Kensei, the devs have given Conqueror absolutely nothing with which to punish back-dodgers and rollers, and no ability to dodge himself (while simultaneously moving the game more in the direction of unblockable-centric mix-ups, so Conqueror's blocking abilities become irrelevant), and it's really looking like Conqueror will be just as bad in duels (if not worse) than he already currently is.
Which isnt a whole lot. He'll be slightly better and as a whole different, but not much has changed. Some issues have been fixed, but for a rework, its pretty pitiful.
(Personally, I think every character should be balanced from a 1v1 perspective) But Ill be brief in my thoughts. Please, for the love of god, listen to this guys interpretations of what impact they might actually have and how the changes will be recieved in matchups. At least take these into consideration when balancing him after, because as of now, his rework has actually changed him for neither the better or worse. His stam, attack speed and damage buffs are nice, but he is still stuck with the original issue, which is hes stuck with the same amount of proportionately lacking tools. Full block stance is useful, and charging heavy I can actually use, but in the end, his oppressive style of play is still at a disadvantage. As I said, take into consideration Landwalkers opinion, because I feel if you balanced around this somewhat, he'll actually be better because of it, and his overall playstyle will fall in line with what how he should play. And thanks landwalker, for your thoughts, giving me a sense what thisll do for my main.
I also really appreciate this as well. Someone else who finally understands this is a pretty nice thing as well. Although playing aggressively to abuse the defense is at an extreme disadvantage, its better than sitting there and hoping you win.
I was actually thinking of trying out conq and if I liked him, making him my new main, especially if Kensei turns S tier (I don't like to main the god tier heros because people like to think you're no skill if you do). However, I mainly duel, not 4v4--and it really looks like he is going to struggle against at least half the cast in duels.
So, kinda sad, kinda dissapointed. I wanted to see a conq. that could hold their own against anyone if properly skilled. I want to see that out of EVERY hero. The fact that, after almost 5 seasons hero pick is STILL more important than skill in the long run, is very sad. Very sad indeed.
At least it seems he will fare pretty good in 4v4 though. SOME of us, however, want to, as you so eloquently put it, set an orphanage on fire whenever we try to play 4v4.