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View Full Version : What if Conqs were changed this way?



kweassa1917
04-17-2017, 04:34 PM
Fixs to grievanves
1. No guaranteed GB on shield block
2. No forced pseudo-feinting via "C" complete block canceling
3. Each attacks cost slightly higher stamina than current

Compensation
1. Due to being chain weapons in nature, Conq lights and heavies are both unparriable
2. Due to being blunt weapons in nature, Conq lights and heavies both have new trait "Blunt weapon"
3. Blunt weapon: ignores 20% of defense stat on hits, has three times as higher block damage
4. Time required to fully charge-up heavy attacks reduced by 30%
5. Stamina cost while chargung up heavy reduced
6. Due to having a shield, receives no block damage

If this works, maybe some of it can be applied to the Shugoki, as devs grind out grievances?

The basic idea is to keep the "simple and predictable" style as an inherent drawback of the class, and also remove some of the bullshi* turtle-meta features like free GB after heavy block -- but at the same time, implement compensations that adhere to the unique characteristics of the class.

So basically, Conq is still simple, 'swing this way', 'swing that way', and 'shield bash' -- but at least you'll be allowed to be very aggressive about your attacks without worry of being parried, and inflict "chip damage" that is high enough to be noticeable, and mount up. Also, a slight damage buff in the form of defense stat ignoring....

From the opponent's PoV, the Conq would still be tough nut to crack when on defensive, but at least being blocked will not get you GBd. The attack patterns will still be simple to read and evade, but you cannot really counter it with parries at all, so even if you read the attacks correctly, your option will be a bit limited to dodge+counter attack.

Hence, the Conq is still limited, but as compensation for being so limited, it will be given the ability to limit enemy attack options as well...?

Dizzy4213
04-17-2017, 04:38 PM
Compensation
1. Due to being chain weapons in nature, Conq lights and heavies are both unparriable
2. Due to being blunt weapons in nature, Conq lights and heavies both have new trait "Blunt weapon"
3. Blunt weapon: ignores 20% of defense stat on hits, has three times as higher block damage
4. Time required to fully charge-up heavy attacks reduced by 30%
5. Stamina cost while chargung up heavy reduced

Hell no. That would be completely OP.

kweassa1917
04-17-2017, 04:46 PM
Hell no. That would be completely OP.

Would it?

It still seems like Conq attacks are one of the most easiest to read and dodge... so wouldn't the drawbacks be enough?

How about if only lights are unparriable?

...Okay let's see... think.. think...

If only lights are unparriable, then the Conq would basically use lights as a "block" tool, inflicting small amounts of block damage and forcing the opponent into the defensive, and then mix in heavies unexpectedly to connect with heavies and shield combos...

hmm..

Kraxers
04-17-2017, 05:35 PM
I love conq and play him a lot and he is really bad now but this seems OP. I mean what stops me from just spamming like PK? Only assassins can punish you severely.

TheLastPandaa
04-17-2017, 05:46 PM
Fixs to grievanves
1. No guaranteed GB on shield block
2. No forced pseudo-feinting via "C" complete block canceling
3. Each attacks cost slightly higher stamina than current

Compensation
1. Due to being chain weapons in nature, Conq lights and heavies are both unparriable
2. Due to being blunt weapons in nature, Conq lights and heavies both have new trait "Blunt weapon"
3. Blunt weapon: ignores 20% of defense stat on hits, has three times as higher block damage
4. Time required to fully charge-up heavy attacks reduced by 30%
5. Stamina cost while chargung up heavy reduced
6. Due to having a shield, receives no block damage

If this works, maybe some of it can be applied to the Shugoki, as devs grind out grievances?

The basic idea is to keep the "simple and predictable" style as an inherent drawback of the class, and also remove some of the bullshi* turtle-meta features like free GB after heavy block -- but at the same time, implement compensations that adhere to the unique characteristics of the class.

So basically, Conq is still simple, 'swing this way', 'swing that way', and 'shield bash' -- but at least you'll be allowed to be very aggressive about your attacks without worry of being parried, and inflict "chip damage" that is high enough to be noticeable, and mount up. Also, a slight damage buff in the form of defense stat ignoring....

From the opponent's PoV, the Conq would still be tough nut to crack when on defensive, but at least being blocked will not get you GBd. The attack patterns will still be simple to read and evade, but you cannot really counter it with parries at all, so even if you read the attacks correctly, your option will be a bit limited to dodge+counter attack.

Hence, the Conq is still limited, but as compensation for being so limited, it will be given the ability to limit enemy attack options as well...?

I love the idea, but it could generate a very big problem if ppl start spaming light atacks. To avoid this i would make his atacks like the valkire so if you block conqs atacks you stop any posible combo. I would also make the first atack more slow than the rest of the combo to compensate and give some realism to the game because the weapon he uses is only good once is in movement.