March 20 Unit Balance Adjustments & Free Doctrine Removal Event
Recently, we have received a lot of feedback from warlords regarding Spartan Chosen. We have been closely monitoring the performance of this unit on the battlefield. Additionally, we have also received balance-related feedback regarding Xuanjia Heavy Cavalry and Sunward Phalanx.
We highly value the opinions of our warlords and have conducted multiple rounds of internal product discussions. Conqueror's Blade now features 120+ units from diverse cultures and backgrounds, along with various maps and artilleries. Maintaining a dynamic balance in the battlefield ecosystem is a challenging task, but we firmly believe that balance is the foundation and lifeline of Conqueror's Blade.
Our unit balance design revolves around balance, strategic depth, and player experience, ensuring a healthy battlefield ecosystem through continuous optimization.
[h2]1. Balance Adjustments: Strengths and Weaknesses Complement Each Other[/h2]
By fine-tuning unit stats, skill mechanics, and roles, we attempt to ensure that units of different levels and types have their own advantages and disadvantages on the battlefield. For example:
[h2]2. Targeted Optimizations: Aligning with Design and Player Feedback[/h2]
Adjustments are made based on a unit’s intended role and real battlefield performance:
We actively monitor game data, battlefield recordings, and player feedback to quickly address balance issues:
Most importantly, we highly value warlords' feedback on unit balance adjustments. We recognize that players often develop a deeper understanding of certain aspects of the game than we do, and we aim to refine the game together with you to build an even better Conqueror’s Blade.
Before launching new units or balance changes, we conduct multiple rounds of numerical validation and iterative testing. For adjustments to popular units or major version updates, we also open a PTR test for warlords to test with us. Your feedback is crucial to our balance adjustments. We do not want overpowered "dominant" units, nor do we want previously nerfed units to become unusable. We take every adjustment seriously and sincerely ask for your honest and direct feedback. The more feedback we receive, the better we can refine unit balance—your voice shapes the battlefield!
We will implement unit balance adjustments after maintenance on March 20.
For this update, Spartan Chosen, Xuanjia Heavy Cavalry, and Sunward Phalanx have received some downward adjustments. We would like to share our thought process with our warlords.
[h2]Spartan Chosen[/h2]
The primary role of Spartan Chosen on the battlefield is that of a Tower Shield unit, with warrior capabilities as a secondary function. We aim for them to embody the defensive resilience of the Spartan warriors in history—holding their shields firm against enemy advances and creating opportunities for their allies to counterattack. However, due to their unit trait, their damage absorption has exceeded expectations. As a result, we have adjusted the trait values and reduced burst damage during counterattacks, emphasizing their shield role.
[h2]Xuanjia Heavy Cavalry[/h2]
The single-use target count for [Disciplined Assault] was too high, and the charge acceleration effect further boosted its total damage output, allowing it to clear battlefields too efficiently.
Additionally, [Disciplined Assault] and [Thunder Charge] could refresh each other, creating high uptime and reducing their damage downtime compared to other charge-type cavalry units with even higher leadership cost. Given these factors, we decided to make some adjustments for this unit.
[h2]Sunward Phalanx[/h2]
The intended battlefield role of [Sunward Phalanx] is anti-cavalry, but [Ares’ Flurry] had an overwhelmingly high uptime, allowing it to suppress both cavalry and melee infantry beyond our original design. Additionally, since the unit carries a small buckler, it also has some defensive capabilities against ranged units, making it highly versatile and effective in nearly any combat scenario. This exceeded our intended design scope, so we have made small adjustments to [Ares’ Flurry] by increasing its cooldown and slightly reducing its damage. These changes will not impact its anti-cavalry effectiveness, but they will slightly reduce its pressure on melee infantry.
[h2]Dimachaeri[/h2]
[h2]Cudgel Monks[/h2]
[h2]Ronin[/h2]
[h3]Bug Fixes[/h3]
[h2]Jangjus[/h2]
[h3]Bug Fixes[/h3]
[h2]Spartan Chosen[/h2]
[h3]Bug Fixes[/h3]
[h2]Xuanjia Heavy Cavalry[/h2]
[h2]Sunward Phalanx[/h2]
[h3]Bug Fixes[/h3]
[h2]Limited-Time Free Doctrine Removal Event![/h2]
Event Details:
◈During the event period, removing any quality of Doctrine will not consume Lotus Water.
Event Time:
◈March 22, 00:00 – March 23, 24:00 (UTC+8)
We highly value the opinions of our warlords and have conducted multiple rounds of internal product discussions. Conqueror's Blade now features 120+ units from diverse cultures and backgrounds, along with various maps and artilleries. Maintaining a dynamic balance in the battlefield ecosystem is a challenging task, but we firmly believe that balance is the foundation and lifeline of Conqueror's Blade.
General Adjustment Approach
Our unit balance design revolves around balance, strategic depth, and player experience, ensuring a healthy battlefield ecosystem through continuous optimization.
[h2]1. Balance Adjustments: Strengths and Weaknesses Complement Each Other[/h2]
By fine-tuning unit stats, skill mechanics, and roles, we attempt to ensure that units of different levels and types have their own advantages and disadvantages on the battlefield. For example:
Buffing 3-star units that underperform compared to design expectations.
Adjusting units that do not meet intended design goals.
Optimizing low-pick-rate units to improve their battlefield presence.
[h2]2. Targeted Optimizations: Aligning with Design and Player Feedback[/h2]
Adjustments are made based on a unit’s intended role and real battlefield performance:
Enhancing functionality where necessary.
Optimizing control and survivability.
Improving unit synergy and skill interactions.
3. Data-Driven and Periodic Iterations
We actively monitor game data, battlefield recordings, and player feedback to quickly address balance issues:
Regular adjustments to underused units.
Ensuring changes do not disrupt fairness.
Most importantly, we highly value warlords' feedback on unit balance adjustments. We recognize that players often develop a deeper understanding of certain aspects of the game than we do, and we aim to refine the game together with you to build an even better Conqueror’s Blade.
How to Avoid Over-Powered and Over-Nerfed?
Before launching new units or balance changes, we conduct multiple rounds of numerical validation and iterative testing. For adjustments to popular units or major version updates, we also open a PTR test for warlords to test with us. Your feedback is crucial to our balance adjustments. We do not want overpowered "dominant" units, nor do we want previously nerfed units to become unusable. We take every adjustment seriously and sincerely ask for your honest and direct feedback. The more feedback we receive, the better we can refine unit balance—your voice shapes the battlefield!
Balance Ajustements
We will implement unit balance adjustments after maintenance on March 20.
For this update, Spartan Chosen, Xuanjia Heavy Cavalry, and Sunward Phalanx have received some downward adjustments. We would like to share our thought process with our warlords.
[h2]Spartan Chosen[/h2]
The primary role of Spartan Chosen on the battlefield is that of a Tower Shield unit, with warrior capabilities as a secondary function. We aim for them to embody the defensive resilience of the Spartan warriors in history—holding their shields firm against enemy advances and creating opportunities for their allies to counterattack. However, due to their unit trait, their damage absorption has exceeded expectations. As a result, we have adjusted the trait values and reduced burst damage during counterattacks, emphasizing their shield role.
[h2]Xuanjia Heavy Cavalry[/h2]
The single-use target count for [Disciplined Assault] was too high, and the charge acceleration effect further boosted its total damage output, allowing it to clear battlefields too efficiently.
Additionally, [Disciplined Assault] and [Thunder Charge] could refresh each other, creating high uptime and reducing their damage downtime compared to other charge-type cavalry units with even higher leadership cost. Given these factors, we decided to make some adjustments for this unit.
[h2]Sunward Phalanx[/h2]
The intended battlefield role of [Sunward Phalanx] is anti-cavalry, but [Ares’ Flurry] had an overwhelmingly high uptime, allowing it to suppress both cavalry and melee infantry beyond our original design. Additionally, since the unit carries a small buckler, it also has some defensive capabilities against ranged units, making it highly versatile and effective in nearly any combat scenario. This exceeded our intended design scope, so we have made small adjustments to [Ares’ Flurry] by increasing its cooldown and slightly reducing its damage. These changes will not impact its anti-cavalry effectiveness, but they will slightly reduce its pressure on melee infantry.
Detailed Balance Adjustments
[h2]Dimachaeri[/h2]
[Siccae Lunge]
Reduces damage taken by 65% for 3 seconds.
The two Siccae Stabs triggered by this skill deal an additional 1500 damage to buckler and tower shields units.
Siccae Stabs grant 2 seconds of immunity to control effect after a brief delay.
[Siccae Torrent]
Jump attack's block break value increased from 250 → 660.
[h2]Cudgel Monks[/h2]
[Six Way Staff]
Six Way Staff can now block enemy attacks while spinning the staff, damage increased by 38%, and block break values increased from 100/150/200 → 200/300/400.
[h2]Ronin[/h2]
[Charge]
Reduces ranged damage taken by 80% during the Charge.
[Iaido Strike]
Now knock down enemy units.
[h3]Bug Fixes[/h3]
Fixed an issue where the final node in inner growth did not match its description; the effect has been changed from reducing cooldown by 0.3s per kill to reducing cooldown by 1s per kill for [Iaido Strike].
Fixed an issue where [Ronin] sometimes had abnormal attack damage when following orders via the C-key.
[h2]Jangjus[/h2]
[Venom Blades]
Throwing blades now poison enemy units, dealing 90 damage per second for 5 seconds, stacking up to 3 times; against polearm infantry, reducing their damage dealt by 15% for 5 seconds, stacking up to 3 times.
[h3]Bug Fixes[/h3]
Fixed an issue where [Jangjus] sometimes had an incorrect number of attack targets during free attacks.
[h2]Spartan Chosen[/h2]
[Spartan Vengeance]: Shield bash counterattack damage reduced by 15% during the stance.
[Spartan Vengeance]: Jumping spear attack damage at the end of the stance reduced by 15%.
Unit Trait - [Oath of Unity]:
Base Effect: Shared damage absorption increased from 70% → 80%.
Final node in Veterancy: Shared damage absorption increased from 50% → 60%.
[h3]Bug Fixes[/h3]
Fixed an issue where the final node in Veterancy for [Spartan Chosen] caused an abnormal [Oath of Unity] duration during [No Mercy].
[h2]Xuanjia Heavy Cavalry[/h2]
[Disciplined Assault]: Maximum number of attack targets reduced by 1.
[Disciplined Assault]: Damage reduced by 15%.
Base leadership cost increased by 10 points.
[h2]Sunward Phalanx[/h2]
[Ares' Flurry]: Base cooldown increased by 4 seconds.
[Ares' Flurry]: Damage reduced by 10%.
[h3]Bug Fixes[/h3]
Fixed an issue where the duration text description for [Ares' Flurry] was incorrect, but the actual effect remains unchanged.
Besides—
[h2]Limited-Time Free Doctrine Removal Event![/h2]
Event Details:
◈During the event period, removing any quality of Doctrine will not consume Lotus Water.
Event Time:
◈March 22, 00:00 – March 23, 24:00 (UTC+8)