Jan 17 Balance Changes
[h2]Weapons[/h2]
Upped heroes' base health to 18,500 (was 17,500).
[Bandage]'s cooldown reduced to 45 seconds (was 60).
[h3]Dual Blades[/h3]
Being able to enter stealth is a unique feature for the Dual Blades, and with it, you can make a difference in the battle despite wearing light armor. However, the Dual Blades have a long cooldown on stealth and they're highly reliant on it. This makes it difficult to deal sustained damage in many situations.
[h3]Skills:
Common Skills:[/h3]
[Skylark], [Butterfly], [Great Thunderbolt], [Bo-Shurikens]
Enters Stealth for 1.2 seconds after finishing casting the skill. Attacking or being attacked cancels stealth.
[h3]Stealth Skills:[/h3]
[Deity's Footsteps]
Cooldown reduced to 7 seconds (was 12).
[Ambush]
1. Cooldown increased to 3 seconds (was 1).
2. Bonus slashing armor penetration reduced to 120% (was 200%).
3. Now deals 200% base slashing damage + 720 slashing damage (previously dealt 300% base).
Nodachi
As a weapon that focuses on dealing sustained damage to units, the Nodachi is incredibly reliant on its skills. What's more, it can't deal or withstand enough damage when facing high-tier units. Being surrounded by units means that you place yourself in harm's way but are seldom rewarded for it.
[h3]Basic Attacks:[/h3]
1. Improved how animations are chained between successive basic attack hits for smoother strikes.
2. Reduced the damage decay when hitting multiple enemies with basic attacks to 10% (was 30%). Max damage decay reduced to 50% (was 75%).
3. Changes to damage and effects of each hit:
First attack: Now deals 100% base slashing damage (was 95%).
Second attack: Now deals 120% base slashing damage (was 130%).
Third attack: Now deals 135% base slashing damage (was 125%) and knocks units back.
Third attack: Now deals 145% base slashing damage (was 140%) and knocks units back.
4. Chaining basic attacks together grant the [Flurry] effect.
[Flurry] Takes 40% reduced damage from T4 and T5 units when pulling back the blade during consecutive basic attacks. The third attack gains 25% health steal and the fourth 50%.
[h3]Skills:[/h3]
[Monstrous Blade]
I: Health steal increased to 30% (was 15%) and duration reduced to 8 seconds (was 12).
II: Health steal increased to 40% (was 22.5%) and duration reduced to 9 seconds (was 13).
III: Health steal increased to 50% (was 30%) and duration reduced to 10 seconds (was 14).
[h3]Short Bow[/h3]
[Poison Arrow], [Steel-tipped Arrow]
Deals 200 bleed damage +6% of the enemy's remaining health over 2 seconds (was 200 + 4.5%).
[Angry Hornets]
Poison damage changed to:
I: Deals 50 damage per second +0.4% of the enemy's remaining health (was 50 + 0.3%).
II: Deals 60 damage per second +0.45% of the enemy's remaining health (was 60 + 0.35%).
III: Deals 70 damage per second +0.5% of the enemy's remaining health (was 70 + 0.4%).
[h2]Units[/h2]
[h3]Imperial Pike Guards[/h3]
Their advance can't effectively inflict crowd control on high-block units. This means that most heavy shield units can simply enter formation to counter them. To remedy this, we've increased advance's effect on block.
The Imperial Pike Guards will shove at the enemy with their pikes if they're blocked during [Advance], knocking the enemy down. This attack can't be blocked.

[h3]Grayhair Garrison[/h3]
[Last Stand]
1. Increased damage while using sword and shield by 40%; Increased maximum target count while using longsword by 2; Increased damage while using spear by 30%.
2. Improved the backswing for sword and shield and longsword attacks for smoother consecutive attacks.
[Charge]
1. Changed the attack hitbox for various weapons so that more weapons work together for effective damage.
2. Enters [Last Stand] for 5 seconds after [Charge] ends.
[h3]Hashashins[/h3]
1. Removed their [Weak Vs Heroes] trait. Their damage is no longer reduced when attacking heroes.
2. Changed the targeting algorithm of [Decimate]. They will now attack nearby targets when using skills.
[h3]Dagger-Axe Lancers[/h3]
Increased the minimum interval between counterattacks during [Follow Charge] to 6 seconds (was 3) and reduced the maximum damage increase for counterattacks based on speed to 80% (was 120).
[h3]Symmachean Stalwarts[/h3]
Blocks during [Brace] no longer consume less block than when not in [Brace].
Conqueror's Blade's ecosystem is complex, to say the least, and so we will continue to make changes and improve balance based on the data we collect and your feedback. Should you have any questions or feedback regarding the aforementioned changes and other balance changes, feel free to join in on the discussions going on in the community or leave a comment. We hope to make Conqueror's Blade even better with your help!
Upped heroes' base health to 18,500 (was 17,500).
[Bandage]'s cooldown reduced to 45 seconds (was 60).
[h3]Dual Blades[/h3]
Being able to enter stealth is a unique feature for the Dual Blades, and with it, you can make a difference in the battle despite wearing light armor. However, the Dual Blades have a long cooldown on stealth and they're highly reliant on it. This makes it difficult to deal sustained damage in many situations.
[h3]Skills:
Common Skills:[/h3]
[Skylark], [Butterfly], [Great Thunderbolt], [Bo-Shurikens]
Enters Stealth for 1.2 seconds after finishing casting the skill. Attacking or being attacked cancels stealth.
[h3]Stealth Skills:[/h3]
[Deity's Footsteps]
Cooldown reduced to 7 seconds (was 12).
[Ambush]
1. Cooldown increased to 3 seconds (was 1).
2. Bonus slashing armor penetration reduced to 120% (was 200%).
3. Now deals 200% base slashing damage + 720 slashing damage (previously dealt 300% base).
Nodachi
As a weapon that focuses on dealing sustained damage to units, the Nodachi is incredibly reliant on its skills. What's more, it can't deal or withstand enough damage when facing high-tier units. Being surrounded by units means that you place yourself in harm's way but are seldom rewarded for it.
[h3]Basic Attacks:[/h3]
1. Improved how animations are chained between successive basic attack hits for smoother strikes.
2. Reduced the damage decay when hitting multiple enemies with basic attacks to 10% (was 30%). Max damage decay reduced to 50% (was 75%).
3. Changes to damage and effects of each hit:
First attack: Now deals 100% base slashing damage (was 95%).
Second attack: Now deals 120% base slashing damage (was 130%).
Third attack: Now deals 135% base slashing damage (was 125%) and knocks units back.
Third attack: Now deals 145% base slashing damage (was 140%) and knocks units back.
4. Chaining basic attacks together grant the [Flurry] effect.
[Flurry] Takes 40% reduced damage from T4 and T5 units when pulling back the blade during consecutive basic attacks. The third attack gains 25% health steal and the fourth 50%.
[h3]Skills:[/h3]
[Monstrous Blade]
I: Health steal increased to 30% (was 15%) and duration reduced to 8 seconds (was 12).
II: Health steal increased to 40% (was 22.5%) and duration reduced to 9 seconds (was 13).
III: Health steal increased to 50% (was 30%) and duration reduced to 10 seconds (was 14).
[h3]Short Bow[/h3]
[Poison Arrow], [Steel-tipped Arrow]
Deals 200 bleed damage +6% of the enemy's remaining health over 2 seconds (was 200 + 4.5%).
[Angry Hornets]
Poison damage changed to:
I: Deals 50 damage per second +0.4% of the enemy's remaining health (was 50 + 0.3%).
II: Deals 60 damage per second +0.45% of the enemy's remaining health (was 60 + 0.35%).
III: Deals 70 damage per second +0.5% of the enemy's remaining health (was 70 + 0.4%).
[h2]Units[/h2]
[h3]Imperial Pike Guards[/h3]
Their advance can't effectively inflict crowd control on high-block units. This means that most heavy shield units can simply enter formation to counter them. To remedy this, we've increased advance's effect on block.
The Imperial Pike Guards will shove at the enemy with their pikes if they're blocked during [Advance], knocking the enemy down. This attack can't be blocked.

[h3]Grayhair Garrison[/h3]
[Last Stand]
1. Increased damage while using sword and shield by 40%; Increased maximum target count while using longsword by 2; Increased damage while using spear by 30%.
2. Improved the backswing for sword and shield and longsword attacks for smoother consecutive attacks.
[Charge]
1. Changed the attack hitbox for various weapons so that more weapons work together for effective damage.
2. Enters [Last Stand] for 5 seconds after [Charge] ends.
[h3]Hashashins[/h3]
1. Removed their [Weak Vs Heroes] trait. Their damage is no longer reduced when attacking heroes.
2. Changed the targeting algorithm of [Decimate]. They will now attack nearby targets when using skills.
[h3]Dagger-Axe Lancers[/h3]
Increased the minimum interval between counterattacks during [Follow Charge] to 6 seconds (was 3) and reduced the maximum damage increase for counterattacks based on speed to 80% (was 120).
[h3]Symmachean Stalwarts[/h3]
Blocks during [Brace] no longer consume less block than when not in [Brace].
Conqueror's Blade's ecosystem is complex, to say the least, and so we will continue to make changes and improve balance based on the data we collect and your feedback. Should you have any questions or feedback regarding the aforementioned changes and other balance changes, feel free to join in on the discussions going on in the community or leave a comment. We hope to make Conqueror's Blade even better with your help!