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Conqueror's Blade News

Dec 22 Chain Dart & Scimitar Changes

Esteemed Warlord:
Ever since its inception, we've received plenty of suggestions and feedback regarding Chain Dart & Scimitar balance. Following this feedback and related statistics, we will be making a series of changes to the Chain Dart & Scimitar hero on Dec 22.

[h3][Trap Prey]:[/h3]

As the Chain Dart & Scimitar's most unique skill, Trap Prey has a short cooldown, applies an unremovable crowd-control effect, and enables this class to move quickly across long distances. All this combined has had a big effect on battles and their foes always need to be on their toes. If a few heroes find themselves attacked by a bigger force, any and all heroes become unable to resist under the Chain Dart & Scimitar's crowd control.

To remedy this and grant greater variety to controls and battles, we want Trap Prey to achieve the following effects:
1. There should be ways in which to combat [Trap Prey]'s crowd-control effect, so that each hero can use their skills.
2. When [Trap Prey] is used to close the gap to an enemy hero, other classes should be able to respond and trade skills and fight against the Chain Dart & Scimitar hero. Instead of as it is now, where other heroes at the mercy of the Chain Dart & Scimitar and their allies.

Changes:

1. [Trap Prey]'s crowd-control effect now causes the enemy to be Concussed. This state can be immediately removed by some skills that remove crowd controls. This makes it possible to regain control of heroes before the Chain Dart & Scimitar reaches you.
2. [Trap Prey]'s crowd-control effect now differs based on the distance between the two heroes: if the Chain Dart & Scimitar hero hits an enemy within 12 meters with Trap Prey, they can now chain an attack or skill before the enemy can move; if the Chain Dart & Scimitar hero hits an enemy more than 12 meters away, the enemy will be able to regain mobility before they can attack again.
All in all, we've reduced [Trap Prey]'s CC time by 0.2-0.8 seconds.

[h3][Scorpion's Snare][/h3]

As an assassination-type hero, [Scorpion's Snare] is part of the Chain Dart & Scimitar hero's core kit. This skill comes with powerful mobility and a long crowd-control effect. Our intent with this was for the Chain Dart & Scimitar hero to be able to get behind and backstab enemies and roam the battle, however, the skill is far superior to other similar skills.

Changes:

1. [Scorpion's Snare]'s targeting works identically to other similar crowd-control skills and doesn't work on mounted heroes.
2. [Scorpion's Snare]'s Choke duration reduced to 2 seconds (was 2.4), and the Chain Dart & Scimitar can use the next skill 1.5 seconds earlier (was 1.85).

[h3][Dune Blast][/h3]
Cooldown increased to 22 seconds (was 18).

[h3]Rune [Rockbreaker] [/h3]

Changes:

1. The duration of slashing defense reduction effect is reduced to 1 second (was 2 seconds).
2. The slashing defense reduction effect is decreased to 6.67% (was 10%).
3. Activating the Hoarfrost specialization now increases the slashing defense reduction effect to 40% (was 60%).
These rune changes are expected to be updated today.

We will continue to monitor combat balance and make more changes as needed. As always, your feedback is incredibly important to us! Feel free to share your thoughts and ideas with us so that we can make a better Conqueror's Blade together!

Christmas Fjord—a Fjord Covered in Ice—Coming Soon!



Christmas Fjord—a Fjord Covered in Ice—Coming Soon!

Christmas is around the corner and great masses of snow are piling up. The newly decorated fort has been covered in a sheet of ice. But the changing terrain is not all that's new: two oddly dressed troops have arrived, one will aid the attackers and one will aid the defenders.

[h3]Free Doctrine Reagent[/h3]
Play the [Christmas Fjord] to get [Uncommon Doctrine Reagents]! (You can check out more details on the drops in the Events matchmaking menu once the mode is available)

[h3]More Forces[/h3]
Whenever an objective point is captured, all players receive two random bonus units that they can command (each player can command up to ten units).

[h3]Fast Respawns[/h3]
Don't fret about falling in battle, for you will respawn again before long! Having died, you'll respawn anew after 15 seconds (respawn time increases to 30 seconds after 3 deaths).

[h3]Map Layout[/h3]
We've reduced the number of flags and added changed the pathways to make for more heated and frequent clashes.



Christmas Fjord will be available daily between 12:00 and 21:00 (UTC+8) from Dec 22 (after maintenance) through Jan 5 (until maintenance).

Brave the snows and let's fight in the Christmas Fjord!

Ophiuchus Sage



A great sage and healer once appeared near the Sea of Tranquility.

The legendary healer is said to have learned the art of medicine and the art of hunting from a centaur and surpassed even his master in skill. They say he could even return the dead to the living. With a dream of saving the whole of mankind, he scoured the land investigating animals and plants to find new cures. While he saved many a life, he broke the laws of nature and was slain by thunder.

A major god, however, rose him to the status of sage and made him a guardian of the people.

Balance Changes

[h2]Heroes[/h2]

[h3]Shortsword & Shield[/h3]
[Shielded Charge]: Charges forward while blocking against frontal attacks.

[h3]Longsword & Shield[/h3]
[Clash of Shields]: Charges forward while blocking against frontal attacks.

[h2]Units[/h2]

[h3]Myrmillones[/h3]

Changes:

Myrmillones will attack the surrounding enemies when arriving at the target destination of skill [Myrmillo's Guard]. They will take over that area after send the enemies flying.

We've received your feedback about the round of changes posted on Dec 9. After , we're making slight adjustments to the previous balance changes.

[h3]Shieldmaidens[/h3]

As a defensive shield unit, the Shieldmaidens' attacks while in shield formation are too powerful. The reason for this is the [Cover Commander] trait they have with their shields up, enabling them to dish out high damage while taking little damage for an extended period of time. All in all, this comes at little cost and is difficult to counter.

Changes:

When switching to shield while in the [Cover Commander] state, they no longer permanently retain the defence increase effect of [Cover Commander].

When switching to shield while in the [Cover Commander] state, they retain the mobility and block ability of the skill, but no longer take 10% less damage.

When attacking with spears, their attacks reduce damage taken by the unit by 15% (was 10%).

[h3]Varangian Guards[/h3]

The fact that the Varangian Guards remain in axe form for a short period of time and their incredible burst damage makes it difficult to gauge when they'll strike, making them difficult to defend against. This also makes it possible for them to easily dish out high damage while keeping away from the enemy during their time of weakness.

Changes:

While [Raging Onslaught] is active, all skills share a cooldown of 2 seconds, during which the Varangian Guards will attack freely with their axes.

The above changes will take effect with the update on Dec 15.

December 15th Update - Server Downtime



Hello warlords,

We will update the game during our maintenance on December 15th , which will last for 4 hours and run between 12:30-16:30 (UTC+8). After the maintenance we will give all players 10,000 Bronze Coins, 400 Honor, and 20 Unit Medals as compensation for any inconvenience caused. Be sure to arrange your time accordingly.

Check out the full Patch Notes and join in the discussion on our Discord.

For most recent hotfixes see here.