HEROES
Peacekeeper
Zone Attack
Zone Attack first strike is now set up as a light attack to trigger an interrupt reaction on block.
Cancelling a blocked Zone attack while in Revenge will now force an exit of 600ms preventing you from attacking again.
[Bug Fix] Zone Attack UI indicator will now correctly start at the beginning of the animation instead of 100ms later.
Developer comments: In its current state, Peacekeeper’s Zone Attack has very low risk and very high reward even on block. Revenge also makes the Peacekeeper nearly unstoppable with the ability to repeat the Zone Attack cancel without Stamina penalty. With these changes the move is still a very good opener but will no longer give you a frame advantage on block. Fixing the UI stance indicator’s timing will also make the Zone Attack feel more consistent with its actual timing of 400ms. It will remain one of the fastest moves in the game but the fact that it is always coming from the same stance makes it manageable.
Sidestep Strike and Riposting Stab
Sidestep Strike recovery on Interrupt Block increased to 800ms (from 700ms).
Sidestep Strike damage decreased to 15 (from 20).
Riposting Stab damage increased to 30 (from 25). Bleed effect remains unchanged.
Developer comments: Blocking Sidestep Strike provides initiative only on a few match ups, so we’re increasing the Regular Block recovery on this attack in order to increase these match ups. Sidestep Strike damage is currently too good compared to Riposting Stab, making Deflect feel too much of a risk compared to basic Dodge. By reducing the damage on Sidestep Strike and increasing the damage on Riposting Stab we hope to restore a more balanced risk / reward between Dodge and Deflect. One last thing about the Peacekeeper, we’re aware of the issues expressed by the community over her Light > Light Spam. Even though we’re not addressing it in this update, we’re currently looking into it so expect changes in the near future.
Warlord
Headbutt
Stamina cost increased to 15 (from 12).
Dodge window increased by 200ms.
Miss Recovery reduced to 700ms (from 800ms).
Miss Recovery branching into Attack delayed by 200ms.
Developer comments: Dodging the Headbutt can be quite frustrating so we’re increasing its Dodge window of opportunity to make Dodge more consistent while maintaining its great initiation potential. Increasing the Miss recovery and delaying the branching into Attack will make the Headbutt more punishable depending on how early you Dodge and which punish move you have out of Dodge. We also increased the Headbutt’s Stamina cost a little to punish people who spam it too much.
Full Block Stance
Bug Fix] Stamina cost could be doubled in some cases. We’ve fixed it.
Can no longer be chained into Headbutt unless an attack has been blocked.
Developer comments: A bug caused the Stamina cost of the Full Block Stance to be applied twice, it’s now fixed. We’ve also removed the option to Headbutt from Full Block Stance idle in order to reduce the amount of options you have to counter from Full Block Stance which is currently very strong. You can still Headbutt out of Full Block Stance after a block. But by removing it from Full Block Stance idle, we want to reduce the Warlord’s ability to interrupt any attempt at attacking him or baiting him while in his Full Block Stance.
Kensei
Helm Splitter
Helm Splitter can now chains directly into the Chain Finisher (rather than the 2nd hit in the chain).
Swift Strike
Swift Strike can now chains directly into the Chain Finisher (rather than the 2nd hit in the chain).
Developer comments: Kensei’s mix-up from the Unblockable Top Heavy is where Kensei can play mindgames, but the third hit in a chain is very difficult to reach in competitive play. By making it reachable immediately after a Dodge attack, Kensei should be able to apply more pressure.
Side Light attacks
Side Light Attack opener startup decreased from 700ms to 600ms.
Developer comments: Kensei’s initiation is currently based around the Top Heavy Feint into Top Light. By speeding up Kensei’s Side Light openers we want to provide more initiation options from idle.
Light Finishers
Top Light Finisher recovery on Interrupt Block reduced to 800ms (from 900ms).
Side Light Finishers recovery on Interrupt Block reduced to 800ms (from 1100ms).
Light Finishers Out of Guard Mode
Top Light Finisher recovery on Interrupt Block reduced to 800ms (from 900ms).
Side Light Finishers recovery on Interrupt Block reduced to 800ms (from 1100ms).
Designer comments: These attacks just had to be blocked, and they gave up a free Guardbreak (which led to big damage). We want players to feel they are able to attack more often – and making these safe on block is one step towards that goal.
Berserker
Super Armor
Super Armor is now applied on all 2nd and later attacks in chains (used to be applied after 4th).
Note: Moveset page is not updated in this version.
Berserker no longer requires the preceding attack to hit or be blocked to count towards applying Super Armor.
Berserker no longer gets the Stamina cost reduction when Super Armor kicks in.
Developer comments: Berserker’s identity is based on relentless attacking, but the requirement to land 4+ hits is too much in current competitive play. Putting the Super Armor buff on all of the 2nd attacks in the chains means that now Berserkers can access this reliably, and could be used to trade against reacting Shugokis and Warlords with their Super Armor. We’ve removed the Stamina cost reduction to prevent the Berserker from using infinite chains for too long now that we’ve moved the Super Armor buff to 2 hits. We’ll keep an eye on that for further balancing.
Deflect
Deflect transitions into Guardbreak after 500ms (reduced from 700ms).
Developer comments: Speeding up the Deflect is meant to help against Peacekeeper and Valkyrie. This will now let Berserker Deflect their Light > Light chains without being stopped by the 2nd Light.
Light Attacks (Out of Guard Mode)
Right Light Attacks recovery on Interrupt Block reduced to 700ms (from 900ms)
Designer comments: To prevent free Guardbreak on block. Change is applied on all chained Light Attacks out of Guard Mode to be consistent with their Guard Mode counterpart.
Conqueror
Full Block Stance
Hit and Bump recoveries can no longer chain directly into Full Block Stance.
Developer comments: Conqueror’s ability to flow to Full Block Stance from hit/bump reactions made it extremely hard to open even after a successful hit. For instance, Warden’s Shield Bash couldn’t confirm into Light > Light combo. By removing these transitions, we want to remove the Conqueror’s ability to use Full Block Stance as a panic button.
Shield Bash
[Bug Fix] Conqueror cannot counter Guardbreak from Shield Bash Hit and Miss Recoveries.
Shield Bash Riposte
Shield Bash Riposte startup no longer has Block on Top Guard.
Shield Bash Riposte Miss recovery no longer has the ability to Block.
[Bug Fix] Conqueror cannot counter Guardbreak from Shield Bash Riposte Hit and Miss Recoveries.
Shield Bash Mix Up
Shield Bash Mix Up startup no longer has Block on Top Guard.
Shield Bash Mix Up Miss recovery no longer has the ability to Block.
[Bug Fix] Conqueror cannot counter Guardbreak from Shield Bash Mix Up Hit and Miss Recoveries.
Developer Comments: Shield Bash Riposte and Mix Up are extremely hard to punish even if you Dodge because they have defense on Start-Ups, Hit and Miss Recoveries. Removing the ability to defend on these moves should make Conqueror more punishable. We’ve also fixed a bug on Shield Bash, Riposte and Mix Up that allowed Conqueror to counter Guardbreak from these moves’ recoveries; which was an exception from our generic rule that Guardbreak cannot be countered from Recovery.
Heavy Attacks
Heavy Attack openers damage increased to 25 (from 23).
[Bug Fix] Out of Guard Mode Heavy Attack openers now have the same damage and hit areas as their Guard Mode counterpart.
Developer Comments: Heavy Attack openers are buffed to 25 damage, because players regen health to 25. In duels, the Conqueror had a difficult time hitting the killing blow when it was only 23 damage, because the opponent wanted to run-away and regen out of killing range. We know Conqueror is a strong character right now - this minor buff is purely to make the end-of-match faster and more exciting, not to strengthen the Conqueror.
Light Attacks (Out of Guard Mode)
Right Light Attacks Recovery on Interrupt Block reduced to 700ms (from 900ms).
Designer comments: To prevent free Guardbreak on block. Change is applied on Light Attack opener and finisher out of Guard Mode to be consistent with their Guard Mode counterpart.
Lawbringer
The Long Arm
The Long Arm now guarantees a Side Heavy Attack (but not Top Heavy).
Developer comments: The Long Arm is an iconic move of the Lawbringer, but before it only connected to a guaranteed light. Now it connects to a guaranteed heavy, which should make the risk of launching this move more worthwhile. This heavy can start the Swift Justice chain, which now also features a faster light after that heavy.
Parry
Parry now guarantees an Impaling Riposte.
Parry now guarantees a Make Way.
Light Riposte
Light Riposte applies Stun on Hit.
Note: Moveset page is not updated in this version.
Hit and Regular Block recovery branchings into Chain increased to 200ms (from 100ms)
Make Way
Make Way has Super Armor.
Note: Moveset page is not updated in this version.
Make Way damage increased to 25 (from 20).
Developer comments: Part of Lawbringer’s identity is to be a Counter Attacker. Before, only the Light Riposte was guaranteed. Now, Impaling Riposte and Make Way are also guaranteed. Lawbringer players can choose the best option for the current situation: Light Riposte’s new Stun property is meant to help you enter your chain, Impaling Riposte can run the opponent to a wall, and Make Way’s new Super Armor can be useful when you’re outnumbered. We’re also increasing the input branching to go from Light Riposte recovery to Chain in order to make it less challenging input-wise.
Swift Justice (HLH)
Light Attack startup decreased to 500ms (from 700ms).
Top Light Attack damage increased to 15 (from 10).
Side Light Attack damage increased to 15 (from 8).
Book, Chapter and verse (LHL)
Top Heavy Attack startup decreased to 1000ms (from 1100ms).
Side Heavy Attack startups decreased to 900ms (from 1000ms).
Top Heavy attack damage increased to 35 (from 20).
Side Heavy attack damage increased to 30 (from 20).
Top Light Finisher attack damage increased to 15 (from 10).
Side Light Finisher attack damage increased to 15 (from 8).
Judge, Jury and Executioner (LHH)
1st Top Heavy Attack startup decreased to 1000ms (from 1100ms).
1st Side Heavy Attack startups decreased to 900ms (from 1000ms).
Heavy Finisher Unblockable attack damage increased to 45 (from 30).
Developer comments: General damage buffs should make the Lawbringer more able to kill the opponent through combat. Some of the chains’ attacks are now faster as well, which we hope will allow the Lawbringer to successfully land hits a bit more frequently. This should help the Lawbringer in Duels but not make him too much stronger in 4v4 game modes where he is already dangerous.
Shove
[Bug Fix] Removed Super Armor from Hit and Miss Recoveries.
Developer comments: Shove’s Uninterruptible Stance property was active throughout the build-up and recoveries. It’s now going to be only on the build-up.
Nobushi
Light Finishers
Top Light Finisher recovery on Interrupt Block reduced to 800ms (from 900ms)
Side Light Finishers recoveries on Interrupt Block reduced to 800ms (from 1000ms)
Light Finisher Out of Guard Mode
Right Light Finisher recovery on Interrupt Block increased to 800ms (from 700ms)
Designer comments: To prevent free Guardbreak on block. Change is applied on Light Attack finisher out of Guard Mode to be consistent with its Guard Mode counterpart.
Shugoki
Light Attacks
Light Attacks recovery on Interrupt Block reduced to 800ms (from 900ms)
Light Finisher (Out of Guard Mode)
Right Light opener recovery on Interrupt Block reduced to 800ms (from 900ms)
Designer comments: To prevent free Guardbreak on block. Change is applied on Light Attack opener out of Guard Mode to be consistent with its Guard Mode counterpart.
Valkyrie
Light Finishers
Light Finishers recovery on Interrupt Block reduced to 800ms (from 1000ms)
Light Finisher (Out of Guard Mode)
Right Light Finisher recovery on Interrupt Block reduced to 800ms (from 1000ms)
Designer comments: To prevent free Guardbreak on block. Change is applied on Light Attack finisher out of Guard Mode to be consistent with its Guard Mode counterpart.