10.27 Unit Balance Changes10/26/2022
Our chivalric units see glory once more and it is time for our anti-cavalry to re-shape their reputation.
We've been working on finding a balance between giving units a fresh feel and the meta, and that's why we're rolling out weekly balance changes. We want to add a fresh wind to the meta by continuing to improve underused units and thereby make battles overall more varied.
Polearm Infantry
As it stands, polearm units aren't able to properly counter cavalry. This means that it is incredibly difficult to deal with cavalry assaults. So, we want to overarching changes to polearm units as a whole, along with changes to specific units too. This should give you more means by which to counter cavalry for more varied strategies in battle.
Fortebraccio Pikemen
1. Increased the hitbox of [Brace], and reduced the distance where they are incapable of attacking enemies to 2 meters (was 5). Their [Brace] will now follow the movement of enemies within a certain distance.
2. Increased [Brace]'s armor penetration and damage by 10% and rate of attacks by 35%. Also reduced damage taken from cavalry during [Brace] by 15%.
3. Improved the AI of their [free attacks]. They will now try to use their range advantage, and we've increased their attack rate by roughly 28%.
Halberdier Sergeants
1. Base health increased to 6,852 (was 6,594) and health growth to 171 (was 164).
2. They now take greatly reduced damage from the first cavalry attack during [Stand Firm]. They need to re-enter formation to reset this effect.
3. They will no longer move around to fill up positions during [Stand Firm]. Will now also re-form formation quicker after being hit by crowd-control effects and launch a counterattack.
4. They will now form up in a tighter formation.
Halberdiers
1. Base health increased to 5,537 (was 5,191) and health growth to 166 (was 155).
2. They now take greatly reduced damage from the first cavalry attack during [Stand Firm]. They need to re-enter formation to reset this effect.
3. They will no longer move around to fill up positions during [Stand Firm]. Will now also re-form formation quicker after being hit by crowd-control effects and launch a counterattack.
4. They will now form up in a tighter formation.
Polearm Infantry
Damage to cavalry of all [Impeding Force] all characteristics increased to 26% (was 16%).
Imperial Pike Guards
Increase [Advance]'s base armor penetration by 12% and base damage by 10%.
Chivalric Units
Chivalric units have been fairly weak for a long time, and that's left us without these unique units excelling in both pushing and defending. What's more, these have always been loved by the community and so we want to improve them in terms of both usability and how they feel in combat.
Men-at-Arms
1. Base health increased to 6,906 (was 6,485) and health growth to 172 (was 167).
2. After being attacked while in Cover Commander, they will take 60% reduced damage and deal 45% increased damage. This effect decays quickly over 6 seconds.
Spear Sergeants
After being attacked while in Cover Commander or in formation, they will take 60% reduced damage and deal 45% increased damage. This effect decays quickly over 6 seconds.
Symmachean Paladins
1. Base health increased to 7,014 (was 6,494) and health growth to 175 (was 162).
2. [Battle Prayer] immediately restores 8% health (was 5%), and now also restores 350 health every 0.5 seconds for 6 seconds (previously restored 250 health every second for 15 seconds). They also take reduced damage during the skill animation.
3. Reduced the block cost of free attacks and increased damage by 16%. After taking damage they will take 30% reduced damage and deal 15% increased damage. This effect decays quickly over 6 seconds.
4. Increased damage taken from their [Weak Spot] characteristic reduced to 10% (was 20%).
5. New effect to their [Elite Warriors] characteristic: Damage taken from the front is reduced by 36% while they have their shields raised.
Symmachean Stalwarts
1. Each successful block during [Brace] greatly reduces block cost for 1 second. After taking damage they will take 30% reduced damage and deal 15% increased damage. This effect decays quickly over 6 seconds.
2. Increased damage taken from their [Weak Spot] characteristic reduced to 10% (was 20%).
Monastic Knights
1. The first part of [Judgment Rush] cannot be interrupted by crowd-control effects.
2. The skill cooldown of [Judgment Rush] is reduced by 6 seconds for each knight that is interrupted during it.
Firearm Units
Kriegsrat Fusiliers
Base health increased to 4,600 (was 3,898), health growth to 92 (was 77), base firing accuracy by 28%, and base rate of fire by 6%.
Incendiary Archers
1. [Flaming Arrows] now startle horses and can interrupt charging cavalry.
2. Reduced the cooldown of [Flaming Arrow] to 20 seconds (was 60). Increased the rate of fire of [Flaming Arrow] by 20% and ammo consumption by 33%.
3. Adjusted [Flaming Arrows]' burn effect: Burn damage now lasts 4 seconds (was 5) and stacks up to 2 times. Can still deal burn damage against enemies with Fireproof Armor. Hitting an enemy with 2 stacks of burn with Flaming Arrow has a fairly high chance to put them into a burning terror state.
Other Units
Iron Reapers
1. Base blunt armor penetration and blunt damage increased by 30% when using [Charge] with their flails.
2. Added characteristic to [Dual Wielders]: Damage dealt to infantry increased by 10% when using swords, and damage dealt to shield infantry increased by 30% when using flail charge.
Feel free to join our Discord to discuss anything Conqueror's Blade, share any feedback you've got, or tell us what unit you'd like to see reborn. Oh, and follow us on social media to stay up to date with the latest news!
May your victories be plenty!


