Dev Blog - Rethinking Glaive, Musket, and Maul?
Recently, we've received feedback from the DC feedback channel and house leaders.
People have asked: Why do I encounter high-Level opponents in Ranked Battles even though my Character Level is not high? Why do Ranked Battles feel so difficult at the beginning of the Season?
Some Warlords are also concerned about Weapon balance: Are Glaives and Muskets currently too strong? How will they be Modified in the future? Is the Endure effect of the Maul's new Epic Weapon Schematics abnormal? Will the issue of poor handling Continue to be addressed?
There is also some feedback focused on the client and match flow: version inconsistencies, corrupted Materials, disconnections resulting in losses, missed Rewards, accidental Evolving Divine Attires touches, etc.
In this issue of "Dev Blog", we'll address recent high-frequency questions item by item. We'll clarify Rules that can be OK'd, explain optimizations that are already underway, and Continue to follow up on experience issues that need further verification.
I. Regarding Weapon Balance: Minor Adjustments to Glaive and Musket
Q1: Are Glaives and Muskets currently too strong? Will they be adjusted in the future?
A: We have noticed the strength performance of the Glaive and Musket and will make minor adjustments.
From the data currently observed:
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The appearance rate of the Glaive is close to 40%, significantly higher than Other Melee Weapons;
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The appearance rate of the Musket in Ranked Battles is about 20%, and its Win Rate is also relatively high;
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Other Weapons such as Dual Blades and Bastard Sword are overall still in a relatively Normal range.
This shows that Warlords' feelings about the strength of Glaives and Muskets being too high are not isolated cases.
Therefore, we will make minor adjustments to the Glaive and Musket in this week's Maintenance.
Q2: What specific changes will be made next?
A: We will address specific issues more clearly in the future.
The upcoming adjustments will be more focused:
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We have slightly reduced the number of targets hit and Damage coefficient of the Glaive's [Flying Reaper], and slightly increased its Cooldown;
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The Musket's Supporting fire is a bit too strong, so its range attenuation and some Damage will be Modified in the future;
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Specific numerical values will be tested and announced in advance on the Release_steam.
Both the Glaive and Musket have their own niches, and Warlords who have practiced these two Weapons will still be able to use them after the adjustments; the difference is that opponents will have more room to maneuver when facing them. What we need to do now is bring them back to a more reasonable position.
After the patch goes live, we will Continue to monitor appearance rates, Win Rates, performance in different tiers, and actual combat feedback. Balance adjustments are not a one-and-done project, but continuous after-sales service.
II. Regarding the New Epic Maul Weapon Schematics: Mechanics and Optimization Direction
Q1: Many players have provided feedback that the Maul's combat feel has degraded. Will this be addressed?
A: We will continue to investigate this, but we first need to confirm the specific scenarios where the combat feel has decreased.
Currently, we are handling the feedback regarding the Maul in two parallel tracks:
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Reproducible bugs: We have set up dedicated tasks for these and are actively following up with fixes.
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Combat feel issues: We have re-divided the action system into wind-up, active/hit, and recovery phases. We have also optimized the animation frames, allowing skills like [Smash]* / [Combat Sprint]* to combo more flexibly into other skills.
Combat feel truly cannot be judged directly by looking at a single stat. Therefore, we will synchronize the confirmed issues and their handling priorities with you. Once there is a clear timeline for the fixes, we will keep you updated.
If you Warlords have any situations that can be stably reproduced, please continue to let us know. Specific operational scenarios are extremely helpful for us to pinpoint the problem.
III. Regarding the Client and Match Experience: Multiple Match Experience Optimizations in Progress
Q1: Will issues like version mismatches, disconnections, and unreceived rewards be addressed?
A: Yes. The following are the optimization directions currently in progress.
IV. Gameplay Survey: Campaigns Rules, Siege Battle Optimizations, and Future Season Visions - We Want to Hear From You, Warlords
Recently, many Warlords have reported that in the Siege Battles of Campaigns, the battlefield experience falls short of expectations when there are many high-star Units and Ranged Units.
This issue cannot be Resolved simply by modifying a single stat. How should Campaigns be restricted? Which Units are suitable for deployment? Should new gameplay or mechanics be added to Siege Battles? All of these factors will influence Warlords' lineup choices and the pacing of matches.
Therefore, we want to bring these questions to the forefront and hear the opinions of more Warlords.
We will soon Post Request for a survey to all players to gather your thoughts on the following topics:
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Did the recent adjustments to the deployment Rules for Campaigns meet your expectations, and how should they be further optimized?
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How can we make Siege Battles and Ranked Battles more enjoyable?
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What are your visions and expectations for future Seasons?
The survey results will serve directly as a reference for future gameplay design. We welcome everyone's active participation!
Thank you to every Warlord who provided us with feedback during the holidays. From complaints and suggestions to detailed bug reproduction instructions, these are the foundation for our improvements.
The development team will Continue to follow up on the items mentioned this time. Future progress will Continue to be synchronized with everyone through Developer Face-to-Face.
See you on the battlefield!
— Conqueror's Blade Development Team
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