Spinning attack:
Unbreakability interval starts earlier.
Ranged attack:
Added an unbreakability interval.
Lower attack:
Startup reduced.
Special attack:
Added an unbreakability interval to the second hit;
Changed the opponent's reaction upon successfully landing the third hit;
Block pushback increased for the third hit.
"Withering Pilum" Talent:
Effectiveness reduced.
Dev note:
We've made these changes in order to diversify King of the Legion's gameplay outside of shadow form. Adding unbreakability intervals to new attacks will make the experience more interesting, deepen the synergy with the "Unbreakable Monarch" talent and improve the hero's win ratio.
Heavy attack:
Unbreakability interval starts earlier.
Basic attack:
Block pushback increased for the second hit.
Special attack:
First hit's startup reduced.
Ranged attack:
Startup reduced.
Epic "Sanguine Nemesis" weapon:
Now trail hits no longer trigger a reaction from the opponent if they are already reacting to a sword hit.
Dev note:
Buffed the hero in order to adjust their win ratio. We're speeding up the special attack to give Helga a convenient move to use at mid-to-long range.
We're also significantly speeding up the ranged attack to give her more useful combat options that break through block, and to strengthen the "Smite Shot" Talent.
Rage: 236 → 224
Attack: 224 → 217
"Fire Grip" Ability:
Owl's first attack damage reduced.
"True Shape" Ability:
Now Nonna loses a small amount of Flame when entering True Shape.
"Runes of Ash" Talent:
Effectiveness reduced.
Dev note:
The "True Shape" Ability allowed Nonna to deal an excessive amount of damage that was difficult to dodge. These changes are aimed at reducing the ability's effectiveness: a full Flame gauge now allows fewer True Shape attacks, which will reduce both the damage and the duration of the animation chain that is hard to counter.
Amount of energy gained from taking a hit to the block:
Reduced, but increases as the player's health goes down.
Dev note:
We want to reduce the value of taking hits to the block and increase the need for active play in order to generate energy, while preserving this mechanic's comeback potential. That's why the generation rate will now be at its highest when the player reaches a critical amount of health.