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Thread: [D2L-2] Slaybre (Vergil) Playable Version Available!

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  1. #1

    [D2L-2] Slaybre (Vergil) Playable Version Available!



    Playable version is available here! Many thanks to Melto for designing the playable version!


    Story

    The Hellbourne have reached through all dimensions of the Nether, and found no other more equipped to fight on their side than Slaybre, a manifestation of human warmongering and bloodlust. Slaybre cuts through his enemies quickly and efficiently, with a guile and ferocity unheard of in Newerth. And after a battle completes, Slaybre doesn't even bother to rest, his form moving and fighting a battle on Newerth that may never end...

    Stats

    Strength: 15+1.5
    Agility: 20+2.9
    Intelligence: 17+2.1


    Movespeed:300
    Armor: 4.4

    Attack Damage: 49-57
    Attack Range: 128
    Base Attack Time: 1.7 (Just like all other HoN Heroes.)

    Role

    Slaybre has a very versatile skillset that relies on a combination of his autoattacks and Judgement Cut to dish out a lot of damage at any range. The mobility from Yamato makes getting to his opponents a non-issue, and Summoned Sword gives him the ability to duel against even the hardest and most farmed carries. Slaybre gains a lot of staying power through both Warfeeder and his mobility options, so being an unrelenting offensive force is the way to go when playing Slaybre.
    Items

    Start:


    Slaybre can farm just about any lane with Judgement Cut, even if the opposing team is harassing you very hard. You can also harass fairly effectively with Judgement Cut if need be. 2 mana potions should give you enough mana to cut your way through the laning phase.

    Laning:


    The Sustainer is almost always a needed item for Slaybre, in order to be able to farm and use his skills as often as possible. It can be later turned into either a Nullstone or Runed axe, depending on your build. Steamboots and Ghost Marchers are both equally viable. Shroud providesmore base damage and mobility, perhaps even an escape.

    Core Items:


    Nullstone solves Slaybre's mana problems very effectively, as well as protecting him with the spellblock and giving him some extra stats. Runed Axe gives plenty of bonus damage, regen, and farming ability. The cleave doesn't work with Judgement cut, but it is still an effective item. Genjuro grants a much-needed slow to Slaybre, allowing him to shred people to pieces more easily, as well as adding plenty of damage. Hellflower can also work, since it grants a LOT of mana regen, damage, and a very nice damage amplification.

    Luxury Items:


    Harkon's Blade allows you to apply the -magic armor through Judgement Cuts, allowing it and the bonus damage from Yamato to utterly wreck anyone you face. Savage mace is a good pickup, as it can proc off Judgement Cut. The lifesteal from warfeeder stacking with other orbs, so using it with a Symbol of Rage allows for ungodly amounts of lifesteal. Getting a Frostwolf skull turns Slaybre into a shockingly good kiter.



    Skills



    Judgement Cut: Deals 70/80/90/100 magic damage plus a 0 damage autoattack to units in a 125 AoE in the targetted area. Judgement Cut has 1/2/3/4 charges, which refresh every 7/6/5/4 seconds.

    Range: 700
    Manacost: 30

    -For all intensive purposes, the extra autoattack counts as an ranged autoattack with True Strike. This means on-hit procs such as Charged Hammer, Savage Mace, Yamato, Summoned Swords, and Revenant's Defile will proc.
    -If by some miracle you manage to hit more than one unit with this spell while Yamato is active, Hunted will apply to all targets it hits, consuming one charge of Yamato each. If there aren't enough charges to apply to all units, all units will take the bonus damage, but Hunted will be randomly applied to targets within the AoE, depending on how many charges are left.


    Summoned Sword: Summons a sword with 2/3/4/5 charges which revolves around Slaybre. A charge is expended either when Slaybre is hit by a physical autoattack, completely blocking the attack in the process, or when Slaybre lands an autoattack or Judgement, causing the sword to lash out and do an additional 15%/30%/45%/60% of your base damage.

    Cooldown: 15
    Manacost: 110

    -Any physical autoattack will be blocked. This includes, but is certainly not limited to, Rampage's Horned Strike, the autoattack portions of Panda's Face Smash, etc.



    Warfeeder: Slaybre' unnatural affinity for battle allows him to quite literally feed off of bloodshed and fighting. When toggled on, Slaybre will lose 2% of his maximum health each second, but gain 9/18/27/36% lifesteal and spell vamp, as well as being healed for 1/1.5/2/2.5% of his maximum life when he is hit by an autoattack.

    Cooldown: 8(Begins after this skill is turned off.)

    -This spell is a toggle-based spell.
    -Autoattacks from creeps will only heal Slaybre once every 0.6 seconds.
    -The lifesteal stacks with other orb effects.



    Yamato: Slaybre's next 2/3/4 attacks within the next 12 seconds will do 150 additional magic damage and apply a stack of Hunted to the target unit for 10 seconds. While at least one stack of Hunted persists on any target, this spell will be replaced with Trick, which allows you to teleport to a unit with a stack of Hunted, consuming that stack in the process.

    Cooldown (Yamato): 110/100/90
    Cooldown (Trick): 1
    Range (Trick): 99999
    Manacost (Yamato): 150/200/250
    Manacost (Trick): 30

    -Applies to your Judgement Cut. A quick Judgement Cut+Trick makes for a very effective source of damage and teleport.
    -The teleport disjoints, like any other teleport.


    A Special thanks to everyone who commented on my hero! Every one of you is greatly appreciated!

    Last edited by MasterGeese; 08-19-2012 at 08:52 PM. Reason: Playable Version update
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

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  2. #2
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    Valid for D2L-2 Contest ! due to the fact Ult's Hunter Debuff is applied by Judgement Cut...
    Care for confusion between Synergy and interskill interaction !

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  3. #3
    Second skill would do poor AoE damage (only 10 per sword) unless the rotation speed is VERY high. Silhouette's do 60 each and have no mana cost (only a cost to launch).

    First and second ability feels a bit redundant. Since the first ability looks really fun and it works great with his ult and third ability, I would remove the second one and replace it with something else. Or just remove the ability to shoot the blades, and make the AoE portion slow nearby enemies and deal more damage.


    Third ability needs to NOT have a cast time, since he is a melee hero. Nearly a full second means the enemy will pretty much get away, and counteracts the 60 movespeed it gives (20% of his base MS [300] = 60).
    Last edited by Isis; 05-01-2012 at 06:35 PM.

  4. #4
    The Blades orbit once each second. With that any enemies in range will be taking 40/50/60/70 damage/second, assuming all swords are still there. I'd consider that pretty fast. I'd still call it balanced, though, since unlike the similar-in-nature Swiftblade spin, it has a cast time, and a fairly lengthy one at that.

    I admit making Summoned Swords doesn't COMPLETELY synergize with the rest of the skillset. But he does have a very good way of getting in range and staying in range with Yamato-buffed Judgement Cut -> Trick. That and I felt Vergil needed something to give him an early-game presence. Not only does it give him a very good farming tool, but good early-game nuking power as well.

    I put the cast time there to discourage people from turning the spell on and off every few seconds to conserve mana. Though now that I think about it, an actual cooldown would accomplish that much more tactfully. The animation is still there, because it would look cool, but it has been greatly reduced in cast time.
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

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  5. #5
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    I really like your hero !

    You should reduce (half) initial mana cost of blades W... 170 Mana cost to launch all the blade is very expensive, also 5 seconds to use all blade could be short...
    I'm not really fan of this skill, it's a mix between silhouette's lotus and Moraxus's Axe Throw, in all points...

    Since he need Genjuro as core Item, you doesn't need to put him a slow, let him rely on his allies to close range. I would put him some damage or a passive helping him hard carry in late game.

    Nice work anyway !

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  6. #6
    Summoned Swords has been remade. I knew the spell was similar to Death Lotus, but I had never thought of it being like Moraxus's Axes before. With that in mind, I tried to remake the skill into something still reminiscent of the real Vergil's Summoned Swords.

    The new spell adds a shade of survivability to Vergil, and synergizes much better with the rest of his skills. My main concern now is Vergil's autoattacks crossing into the realm of being OP.

    If he goes 2/4/0/1, at level 7 two Judgement Cuts with Summoned Swords and Yamato on will do (70+150*1.6)*2= 704 Magic damage. This is all dealt in under a second if the Vergil player is good enough. And he still has two teleports and 3 more +60% damage autoattacks up his sleeve. I guess he doesn't have any real disables or defense against equally strong nukes, but I'll have to think this over a bit more.
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

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  7. #7
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    Oh, this one is better, It reminds me Refraction from Dota's Templar Assassin, and synergies well with the utilisation of Genjuro !
    I think you should choose on your hero concept between either it blocks auto-attacks, or it blocks physical damages

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  8. #8
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    A very good hero.

    I love his first skill. Gives him tremendous utility in lane and is just great all-around.
    His second skill is cool and it works nicely with the rest of the hero. Would be cool if the swords apply attack modifiers as well, but that would probably be OP.
    The third skill is OK and it works nicely with the hero, but it lacks the punch and awesomeness of the other abilites. Honestly, I think it fits and you should probably keep it as is.
    The ultimate is great, and I love blinking around the battlefield (Nearly half my heroes have some sort of massive blinking spell) so I'm all for it.

    If I lose to this, I won't be mad. (Okay, I'll be slightly sad, but I will nod approvingly)
    Pagliacci
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  9. #9
    The hero is cool overall, nothing much to say!




    Thanks Lhune!
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    Sorry for my bad English!

  10. #10
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    Very interesting Hero, is this possible to obtain, I mean from Capcom?

    Either way, great suggestion, I see myself playing Vergil/Sparda (infact Sparda) as Maliken and imagine Possession is Devil Trigger ^_^
    I would like to change Judgement Cut to more alike SS's Demon Hand, a more static skillshot.
    With this, the aoe area would be a bit larger than originally planned. With that, you would be more into more moving and standing at the right place, instead of some aimed skillshots as you suggest.
    It would work like Demon hand but you could actually choose to launch the four at short or the longest range possible, the way you are facing.
    Either way the suggestion above^ was just a little personal taste, your original is also great, but I wouldn't like him to be a "spam" type of hero such as ex. Chipper, hehe.

    I would also like +1.8 STR gain, more into hard melee combat kind of guy even though he has cunning ranged abilities.
    I was a little confused about What skill the ultimate was. I'd like to see Devil trigger as the ultimate and either remove Yamato to a passive skill. (I don't know, maybe he really needs that skill for some extra damage output.)
    It's a little hard to understand the Yamato skill, sry =) and the "Trick" thingy.

    Anyways great work, I really hope they could try and design this hero, but better well done than poorly executed.

  11. #11
    Maybe if we ask really nicely, Capcom will give it to us. Perhaps if we all buy a copy of AAI2 in exchange? (probably not.)

    The Idea of making the Judgement cut like Demon Hands is interesting, but there are a few problems.
    1. SS has a skill like that already. The main difference would be the damage mechanic, but that's still cutting it pretty close.
    2. I'm not a big fan of increasing the AoE, mainly because I want to get across that you shouldn't expect to hit more than one hero with this.
    3. We don't have the Hotkeys for it. Vergil has 4 ability hotkeys in use already.

    I would have to see how the hero would fare in the real game before adjusting stats like that. You might be 100% correct, but I'm already really concerned about this hero being too strong as-is. The last thing I want is to be thinking what S2 was thinking when they made Silhouette. "She's supposed to be that strong because ninjas are awesome and deserve to be OP."

    As for Yamato, I'll try and clarify as best I can. Once you cast Yamato, you get 2 stacks of a buff called Yamato, and the ability is replaced with a teleport called Trick. (Like how Moraxus's ultimate is replaced with a detonate button when he casts it.) On autoattack or successful Judgement Cut, you deal an additional 150 magic damage and apply the Hunted debuff, expending one of your Yamato charges. Trick allows you to consume a stack of Hunted on a unit in order to teleport to it. TBH it's not a simple ability by any means and it would make much more sense if you actually used it.
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

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  12. #12
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    Well you're right. It might be best to stick with the original plan, so that they all go on Q.
    Because without hotkeys it will be alot harder than it already is. Your plan is best atm. Can't come up with anything and my tank is on empty and have to sleep.
    I also like your idea of only being able to hit one hero at once. It makes it more interesting.

    I'm thinking If Judgement Cut could all go on one designated range so you could just spam it on Q.
    However that wouldn't really work, it would be worse than SS's demon hand.

    The thing is im afraid by having to aim Q with all four skillshots it might interfere with your movement.
    That's what I initially felt was problematic, but your suggestion is best so far.

  13. #13
    It's probably worth changing Judgement cut from an AoE to a single target nuke. Otherwise:

    1. Cast Yamato.
    2. Cast Judgement cut, hitting two or more enemy units.
    3. Re-activate Yamato.
    4. ...
    5. Profit.

  14. #14
    2 questions about summoned swords
    What's the duration of summoned swords? I think its op if they don't have a timer after being cast

    Do you think its a bit much to have both attack prevention and attack boost on it? It's kind of a double edged sword (forgive pun) that the damage can be denied late game by a negligible support auto attack, but it seems like in a straight up carry vs carry fight its pretty ridiculous
    ---There are tanks in HoN | BDing is legit | LoL has overtaken WoW as most played game ---
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  15. #15
    2 questions about summoned swords
    What's the duration of summoned swords? I think its op if they don't have a timer after being cast

    Do you think its a bit much to have both attack prevention and attack boost on it? It's kind of a double edged sword (forgive pun) that the damage can be denied late game by a negligible support auto attack, but it seems like in a straight up carry vs carry fight its pretty ridiculous
    ---There are tanks in HoN | BDing is legit | LoL has overtaken WoW as most played game ---
    --> Your argument is invalid <--

  16. #16
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    I think Ult's scaling is bad, I mean, First cooldown is too high, it should be around 65~55 at level 3.
    also, 100s cooldown for only 2 attacks at level 1 seems not worth it.
    Either you put a static number of charge of Yamato, or a static (low) cooldown at all levels or little cd reduction, but 100 is too high...

    My though would be, 3/4/5 charges of Yamato, and 80 / 70 / 60 Cooldown...

    But it's only my opinion...

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  17. #17
    I don't like the interaction between the ultimate and the first skill. The ultimate has a limited number of charges, the first skill hits everything in a set radius. Since the second skill was changed into another charge-based on attack skill, it also gained negative synergy with the first skill.

    Might as well go over each.

    Skill 1: Boring concept, do not enjoy the idea of a spammable ranged AoE 100% scaling nuke. 400% attack damage as magic over four strikes with no internal cooldown means it can be dealt over approximately 0.4 seconds. While the hero lacks stuns, this means the player can be pretty dang sloppy from an allied stun/slow and still dish out a ton of burst. It only takes 16 seconds to regain that massive burst, but has the option of hitting at range once every 4 seconds. AoE attack mods from 700 range is also a bit silly.

    I'd recommend changing it into something fun, but it seems so much of the hero is built around it.

    Skill 2: Interesting idea, first skill ruins it by eating multiple charges. Not sure if numbers are fair, 1.5x guaranteed crit that stacks with other crit sounds a little strong.

    Skill 3: Don't like the percentage max mana drained per second. It means stat item builds which include int make it even more draining and worsens the value of mana regen, and it also means straight mana regen makes it last longer.

    Skill 4: Guess it works. First skill still ruins it.

    Overall: Not really sure if the hero would be fun. Three self-buffs and a spammable scaling nuke, none of which really seems like it'd be satisfying to combine successfully. Skills 4 and 2 are damage-boosting right clicks for a limited number of hits. Skill 3 is a right-click efficiency booster. Skill 1 is a right-click as form of ranged left click, both in damage and effects. The hero brings little utility to keep up with semicarries and it doesn't have the durations to really keep up with hard carries. Just a lot of damage expressed in an inelegant way.

  18. #18
    t's kind of a double edged sword (forgive pun) that the damage can be denied late game by a negligible support auto attack, but it seems like in a straight up carry vs carry fight its pretty ridiculous
    That's pretty much the idea. It's one of those skills that can be very powerful, but also easily prevented. But TBH, if a support can get 5 full autoattacks on you, something isn't right.

    The ultimate has a limited number of charges, the first skill hits everything in a set radius.
    There is a description under the skill of what exactly will happen if you do manage to hit multiple targets.

    400% attack damage as magic over four strikes with no internal cooldown means it can be dealt over approximately 0.4 seconds.
    There will be some sort of animation involved. I agree being able to do that much over 0.4 seconds would be too strong. In all likelyhood it will come to about 2-3 seconds to do all that damage. Also keep in mind the AoE is pretty tiny. It will be possible to hit multiple targets with this spell, but very difficult.

    Skill 2: Interesting idea, first skill ruins it by eating multiple charges. Not sure if numbers are fair, 1.5x guaranteed crit that stacks with other crit sounds a little strong.
    Thats kind of the point of the skill. It does extra damage, and eats charges in return, for a synergizing effect. It might be strong, but this would be found more easily by seeing the hero in action, which we are unable to do, sadly.

    Skill 3: Don't like the percentage max mana drained per second. It means stat item builds which include int make it even more draining and worsens the value of mana regen, and it also means straight mana regen makes it last longer.
    You're probably going to itemize for mana regen anyway, rather than raw mana. I put the max mana drained/sec because I didn't want people just stacking massive amounts of mana and staying in Devil Trigger for 60+ seconds at a time. This is meant to be a super mode, used only in important fights.

    Overall: Not really sure if the hero would be fun. Three self-buffs and a spammable scaling nuke, none of which really seems like it'd be satisfying to combine successfully. Skills 4 and 2 are damage-boosting right clicks for a limited number of hits. Skill 3 is a right-click efficiency booster. Skill 1 is a right-click as form of ranged left click, both in damage and effects. The hero brings little utility to keep up with semicarries and it doesn't have the durations to really keep up with hard carries. Just a lot of damage expressed in an inelegant way.
    Did you happen to notice the sub-ability for Yamato? The ultimate is far more than a damage-boost. The second ability can be more than a damage boost too, in many fights.
    I did have some other abilities planned out for this hero, but they didn't work out because either

    1. They resembled current abilities way too much.
    2. They didn't synergize with Vergil's role at all.
    3. They didn't fit Vergil's theme at all/They were things Vergil couldn't do in DMC or UMvC3.

    Using Trick to its fullest will be an absolute blast, IMO, and I'm not sure if you even noticed that. Judgement Cut will be somewhat of a skillshot, because of its low AoE and what I assume would be a moderately long cast animation. I also find killing people in 2-3 hits satisfying, but hey that's my opinion.

    Thank you and everyone else for reviewing my hero! It really means a lot that people take the time to comment on it!
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

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  19. #19
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    Why reward use a skill shot, to loose a lot of charge, IMO, whatever happens, skill 1 should only use 1 charge of Yamato, and apply Trick to all enemies.
    If you're a beast, you can do it, and there will not be a lot of case where 2 enemies are in 100 Radius, (I would increase it to 150~175 anyway...)

    About skill 2, Panda's flurry, is an affector which deals physical damage, even if it is based on his current damage, It isn't attack damage, so either your skill 2 block all physical damage instances, (auto attack, flurry, deadwood punch, rampage horned strike but not an auto attack with Harkons) or it blocks all auto attack instances (auto attack w/ or w/o harkons, rampage horned strike)...

    Skill 1 shouldn't be disactivated when disarmed...

    And i still think yamato cd is too high :O !!!

    good luck with this one !

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  20. #20
    I unnerfed Judgement Cut a bit, but I'm going to keep the other numbers the way they are.

    Balance changes like these are difficult to apply, since we don't know the real power of any of these suggested heroes without playing them.

    Try not to let them be THAT big of a deal.
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

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