So i've been feeling the creative itch lately and some time ago people used to post their own hero ideas. It's something i've always wanted to do myself but i'm always weary of making things from scratch. It's not really in my wheel house. But today i'm going to attempt it anyway. So let me take you on a journey by explaining to you my first hero.
The Exile
Backround:
"The Exile" is a knight, More specifically this person belonged to the order of the Wardens. Even though they were hand picked at a semi early age to join the order it wasn't a decision they all agreed with. This is because even though the potential was there (seen from him sparring with others,) they were not tempered. Often they would be quick to express their emotions about a situation or act without pause. But the order was desperate to find new blood as their traditional ways were causing them to die out. They wanted to keep their presence in history. So this brash but talented new recruit was grudgingly accepted.
So why the name Exile? Well one day the new recruit (now a seasoned Warden,) had heard the whispers of a different order. Those of the Black priors. The Exile had heard of their ideals being victory at any cost. Their ways seemed to resonate within the Exile. Well our character here would have just ran off to find and join their cause. But they felt obligated to inform their mentor first. As they believed in them and took them in personally despite the order's protests. Needless to say an argument broke out. Eventually the two even crossed swords. However the mentor won and had to take them before the order. He was to be branded an Exile, locked away until they had the time to do something about them.
The Cataclysm set forth events and eventually saw the Exile managing to escape their detainment alone. The Exile still believes in protecting others like the Wardens did. But they do not accept him. And the Black prior's had gone into hiding. So it was up to themselve's to forge their own path. The Exile fights with the Knight faction in an uneasy alliance.
The weapon: The Exile fights with a two handed Morning star. He also is equipped with spiked gauntlets.
https://i.pinimg.com/736x/8b/96/e0/8...sy-weapons.jpg
http://3.bp.blogspot.com/-rnCm3N9iF7...DA%2B10.20.jpg
The armor:
Unfortunately I don't have imagery for this. But imagine the armor being battle damaged/worn down. Imagine it being miss matched armor that someone could find from the field. Their starting outfits would resemble someone of a scavenger who through on some plate and some leather but still had wraps for certain parts. Their high grade gear earned from higher reputation would symbolize a unique mixture of two styles. Warden's more uniformed and prestine look. but with cloth/leather segments more like some of Kenseis/orochi's armor. It's implied that this is the armor the Exile would make for themselves once they had the coin to commission a black smith. The idea is that while his past is from the order The Exile has their own ideas, their own code to follow and honor.
The fighting style:
Now with that "boring" stuff out of the way lets get into the gameplay aspect of this hero. The Exile is a hybrid fighter. Specifically between a heavy and Vanguard. The Exile is a very Brutal hero. They do not have mercy for others. They will not hold back. This includes some sadistic nature of their blows. Hence their weapons of choice. They maim not because they feel scorned or because they take pleasure in injuring someone. They do so because they are zealous in their own ideal.
There is really two ideals that this fighting style sort of embodies. The first being a slow heavy hitter of types. The idea here being very obvious hits that hit hard if they land. And if you block his hits...you still get punished for doing so. The second ideal is about his "wound" mechanic. This is what is at the core of their kit. Essentially speaking whenever this "wound" mechanic is in play Exile's play style changes up. they gain access to new moves which are quicker hits and thus will do less damage. While still having access to his harder hitting but slower attacks in the form of chargable attacks.
Moveset:
Hero specific:
Renown- The Exile gains renown the most from killing heros/minions while attacking a point.
Revenge mode- The Exile's revenge mode behaves the same as everyone elses.
Wound- The Exile can inflict a bleed follow up in multiple instances. Blocking his heavy attacks allows you to follow up with a light input that is guaranteed and inflicts bleed. If his heavy lands you can press guard break input to do a guaranteed follow up that inflicts bleed and stamina damage. Heavy finishers and charged heavy finishers if they land also inflict bleed automatically. The bleed itself is low damage but it does both health and stamina damage.
Fast flow- While The Exile's opponent is under the effect of "wound" You can cancel your recovery of your attacks with a dodge.
Tightened grip- The Exile can Charge up his heavies which become unblockable.
Sinister grip- While "wound" effect is in play Exile's GB's are command grabs that can't be teched. The exile throws you to the ground re applying the effect The exile can attempt to mix you up on your ground state. But nothing is guaranteed. Does 10 damage for the throw and standard bleed tick damage.
Fearless- While "wound" effect is in play Exile's armored attacks become super armor.
Seasoned warrior- mid chain lights have the "enhanced light" property. All heavy attacks have armor. Chain light and heavy finishers are undodgable. Undodgable property doesn't apply to fully charged heavies.
Self taught- Throws blind the opponent for 400ms (excluding command grabs.) When "wound" is in play parries have a guaranteed follow up that applies bleed.
Combos/special moves:
Way of the discarded- any 3 hit combo that starts with a light.
Fury of the forgotten- any 3 hit combo that starts with a heavy.
Might of the Exile- Zone attack. 2 hit attack. First attack is a wide sweep in front of them. Followed up with an overhead hit. Both attacks are considered heavies. Thus are chargable and hard feintable. Can soft feint the second hit with a light input that causes Exile to quickly sweep his Morning star under and around to smash the pommel into his opponents stomach. If it lands it incurs blind. does high stamina damage. Minimal health damage. Said soft feint attack is considered a light chain starter.
Bringing pain- Pressing light after a blocked heavy makes The Exile back hand the opponent with his spiked gauntlet inflicting bleed and ending the combo.
Gut punch- Input after landing a heavy via pressing guard break. Exile punches their opponent in the stomach inflicting bleed and ending the combo.
Fake out- Soft feint from charged heavies excluding zone. Exile rushes forward and shoves the length of the grip into the chest of his enemy (similar to LB's shove.) Does stamina damage and medium health damage. Does not chain.
Might of the Morning star- Side Dodge attack. Wide sweeping hit that comes from the opposite angle of his dodge. Can be soft feinted into a light or a heavy that comes from the top. If wound effect is in play if the dodge attack lands or either soft feint Exile can follow up with an attack after that is faster.
Doom of the morning star- A dodge attack that comes from either a forward dodge or backwards dodge. The attack is always an overhead and is undodgable. It's a heavy attack and there for his chargable. However soft feinting this one see's The Exile performing a quick uppercut. This uppercut is a bash and will floor you if it lands. Can chain off of the hit but nothing is guaranteed.
Fighting dirty- Parry counter input via GB. Grabs opponent and knees them and then throws them back. If opponent is wounded they're thrown to the ground instead.
Fight summary:
Essentially The exile is all about harassing his opponent. Their training has afforded them the flexibility in combat that i've laid out for you. With several ways to inflict bleed it ensures that the opponent is always playing cautious against the exile. As one mistake can easily see the effect re applied. I further make this apparent with Exile's desire to floor his opponent via GB's and some other cases. This means you're always one step away from being thrown to the ground and at the feet of someone who has no mercy left. It also ironically makes him a good team player d:
I also wanted to emphasize the sheer power and skill of this individual and the weapon itself. Hence the constant access to charged based attacks. Hence simply blocking will still cause you trouble in most cases. And because the Exile gets armor on all heavies (including his zone) that become super armor during the wound effect you can't just recklessly attack them. You need to actually respect/fear the Exile. From established gameplay the Exile has mixed elements from several heros like Centurion, goki, and Black prior. But with more pressure and less gaps in their kits.
If I were to give you a piece of advice in terms of combating the Exile it would be this. Be abservent. His lights do not do much in his kit beyond essentially being filler damage. If you can parry those his stamina game becomes a lot harder to manage which slows him down easily. Additionally because most of his kit is centered around charge attacks and soft feinting you can quite easily guard break him in the middle of these things if you know what he's going for.
Closing message:
I appreciate anyone just taking the time to read my very poor attempt at a hero haha. I can understand that on paper it sounds like he has a lot going for him. I tried to word things as detailed as I can. If you're confused about something please do ask. I feel like I gave him a proper downside to everything. which is that outside grabs him re applying the bleed is where you get a breather. as outside grabs the light/gb input ends his combos. And his finishers and charged heavy finishers are well...finishers. meaning his aggression stops. Grabs are not easy to obtain imo and they can potentially net you nothing if the person techs them. (excluding command grab obv.) But if you still think something is a bit unbalanced I urge you to sound off in the comments so we can talk about it and hopefully find a middle ground.
It was a very good read, and I love the concept you put out. As myself who has made several failed hero concepts and reworks, you get better at making them the more you make them![]()
My question/ concern as far as your kit goes is benefits from wound. From my eyes you have a few issues which are small fixes. First is how easy reapplication of bleed is and it’s benefits. The benefits arnt actually all that bad except for the command grab which (unless you specify timings) is an automatic death sentence in 4s. How easy to apply and reapply wound and bleed on the other hand is little much.
While you are an advocate for a better offense and weaker defense or simply changes to how both work, im going to view your hero from the current iteration of the fight system.
The blocked heavy into light is showing this. You have a very aggressive hero and that’s great but that’s the wrong way to do it. It’s not healthy and while I agree defense is strong we can’t use that here. Chip damage on top of wound is dangerous and it punishes a little much with the kit built around wound. What would prevent an OOS opponent from being thrown around? Also while this is in effect you can’t have both undodgeable and follow up light. One has to be adjusted for the other.
There’s more issues but I want to attack this piece by piece instead of huge multi paragraph essays. My final point is in 4s. Until we get specific timings and damage from these moves I can’t say how things will play out realistically. But looking at the kit being ganked by the exile is certain death. Raider and shaman are similar but raider needs a running start and shaman bleed can be blocked. A good team setup can make multiple things work. But exile can do 3 peeps work in one kit of one in ganks.
Edit: also please clarify if I misunderstood something. I’ll clean up what I said to make sense or remove it. 👍
Could you elaborate on how it would be a death sentence in 4's? I understand the strengths of a throw in 4's in terms of setups. But for the most part unless you have perfected timing you can only get one hit off of someone who's been thrown in some fashion before they recover and block. Essentially i'm getting the impression that you think his command grabs will put people into situations from pre gank bite nerf.Originally Posted by Sneakly20 Go to original post
As for how easy it is to re apply I figured that re applying it on every command grab that throws you might be too strong. And i'd be fine with that going. Is there anywhere else that re applying seems too strong for your taste?
Your stance on the blocked light thing confuses me a bit. Are you saying that blocking an attack confirming a light is too strong for your taste? Or are you saying the block guaranteeing the wound effect (which is what the light does) is too much? I'm confused on the undodgable follow up light comment.
To your final point (for this segment anyway) I specifically avoided adding in timings for anything because I want his actual mechanics fleshed out first. But I can say I didn't plan out any 400ms attacks and the longest any attack would be is 1000ms for his fully charged heavies.
The light I meant is the move: bringing the pain. I think it’s a little much yes. Not game breaking but applying bleed from blocking while getting benefits I do believe is a little overkill. The comment was made about the undodgeable because essentially it boils down to parry the heavy or take “bringing the pain”
And to be specific the throw seemed strong. And it 4s I meant the bleed then untech throw then reapply bleed then GB then bleed GB etc. it’s easy to do.
Right I think I getcha. I'm going to be doing a re write of this guy tomorrow. A more palletable and understandable back story that fits the games world better.Originally Posted by Sneakly20 Go to original post
And retooling his kit. He might not keep the morning star. It can come from the weapon or the hero. But the overall idea is I wanted a hero that is about maiming his opponent and in general is just a pretty stronk guy that hits hard.
I appreciate your feedback!
No problem Raime , I always enjoy reading your posts and am generally like minded. But your basis for the character is here and it’s good. You have a good spine for the character and story even, but the execution is what needs work. Overall from this post he does hit hard, just the wrong way 😂Originally Posted by Knight_Raime Go to original post
Yeah I deff shoved too many ideas into his kit. And went a lil too edgy on his backround. Didn't really pay too much respect to the universe itself.Originally Posted by Sneakly20 Go to original post
My opinion:
1) A fairly basic backstory, but it works.
2) The weapon is really unique.
3) Their fashion sounds imo a bit lame. I think battle-worn outfits are necessary, but what about higher rep gear?
4) Hybrid eh? Interesting.
5) A new mechanic? Sounds intriguing ... I'm not sure if I understand you correctly, but the "wound mechanic" is just a fancy way of saying you're bleeding?
6) Wait - you can't CGB when wounded? That sounds quite strong in 4's
7) If you get hit by the first part of the zone, is the second part guaranteed?
8) The moves I didn't mention I really like/have no questions about
Overall I'd say it's a solid concept. nothing too OP at first glance (but would like an answer on 6 and 7 first).
The backstory is quite bland.
Maybe you could add what higher repped Exiles would look like fashion wise?
Lore and fashion wise he sounds a bit like a Black Prior fanboy, he lacks a bit of personality.
Maybe you could come up with some emotes and executions next?
Now that I think of it: bleed on block (enemy) might be really strong with a Shaman around. In order for that to not be OP in 4's, Shaman then should only be able to get a bite of when she herself has inflicted it. The pair might be too strong otherwise.
I'll give a more detailed answer when you've rewritten him
Dang, hero already needs a rework.Originally Posted by Knight_Raime Go to original post
(Jk Raime, I like the concept.)