CDC #13, Archbishop Lazarus

This is my entry for the CDC #13. More info on the contest here:

https://us.forums.blizzard.com/en/heroes/t/cdc-13-cultclassic/

Archbishop Lazarus – Bane of Tristram

Background

A high ranking member of the Zakarum church, he was corrupted by Mephisto and sent to Khanduras in search for Diablo.

Once there, he deceived king Leoric into making Tristram his new capital, so he could search the Horadrim monastery, where he found the red Soulstone and shattered it, freeing Diablo, who was trapped within, and unleashing his terror upon the village.

When Leoric managed to resist Diablo’s possession at the cost of his sanity, Lazarus kidnapped prince Albrecht to use as his master’s vessel in the king’s place, and then rallied the townspeople, supposedly forming a party to find and rescue the prince, but leading them into a death trap instead, leaving them to be slaughtered by the Butcher while he disappeared into the depths of the catacombs under the cathedral.

Overview

Class: ranged assassin

Resource: Sacrifice (more details in his trait description below)

Auto attack: fireballs with mediocre range and damage, can be enhanced with Sacrifice.

Lazarus is a cruel mage, willing to sacrifice anyone in order to increase his power and further the plans of his demonic masters.

He controls two Servants: Red Vex and Blackjade, who he uses to increase his damage output and / or to gain Sacrifice faster.

Servant details

The Servants are permanent summons with limited life, which regenerate quickly while out of combat. If a Servant is slain, Lazarus’ corresponding W or E ability is placed on cooldown for the duration of a Hero respawn at the moment. Servants don’t give XP when slain.

If Lazarus is slain, both Servants also die. When Lazarus respawns in the Hall of storms, both Servants revive with him.

The Servants are able to cast Bloodstar: a slow moving, long range (~7 range) projectile that deals a high amount of damage, but costs a portion of the user’s health to cast (~20% of Red Vex’s HP, or ~18% of Blackjade’s since she has more life).

The Servants have two movement patterns depending on their target:

If the target is an enemy hero, they will try to stay at maximum range of the target and cast Bloodstar while they have enough health. When they no longer have enough health for Bloodstar, they will simply move toward the target to attack at melee.

If the target is not an enemy hero, they will move toward their target position or unit, attacking enemy units and structures at melee, and casting Bloodstar at any enemy hero in their sight range as long as they have enough health.

The Servants’ default behavior is to target Lazarus. They revert to this behavior whenever they revive.

Kit

D - Unholy Sacrifice:

Passive: Lazarus gains 1 Sacrifice whenever an enemy minion or Hero dies near him, up to a limit of ~13.

Depravity: When Sacrifice is collected while at max stacks, Depravity is activated for ~2 sec. Depravity bonuses don’t stack, instead, gaining further Sacrifice while at max stacks refreshes Depravity’s duration.

Originally, Depravity only benefits the Servants (see W and E below), but further bonuses can be gained through talents (including bonuses for Lazarus, and even other allies)

Active (toggle, ~2 sec. cooldown before it can be toggled again): While the trait is active, Lazarus’ auto attacks have slightly increased range, and deal additional damage that splashes to nearby targets (this counts as spell damage), but spend 1 Sacrifice with each use.

Lazarus’ Q Also gains benefits from the active trait.

Q - Unholy Ritual:

Passive: Slain enemy heroes leave a temporary ghost behind (similar to Auriel), ghosts can be targeted by this ability’s active component, but only once each

Active (~8 sec. cooldown): Target an enemy hero or minion, an enemy ghost, or one of your Servants.

Channel for ~1sec., then make a melee attack against the target, dealing medium damage, and gaining 1 Sacrifice.

If the attack slays a minion, you gain 1 additional Sacrifice

If the attack targets an enemy ghost, you gain 2 additional Sacrifice instead of dealing damage.

If the target is one of your Servants, you get 1 additional Sacrifice.

If your trait is toggled on, the attack costs 2 Sacrifice, dashes up to ~2 range towards the target (similar to Artanis’ Zealot Charge), and deals bonus damage in a small area around the target.

If the target is a ghost or one of your Servants, the effect of activating your trait is not applied.

W - Red Vex, E - Blackjade:

If the corresponding Servant is alive, command her to target the selected unit or point (as described above in “Servant details”).

When a Servant is slain, the corresponding ability is placed on cooldown for the duration of a hero death timer at the moment. When the cooldown finishes, you can use the ability to revive the servant near you after a short channel.

Originally, Red Vex has deals 25% more damage compared to Blackjade; and Blackjade has 25% more HP compared to Red Vex. They may differentiate further during the game, depending on Talent choices.

These bonuses (including the ones from talents), as well as the Servants’ out of combat regeneration, are improved by 50% while Depravity is active.

R1 - Flash:

Cost: 2 Sacrifice per channel level (cooldown: ~40 sec)

Channel for anywhere from 0.5 to 3.5 sec., then release a series of attacks that deal moderate damage in an area around you every ~0.2 sec.

Every 0.5 sec. spent channeling increases a channel level, up to 5 (you can hold onto the fully channeled ability for up to 1 sec. before releasing).

For every channel level, you make one more attack and the area covered by each attack increases by ~0.2 (starting at ~1 at the first charge)

If fully charged, the attacks blind enemies for ~2 sec.

R2 - Unholy Link:

(~90 sec. cooldown) Create a beam of unholy energy connecting you to each of you (living) Servants within range, and one connecting both of your Servants (if they are both alive and connected to you).

The beams deal continuous damage to all enemies they cross.

Each beam persists for a few moments or until one of its anchor points (you or your Servants) is destroyed.

This ability costs no resources, but it has a long cooldown.

At least one of your Servants must be alive in order to use this ability.

Talents
Tier 1

War on Westmarch [active]

Cost: 5 Sacrifice (~40 sec cooldown)

Mark an allied Hero as the Champion of Khanduras for ~60 sec.

While marked, every 7th minion they kill and every takedown they partake in generate 1 Sacrifice, and they benefit from any applicable bonus of Depravity that affects Lazarus.

Sacrificial Daggers [Q]

Increases Sacrifice generated by your Q by 1

Quest: Generate Sacrifice with your Q

Progress reward: Every Sacrifice generated improves the damage of your Q and your Servants’ melee attacks by 0.5%, up to a maximum of 25%. This bonus is doubled while Depravity is active.

Completion reward: When obtaining the maximum attack bonus, your Q’s cooldown is also reduced by 1 sec.

False Blood [W/E]

Halves the frequency at which Servants can cast Bloodstar and decreases Bloodstar’s range by 2, but it costs 50% less life to use.

Damage dealt to Servants by your Q is also reduced by 50%.

While Depravity is active, Red Vex can cast at normal speed, and Blackjade can cast at normal range. The life cost reduction is also improved by Depravity (to 75%).

Tier2

Sacrificial Pyre [D]

While Depravity is active, Lazarus and his Servants deal periodic damage to adjacent enemies.

Autoattacks made while your trait is active set their main target on fire for a few moments, making them deal periodic damage to adjacent enemies (including themselves). If an enemy dies while under this effect, they generate 1 additional Sacrifice.

False Life [D]

Reduce Lazarus’ max HP by ~10%.

Basic attacks made while your trait is active heal Lazarus and his Servants for ~2% of their HP, and when these attacks hit an enemy Hero, the cooldowns of your W and E refresh 50% faster for ~2 sec.

Healing Globes generate 1 sacrifice.

Ritual Trance [D/Q]

Each time you generate or spend Sacrifice, increase Lazarus’ and his Servants’ attack and movement speed by 1% for ~3sec., up to a maximum of 15%.

Gaining or spending Sacrifice refreshes this effect’s duration.

While this effect is active, Depravity removes your Q’s cast time

Tier 3

Wretchedness [D/Q]

Doubles the duration of Depravity, and activates Depravity whenever you slay a minion or attack a ghost with your Q (even if you are not at max Sacrifice)

Phasing [Q]

After the cast time, teleport up to ~3 range towards your target before striking them.

While your trait is active, the teleport range is increased to ~5, and you can reactivate your Q within ~1 sec. to spend 1 Sacrifice and teleport back to your previous position.

Swarm Tactics [W/E]

When one of your Servants attacks an enemy Hero who was damaged by or dealt damage to the other Servant in the last ~2 sec., she gains a bonus:

Red Vex deals additional damage equal to 2% of the target’s HP.

Blackjade heals for 50% of the damage dealt, and heals Red Vex and Lazarus for half as much.

These bonuses are improved by Depravity.

Tier 4 (Heroic)

See R1 and R2 above.

Tier 5

Inferno [D]

While your trait is active, your autoattacks chain to up to 3 nearby targets, and leave a very small (~1 range in radius) patch of fire in the ground for ~3 sec, which deal constant damage to enemies standing in it.

While Depravity is active, your autoattacks chain to one additional target (regardless of whether your trait is active)

Blood Mana[W/E]

Bloodstar inflicts silence for ~1sec., each target can only be silenced by this effect once every ~3sec.

Blood Curse[W/E]

Enemies damaged by your Servants are cursed for ~2 sec., each target can only be cursed once every ~5 sec.

Red Vex’s curse lowers the target’s Armor by ~10%.

Blackjade’s curse lowers damage deal by the target by ~10%.

Tier 6

Reserve Power [active]

Cost: all your Sacrifice (~10 sec. cooldown, starting when de effect ends)

Activate to empower Lazarus for ~1 sec. per Sacrifice spent.

While active, Depravity also remains active, and your Autoattacks and your Q gain the benefits from activating your trait, but cost no Sacrifice.

This ability’s cooldown only decreases while Depravity is active.

Unholy Zeal [D]

While Depravity is active, all your cooldowns (including basic abilities, active talents, and Heroics) refresh 20% faster.

Unholy Vengeance [W/E]

Servants no longer die immediately when Lazarus dies. Instead, they live on for up to ~10 sec., and target whatever slew Lazarus (or the nearest enemy, if their preferred target is not available).

While one Servant or Lazarus is dead, any remaining Servants gain 20% attack and movement speed and 20% Spell Power.

While Both Servants are dead, Lazarus gains half of this benefit.

Tier 7 (Storm)

Blinding Flash [R1]
Decreases the channel time required to gain a channel level by 20%

Allows you to move while channeling (at reduced speed)

Instead of a ~2 sec. blind at full charge, the attacks always blind for ~0.5 sec per charge level

Unholy Network [R2]

Beams last longer, and now connect Lazarus, up to two nearby allied Heroes, and any living Servants within range to each other.

All characters connected gain applicable benefits from Depravity, regardless of the amount of Sacrifice you have.

No longer requires Servants to be alive in order to activate.

Nexus Flames [D]

Basic attacks slow enemies’ movement speed by ~10% for ~2 sec.

While your trait is active, this effect increases to ~20% and they also slow attack speed by ~10% for the same duration.

Elite Servants [W/E]

Both Servants gain 10 Armor.

Red Vex gains all benefits previously exclusive to Blackjade.

Blackjade gains all benefits previously exclusive to Red Vex.

Cosmetics
Voicelines

Taunt
“you are too late!”

Ping - eliminate a hero
“this one must be sacrificed!”

Ping - an enemy is dangerous
“this one conspires against us!”

Ping - destroy enemy core
“Destroy their core and all our plights will end!”

King, master, and co-conspirators

Lazarus has several lines directed to “the king”, to his “true master”, and to other servants of his true master. Who exactly is considered to fill each role varies depending on the equipped skin, as explained in the skin descriptions below.

King

Pre match banter (initiate)
“My lord, the enemy plots our destruction! We must strike first!”

Pre match banter (response)
“I will see to it that your will is done my lord, trust me…”

When slaying the king
“You shouldn’t have defied us”

When being slain by the king
“impossible! No one can defy the master!”

Master

Pre match banter (initiate)
“Your enemies will be destroyed, master!”

Pre match banter (response)
“It will be as you say”

When slaying the master
“No! you will control me no longer!”

When being slain by the master
“Was I just another pawn for the master to sacrifice…?”

Co-conspirators

Pre match banter (initiate)
“I see the master sent you to assist in our plans”

Pre match banter (response)
“The master’s ambitions will be realized!”

When slaying the co-conspirator
“You were not fit to serve the master”

When being slain by the co-conspirator
“What…? Has the master forsaken me?”

Skins

Normal

King: Leoric

Master: Diablo, Mephisto

Co-conspirators: Butcher, any Diablo demon that isn’t explicitly in a different faction of hell (i.e. not Azmodan)

Appearance: classic Mage looks, with long robes, an ornate decoration in his back (similar to Kael’s), and a long staff with a large gem at the top. This version also has a dagger in one hand.

Servants’ appearance: Similar to Kerrigan’s Succubus skins, but smaller and with different positioning to help tell them apart. They might hold weapons (like daggers or flogs) to help differentiate them further from Kerrigan.

Stygian

King, Master, Co-conspirators: Same as hi basic skin

Appearance: Sort of a “master skin” for Lazarus, with a bishop/pope headpiece, more armored looking chest and shoulders, fancier weapons, and the like.

Servants’ appearance: Diablo 2 Succubus, with feathered wings, spear pointed tail, and sharp angled plates of armor.

Alliance

King: Varian, Anduin, Graymane

Lord: Mal’Ganis, any high ranking member of the Burning Legion

Co-conspirators: Gul’Dan, any lower ranking member of the Burning Legion

Appearance: High tier cloth set from WoW (can be Mage, Priest, or Warlock)

Servants’ appearance: WoW Succubus, with hooves, curved horns, etc. (similar to Kerrigan’s other succubus skins)

Horde:

King: Thrall, Garrosh

Lord, Co-conspirators: same as Alliance

Appearance: Same as Alliance, but with green skin and small tusks to like a bit like an orc (similar to Sgt. Hammer’s Doomhammer skin)

Servants’ appearance: same as Alliance.

Twilight

King: Gul’Dan?

Lord: Deathwing? Any Old God

Co-conspirators: Cho’Gall, Ragnaros, any servant of the Old Gods

Appearance: Similar to Alliance and Horde, but adapted to look more like a Twilight’s Hammer warlock.

Servants’ appearance: Old God corrupted humans (like the ones appearing in Hearthstone’s Old Gods expansion), with their wings and tails being made from tentacles and general Old God ickyness

Ascendant

King: Alarak

Lord: Amon, Narud

Co-conspirators: any Hybrid, any servant of Amon

Appearance: Layered robes with more armor looking bits (simmilar to Alarak’s), weird Protoss legs and hands, glowing red eyes, dagger and staff head replaced with psi-blade looking effects.

Servants’ appearance: dark metal armor, weird Protoss legs and hands, wings and tails look artificial / robotic with sharp angled gem like decorations.

Friends and enemies

Works well with:

AA Heroes like Tracer and Raynor: He might not be as strong an enables as old Tassadar, but taking War on Westmarch and Inferno allows the marked ally’s AAs to link to an additional target as long as Depravity is active.

Heroes with roots like Malfurion and Deckard: Rooting enemies can allow the Servants’ Bloodstar to hit much more reliably, allowing Lazarus to deal much more damage.

Poor synergy with:

Heroes with sleeps, like Mal’Ganis and Ana: Due to lack of direct control, Servants can tend to attack and wake a sleeping enemy before the team has a chance to position themselves to take full advantage of the sleep, wasting opportunities and team efforts.

Works well against:

Stationary or slow moving Heroes, like Sgt.Hammer and… Lazarus: Staying in one place for too long can be dangerous when both of the Servants are alive, since they can easily flank the enemy and fire from multiple directions, making it hard to dodge with few mobility tools.

Struggles against:

Life draining Heroes like Gul’dan or Leoric: Draining the life of the Servants can help the enemy stay alive while at the same time reducing the number of shots the Servants can get out before needing to retreat or resort to melee strikes.

High Mobility Heroes like Tracer and Lucio: They can easily dodge around Bloodstar, and make distance if Lazarus channels his Q, leaving him with AAs as his only option for damage. He also has little chance to escape them if they decide to chase him.

Notes
Intended playstyle
Base Kit

The Idea is to maximize the benefit from your Servants, by having them deal as much damage as possible with Bloodstar, then sending them out of combat to recover, and so on.

However, Bloodstar is rather easy to avoid, so you can deal a lot more damage if you also keep Lazarus himself in the fight, using the Sacrifice you’ve accumulated to deal area damage (which can’t be avoided so easily, because it comes mainly from auto attacks).

The reason for Q being a melee strike when everything else in his kit is ranged is to further promote and reward taking risks, instead of staying in the base with Abathur and having the Servants do all the fighting.

I also decided to let you target your Q on the Servants, in case you are in a situation where you can’t approach enemy units without dying, but also can’t rely on Bloodstar (for example, if trying to stop a Punisher that has been lured behind your gates, since the Servants only use Bloodstar on heroes)

The Depravity buff to Servants is meant to increase the interaction between the two parts of the kit, as well as enabling an alternative, slightly different playstyle where you try to keep Sacrifice topped off instead of spending it constantly.

The first Heroic is meant as a way to deal with divers (since Lazarus has little in the way of mobility), and to provide a tool that doesn´t depend on the Servants.

In contrast, the second Heroic is meant to promote strategic use of the Servants, rewarding good positioning, and granting more damage potential if both Servants are alive.

Talents

Tier 1

This tier is meant to help you generate Sacrifice, so further talents that benefit from your trait or from Depravity are more useful.

There’s also a Bloodstar talent, in case you prefer a Servant build over a Sacrifice one.

Depending on talents chosen later, the Active option can also allow a pseudo-support build, where Lazarus focuses on improving an ally through Depravity bonuses.

Tier 2

This tier is meant to provide you more benefits from the Sacrifice you obtain, by granting bonuses to Depravity and/or from spending Sacrifice.

I tried to make the tier versatile in order to enable as many builds/playstyles as possible, so there are options for AoE, Q build, and sustain.

Tier 3

This tier is meant to help solidify your build, with choices to improve any of the major aspects of your kit (except Sacrifice gain, which should be covered by the two previous tiers).

There are options for Depravity, Q build, and Servants.

Tier 5

This tier is about disruption, with silences or attack / defense reductions (which had to go in the same tier, so you couldn’t pick both, because that might be a bit much). There’s also an AoE option, so it’s not all Servant centric.

Tier 6

These are just the stronger talents that I could come up with that weren’t quite Storm Talent material.

Options for bursts of power, reducing downtimes, or making you a greater threat when without a full team.

Tier 7

Blinding Flash is still about dealing with divers, but now it’s more specifically about Autoattack based divers, with a blind that can be applied almost up to 75% of the time as long as you keep up both your Sacrifice and Flash charges.

Unholy Network is a way to reward teamplay, as well as good use and positioning of the Servants.

Elite Servants is a more permanent powerspike (in the line of Nexus Blades), which can be rather significant depending on previously selected talents.

Inspiration and References
Base Kit

In the original Diablo, Lazarus is a unique Advocate (a type of Mage that uses the Fireball spell).

His movement patterns are pretty basic, shooting exploding fireballs at the Player(s) and teleporting around the room (using the Phasing spell, which might be included in some form as a talent), and casting Flash if a Player gets too close.

This provides a workable kit, but a basic and boring one.

However, what stand out the most (to me) about the fight against Lazarus in the game, is the fact that the area is crawling with Succubi (including two elite ones, named Red Vex and Blackjade), a type of enemy that keeps their distance and casts the Bloodstar spell at the Player(s) (a spell that costs life as well as mana to cast).

Hence the Servants and their behavior and abilities (though in the original game, unlike a player casting Bloodstar, Succubi don’t lose life when using the spell).

I’m not sure of the difference between the stats of Red Vex and Blackjade in the original game (or if there even is a difference), so I arbitrarily decided the red one would be the more aggressive one that hits harder.

I decided to spend two ability slots in commanding the Servants in order to give you more precise control, so they would feel like more than just normal summons.

Finally, another thing that stand out about Lazarus, is that when you first encounter him, he is making a human sacrifice in an altar, so I decided to give him some kind of a “ritual sacrifice” skill with a “crazy cultist” vive to it, where he would slay enemies in order to gain demonic power.

However, I had a couple problems:

Firstly, due to the way I set up the control of the Servants, using the remaining ability on this skill meant there was no ability left for Fireball; and secondly, there would be no way to use the demonic power gained from the ability.

I also didn’t want to just make demonic power improve Lazarus permanently, because that would make it too similar to Kel’Thuzzad’s trait, and could risk making him a slow and boring character that has to hunt around for stacks before being able to face the enemy.

So I decided to make the demonic power be Sacrifice stacks, which would get spent to empower your attacks. The relatively small stack cap was also in order to prevent Lazarus from spending too much time farming stacks instead of helping his team.

Since the Servants where already spending their life to attack, I decided to let you use it to increase your Sacrifice instead, in order to increase the Servant’s versatility and improve interaction between different parts of your kit.

Talents

Tier 1

War on Westmarch is a reference to the pointless war Lazarus manipulated Leoric into entering, so he could send Lachdanan and Aidan away and further his agenda unimpeded.

In this case it is reimagined as a way for Lazarus to gain unholy power from the ensuing chaos of the war.

Sacrificial Daggers is just a way to enhance the “psycho cultist” fantasy :stuck_out_tongue:

False Blood is a reference to the fact Succubi don’t spend life when casting Bloodstar in the original game.

Tier 2

Not much here.

Sacrificial Pyre is about all those burning corpses one found all over the place in Diablo.

Ritual Trance is an excuse to situationally remove the delay on your Q without removing too much of its ritualistic flavor.

False Life is based on the idea that unholy powers gained from evil Demons through human sacrifice rarely come with no string attached :stuck_out_tongue:

Tier 3

Wretchedness is all about how terribly evil Lazarus is, so it encourages and focuses your worst available behaviors: sacrificing the weak (minions), striking the fallen (ghosts), and slaughtering people past the point where it was useful (Depravity).

Phasing is the spell I was missing from the enemy Mages in Diablo (though, like I mentioned before, the teleport was random in the original)

Swarm Tactics is a reference to how Succubi would swarm the player and attack from every direction in the first Diablo game, especially in Lazarus’ room.

Tier 5

Inferno is another reference to the burning corpses scattered around in Diablo, as well as to the spell of the same name.

Blood Mana is a reference to the spell Succubi use in Diablo 2, which would curse you so you’d take damage if you cast any spells. But I don’t like manaburn like mechanics, so I decided to outright disable ability usage, instead of discouraging it.

Blood Curse is a reference to another ability of the D2 Succubi, which would reduce your defences with a curse.

In D2, Succubi would cast Blood Mana if you had more MP than HP, and the armor curse otherwise, but I decided to let you choose which to use instead.

Tier 6

Not much here, either.

Reserve Power is just a way to (just for a while) have your cake and eat it :stuck_out_tongue:

Unholy Zeal is about showing devotion to your demonic masters and eagerly acting to further their goals.

Unholy Vengeance is a “what if Lazarus and his minions were an actual team and cared about each other?” :stuck_out_tongue:

Tier 7

Blinding Flash is just about the name of the Flash spell.

Unholy Network is about the fantasy of expanding the cult by recruiting acolytes with promises of unholy power. Bonus style points if you and your allies form a five pointed star :stuck_out_tongue:

Elite Servants is in case you want a Servant build but like one Servant’s bonuses much more than the other’s :stuck_out_tongue:

1 Like

it’s a cool idea for him, but what is the W vs the E?

Not sure yet, I’m thinking on giving them a slight difference (like making one have more attack and the other more armor), and having talents affect them differently as well.

Hey Deefe! Glad to see you here again, but I have a question. Are you part of the Cult side or the Classic side?

(You need to pick 1 :stuck_out_tongue:)

I’m a double agent :stuck_out_tongue:

awww, all right.
I guess it would be Classic, so I have a bit more freedom with the talents theme-wise (since Lazarus counts as Classic either way, right?, it’s not like I’m working based on his D3 aperance in the “Darkening of Tristram” event :stuck_out_tongue:)

15/20

Creativity: 4/5
Theres definitely some creative ideas in here but is kinda feels like Ive got 1 less ability then normal. Having more direct control over when your servents cast definatly might solve this.
Also I particularly like your trait. :smiley:

Cohesiveness: 3/5
Im not entirely how to score this with out being able to actualy play it. The partially autonomous minions sounds like it has potenial but the ways in which you control them worry me just a bit. I fear that they may just die alot.
I dunno, maybe im missing something. im willing to change the score if you wanna try and help me understand. :s
Im also unsure how I should be playing this. Trait and how the servents cast their spell wants me to either take lots of cheap shots or hold on to all charges so I can act as a second auto attack er in fights while Q and both ults want me or my servents to be in either melee range or trying to surround someone.
Flash almost feels like it dosent belong in this kit. Its basically a melee version of Unholy Sacrifice’s active. I dunno. Maybe Lasarus is somewhat tanky but Unholy Sacrifice seems like the most important ability in his kit and Unholy Sacrifice is the kinda things a backline hero would have.

Thematic: 4/5
I got a diablo 1 and 2 vibe from this before I went and chancked the wiki lol.
I get that you want the player to take risks with the melee abilites but Lazarus dosent strike me as the kinda guy who would want to get close and personal in a fight.

Interaction: 4/5
Some of the cohesion reasons can apply here aswell.
Running out of sacrifice stacks mid fight would be a big problem which will happen very quickly if your taking flash at 10. The channel time on Q would make it almost a non option to get your stacks back mid fight.
Everything seems fine to fight against tho.

Thanks for the feedback!
I agree with the score and with most of what you said, but I’ll address some of your comments here anyway:

Yep, nothing to say here.
I did consider using only one ability to control the servants, but I felt it would have been too wonky, and would make the servants feel even more generic and maybe even boring.

Effective use of the servants is suoposed to be rather intensive in terms of micro. If you just send them forward and forget about controlling them, they will die very soon (Imagine how often Misha would die if she was more like an assassin instead of like a tank). It’s kind of like micromanaging a pair of marines with stimpacks in autocast :p.
The way the control is set up is meant to allow you to order them out of combat when they start to be in too much danger (notice there are no restictions on the target point), You’re suposed to take advantage of their out-of-combat regeneration (kinda like Fenix’s shields).

You can farm Sacrifice from minions and use the servants to flank the enemy during teamfights, then spend your Sacrifice at the end to wrap up the fight, and use the Q only as a last ditch rescource or if you see a very good oportunity.

Link is the best I could come up with to reward good positioning and use of the servants, as for Flash:

Flash is meant as a defense against divers (which is how enemy mages use it in Diablo), since Lazarus doesn´t have much in terms of mobility. The difference with the trait’s active is that you can spam it to the point of spending your max charges in one second, so the damage can ad up quick if the enemy aproaches you carlessly. (compare Sylvanas emptying her quiver on you, but with AOE). It also has good combo potential.

I’ve had problems with my past concepts where I tend to make their playstyle too safe and careful. So I tought of it more like “play safe and make mediocre contributions, or take risks to unlock your full potential”.
It’s true that Lazarus doesn’t charge into the fray (though he does often end up in your face, because the room is small and crowded, and his teleport is random :stuck_out_tongue: ) , but he does take some personal risks, like personaly breaking the red Soulstone, abducting Albrecht, luring the villagers to the Butcher, etc.
Also, I wanted to capture a bit of the moment when you first encounter him, and he is sacrificing a kid in an altar (I intended to do it with enemy corpses, but those can just fly away off the map from the blow that killed them, hence the ghosts that stay at the point of death).

I kind of erred in the side of making him hard to play as, over risking making him frustrating to play against, so proper rescource management is central to his kit (or that was the idea).
I guess the channel on Q might be way too long, but it’s suposed to be a ritual, not just a stab :stuck_out_tongue:

1 Like

Its an interesting idea. Denturing divers with just a ton of damage instead of cc. But the charges and low cd makes me want to go in and spam it.

Phew! Finally done with talents!

I added the Concept of “Depravity” to the trait, and ended up making most of the talents revolve around it much more than I intended :stuck_out_tongue:

Well, I guess that could help define the character’s identity?

In case anyone cares (I think I forgot to mention it in the “notes”), I chose that word because I thought it applies to both a “Psycho killer, human sacrificing cultist”, ans Succubi :stuck_out_tongue:

I’m not entirely satisfied with the name of the second heroic (Unholy Link) and it’s upgrade (Unholy Network). Any beter ideas, anyone?

Total Score - 17/20

Creativity - 5/5
Starting with the servant mechanic, I think it’s decently interesting and is definitely more engaging to me than any summons already in the game. Their mechanics are much more on the level of Misha than random uncontrollable summons, but sacrificing the ability interaction that Rexxar has in exchange for more in-depth mechanics. The Sacrifice resource is interesting with its multiple applications, with Lazarus having to choose between his basic attacks, servant power, or Flash spam. Unholy Ritual has a decent set of mechanics, adding more appreciated depth to Sacrifice’s generation that makes up somewhat for having controlled minions occupy 2 basic ability slots. Minion deaths are definitely a boring and standard method of resource generation, but with the multiple other methods I won’t make marks against Creativity for using it. The heroics are each interesting enough: Flash offering a massive resource dump for anti-dive is pretty unique, and while Unholy Link is a familiar Diablo mechanic (Fire Chains elites), it’d be unique to the game and Lazarus’s micro focus adds more interest to it. Back to something I mentioned previously, devoting 2 whole basic ability slots to servant controls does leave the base kit feeling rather light; the micro focus does help, but I think it could be better to see one more (rather simple) basic ability to spice up Lazarus’s gameplay loop.

On to talents, they’re pretty good overall. I like the variety in build options, from pushing Depravity builds to encouraging basic attack builds, both of which benefit from Sacrifice-building talents. The option of a support path is also quite creative and appreciated. The options of new effects are quite good too, with Phasing’s teleport option adding a poke element to Unholy Ritual and Sacrifical Pyre encouraging Lazarus to be up close and aggressive (playing into Unholy Ritual’s baseline and Flash). Many of the more basic effects are kept interesting through conditions and Lazarus’s base mechanics (Unholy Zeal just offering CDR is very basic, but the gameplay implications of having Depravity up and the other Depravity synergies make it much better).

Overall, I find myself with few complaints on Creativity. Sacrifice, the ways of generating/spending it, and the benefit of hoarding it are all interestingly formed, and the servants are much more interesting than generic summons; though as I said, his kit feels light, like it could use one more basic ability. Heroics are both good, and talents have a variety of interesting effects and conditions. I might barely go 4 for the base kit, but I think the talents really seal a 5.

Cohesiveness - 4/5
For the base kit, Lazarus has some good marks for cohesion: the whole Sacrifice resource and its generation methods with the Depravity mechanic and basic attacks to spend it mesh well for a clear playstyle. The minions feel a little separated from this loop and I could see a similar kit without them that focuses Lazarus more as a spellcaster; however, with their own tie-ins to Depravity and Sacrifice generation I think it’s fine. I do have two significant concerns with his base kit, though. First, Ritual Sacrifice being a melee attack and Flash being a close-range AoE causes Lazarus to feel like he should be diving the enemy team to generate resources and deal serious damage. A couple talents do further this, but overall I think this playstyle is kind of out-of-tune. Lazarus should either have more brawler options, or he shouldn’t be incentivized so much to get up close and personal with his enemies to generate value. Second, I appreciate that you limited Sacrifice so that Lazarus wouldn’t spend too much time farming minions for it, but at the end of the day it’s easily his best option to generate Sacrifice (due to his trait giving Sacrifice passively for minion deaths, and minions being easiest to farm with Unholy Ritual). This causes him to feel bound to lanes despite your efforts, which takes away from his ability to play objectives or stay in sustained teamfights.

As for talents, they do much better for Cohesiveness. As mentioned under Creativity, I see quite a few solid build options, with options to strengthen Depravity, basic attacks, support teammates, be more aggressive and bruiser-y, or be a better long-range sustained fighter. Build paths are well-realized, and there are multiple build options for the same playstyle (ranged sustain builds can focus on basic attack empowerment (which likes Sacrifice generation more), servant damage (which likes Depravity more), or even repurpose Unholy Ritual with more range and safety (which can play into plenty of other things)).

To conclude, I think that base kit cohesion is good except for the problems of close-range Lazarus being encouraged but not properly supported and Lazarus being too lane-bound for Sacrifice generation. Talents are much better and I have no real complaints, with plenty of build paths and a handful of talent synergies.

Thematic - 5/5
This feels perfectly thematic to Lazarus, with a combination of Flash-y magic and wholesome demonic sacrifices. Making him a minion-master with 2 succubi feels weird to me lore-wise, but the gameplay precedent keeps it solid. As for contest theme, he does qualify as a Classic hero. Full points here.

Interaction - 3/5
I think that quite a few problems arise with Lazarus’s Interaction. The smaller problem is Flash: this ability could just be obscene on damage with how spammable it is, and how its Tier 7 talent absolutely ruins basic attackers. The larger problem is the minions: Lazarus’s increased control makes them better than basic attack summons like Demon Warriors and Gargantuan, and puts them more in tune with mini-heroes like Misha. The problem is that they can barrage enemies relentlessly from a range with little effort from Lazarus, and even worse, don’t really reward enemies for their death. Like I said, they feel more in line with mini-heroes like Misha - Misha offers experience when killed, but the succubi here don’t. Essentially, they demand a lot from enemies to be dodging Bloodstars and managing to jump on and remove one of them from a range, but the only “reward” for their death is Lazarus being summonless for a short time. This effort imbalance definitely causes a substantial Interaction problem.

Thanks for the feedback.
Let me answer a few of your comments:

Thanks! better than I expected :stuck_out_tongue:

This is partially intentional, as I felt another ability (that interacted with the rest of the kit in an interesting way) might make the character too complex, considering his intended micro-focused playstyle.
Having said that, you can pick both active talents if you feel you want to be pressing more buttons :stuck_out_tongue:. I actually had another active talent for consideration at one point (a kind of “bribe” that spent Sacrifice instead of having its own currency), but I couldn’t find a good place for it.

You can play him like that, but its not the intended playstyle.
You are suposed to be a backline hero.
Like mentioned before, Flash is meant to be used defensively or in combos, not as a diver. (that, and I just wanted to include as much of the Diablo evil Mage’s kit as I could :stuck_out_tongue:).
The reason for Q being melee is that it’s suposed to be risky to try and recover Sacrifice mid-fight, and the Sacrifice spending version is meant as a finisher.
So, I guess resisting the temptation to dive in “guns a-blazing” is part of the challenge of playing the character? :stuck_out_tongue:

That’s why you’d use Depravity for most of the teamfights, activating your trait only to burst at key moments.
And of course, if you really need to recharge your Sacrifice mid fight, you can always shiv a Servant rather than diving the enemy :stuck_out_tongue:.

Also, the farming doesn’t have to take too long. I might need to clarify this, but the Q doesn’t have to target a minion in order to benefit from slying it, so activating your trait and using Q can earn you a bunch of Acrifice.
Actually, if you weaken the whole wave first (coordinate with your team? one Azmo Globe or a couple of Fenix AoE AAs should do the trick), one Q with your trait active can send you straight from 2 sacrifice (needed to activate the effect) into Depravity: AoE kills 7 minions, get 1 Sacrifice for each from the trait, one from using the Q, and a bonus one for each one slain, for a total of 15 Sacrifice in one move (+ however long it took to weaken the whole wave).

Thanks!
this is usualy my main focus when I participate in the CDC

Fun fact: I actually first tought of making Snotspill using the “Magic Banner” (simmilar to many Bishibosh or Rakanishu concepts), so that’s where the minions idea came from, but I couldn’t think of a way to make those minions interesting. Then I tought of the Lazarus fight, with Bloodstar flying everywhere and enemies constantly trying to kite melee characters, and it seemed a lot cooler.
Also, Lazarus seemed a better fit for my joke about “playing both Cult and Clasic” :stuck_out_tongue:.

The blind does reqiure having full chargesof Flash, so you have to choose between keeping the blind up (re-applying it every other second, when the 5th stack recharges) or dealing a lot of damage. Still, I guess I could lower the blind to 1 sec., so you could “only” keep it active up to 50% of the time?

Well, that’s suposed to be balanced by them taking damage when they shoot. I gess I should clarify how muxh damage. how’s ~20% of their HP sound?

I didn’t want them to grant Xp because that would make the player have to be too careful with them, not treat them like expendable alts.
You’re supposed to constantly spend their HP (either by using Q on them or by sending them into battle to cast Bloodstar), so it felt like they shouldn’t grant Xp for the enemy when you’re the one killing them (or rather, helping the enemy kill them).

Hey Deefe! Just want to post a few responses:

I definitely understand this, and I see how micro-intensive it can be for Lazarus to manage his hero w/ Sacrifice stacks and both succubi. I just think it would make him feel a little more fleshed out, but not too complex, if he had another basic ability that was easy to use and benefited his playstyle. Something like Rexxar’s Mend Pet where it’s useful and you can fire-and-forget when it’s needed, but less spammable (probably through a longer CD; there’s enough pressure on the Sacrifice resource already) because he has so much going on already.

If you choose not to do this, I definitely understand why and won’t complain. It was really not a big deal (the reason why it didn’t drop your score), just something I think would help the base kit out.

I get that, it just feels like with the potential damage of Flash it could be better for Lazarus to go in guns blazing; it’s a hard thing to iron out, but not too serious.

I definitely had a smaller number in mind, which was what largely lead to my complaint. Without specifics, I just went for how concerning the base mechanic was. I think this problem is fixed well by balancing succubi to be less overbearing/constant, but that can open another problem where Lazarus doesn’t feel like he gets enough impact from the minions so much of his base kit is dedicated to. It’s a tricky balance, and I wish you luck in working it out.

That’s fair. Balancing these things can be weird, since enemies killing the succubi can feel like it doesn’t do much to damage Lazarus and doesn’t offer enough reward. Looking at the death timers again, it could definitely be more impactful than I thought at first, but like in the previous concern, it could go too far to the other end and leave Lazarus feeling underwhelming when succubi are picked off.

I get the micro/skill element it has and it definitely has counterplay, but it still hurts the interaction of characters when they’re so all-or-nothing. I think The Butcher is a good example, where he can flounder and be bad if he fails to build Fresh Meat and dies a lot, but with good quest completion he becomes incredibly powerful and can steamroll a game. The enemy team does have counterplay by killing him before he completes the quest and denying him farm, but even though the counterplay exists, Butcher is still so polarizing in performance he just feels bad whether he works out or not. Lazarus isn’t so polarized over the course of a whole game, but even on a smaller scale I think pushing a character’s strengths and counters too much will make them feel bad whether they work out or not (kind of like Genji; I love playing him but I don’t think he’s that well designed, and he’s usually really frustrating for at least one team).

1 Like

Added skins and other details.
Specified Bloodstar consumes ~20% of the Servants’ HP
Also doubled the Sacrifice cost of Flash to hopefuly help make it fell better.

Sadly, I couldn’t make any more changes due to lack of time (you’d think working from home leaves you with more time in your hands, but it just isn’t turning out that way :stuck_out_tongue:)

1 Like

Overall Score
Creativity - 4/5
Cohesiveness - 4/5
Thematic - 5/5
Interaction - 4/5

Total - 17/20

Creativity - 4/5
The core of the character seems to be a close ranged assassin supported by his two Succubi. Without knowing the bulk of Lazarus, it’s hard to assume how well this will work. Sacrifice and his Q are both fairly complex, but work moderately well. I am willing to accept the two Summons, as they kill themselves, and need active control from Lazarus, like Misha. As for the heroics, Flash doesn’t feel like that exciting. Just more damage output around doesn’t feel like it will be that engaging, for Lazarus or his enemies. Perhaps you can add some other element to make the ability feel more skillful to use, instead of A) build Sacrifice, B) run in and spam button. Unholy Link is fine as well. I will say I was concerned in earlier weeks when the W and E were basically the same ability, but now that it has been fleshed out more, I’m more receptive. As for the talents, I like that you stuck to Depravity and diversifying the two Succubi. I am slightly concerned that the Sacrifice resource is just a bar that is needed to be filled before you can gain access to talents and your baseline buffs, however, as there are very few reasons to actually spend Sacrifice outside of Flash bursts. I think there should be some more talents or baseline effects that encourage the Lazarus to constantly be choosing between Depravity and those Sacrifice spender effects. Most of the talents are interesting enough, though I think this Sacrifice/Depravity polarity is important enough that it makes the core character gimmick fall a bit flat. I don’t feel like more attack range will ever be worth losing your entire talent tree and the bonuses on your Succubi.

Cohesiveness - 4/5
The abilities create a solid identity of Lazarus as a melee assassin supported by his two Succubi offering fire support. I have a small number of concerns throughout the character, however, mainly in the talent tree. First of all, I think Lazarus is too frail and has far too little defensive opportunities for a melee-ish assassin type character. His Q, Flash, and even his Unholy Link all encourage Lazarus to be in close to his opponents while his Succubi deal ranged damage and control the battlefield with projectiles. I think that instead of of increasing his basic attack range with his Sacrifice Spender, he should gain a way to heal or shield himself by being aggressive. As for talents, I am bothered that Tier 1 is the Sacrifice centric tier, but one talent doesn’t follow this alignment (even though it kind of does, due to Depravity wanting Sacrifice generation). I think it would be more interesting if you mixed the summoner path with Sacrifice generation in a unique way, to mix it more with the kit overall. I see some talents that offer internal cohesiveness, but overall most of the builds seem either pretty separate or pretty samey. By focusing so much on Depravity with no real ways to spice up Sacrifice management, it feels like the builds start to bleed together a bit. I think you need to take strides to mixing up the talents and offering a wider spread of gameplay options to shake up the character.

Thematic - 5/5
I debated for a long time over what score to give here. On one hand, a lot of what is represented feels in line with Lazarus’s character as a while, though him being so centered on melee combat (even if not the intention) feels a bit odd. I gave full points here for now, because I think the playstyle presented is both faithful to the idea behind Lazarus, and because it creates a full new way to play the game. The skins and additional fluff is fairly dedicated, and I appreciate the description of the skins.

Interaction - 4/5
The character overall feels fairly Interactive in many regards, though I have two major concerns. First of all, Flash feels like it largely lacks any sort of skill or investment besides building up Sacrifice and then spending it to burst enemy teams. It has nothing more to it than just damage with a short cooldown and a Sacrifice cost. It seems to not only be unfun to play against, but it actively conflicts with the rest of the character, which seems built around just hoarding Sacrifice for Depravity (even if this inherently is a kit flaw imo). Secondly, the lack of any form of survivability really makes a character based around being close to enemies far too vulnerable inherently, regardless of number tuning. I think Lazarus would naturally feel like deadweight or oppressive with the current kit. Conversely, I am worried that there will not be enough of a benefit for killing off his two Succubi, as he can channel to return them. If this is a long duration channel, it prevents him from using it in combat, but it won’t impact his potential in lane, where the issue will be most prevalent. Perhaps consider adding a strict cooldown to the deaths, and he can channel to increase the cooldown refresh rate? Overall, though, these are somewhat minor concerns, so I’ll only take off one point for them.

1 Like

Thanks for the feedback!
To address some of your comments:

Noted, will try to think of a fix

Yeah, I leaned too hard on Depravity for talents, gotta review and adjust them to make spending Sacrifice viable.

He was suposed to be a ranged assassin :sob:

Not working as intended :stuck_out_tongue:

Should be fixed by reworking the talents

like mentioned before, I need to fix this.
Having said that, if you see some Lazarus fight videos (either D1 or the D3 Darkening of Tristram event), you’ll see he can end up being a rather in-your-face kind of fighter (even if it was not the intention), so… I guess I captured that aspect of him as well? :stuck_out_tongue_closed_eyes:

Note to self: fix Flash :stuck_out_tongue:

Yeah, need to dial down the emphasis on Depravity quite a bit.

I tought I had already done this?

Will try to reword this and include it in the W/E ability descriptions to make it clearer.

Yeah, which is why I am more inclined to give it to you, since you can perform the role of a melee assassin mage-like character, just like he could.

I’m sorry, I’m confused. Why can you use the ability to revive her if you can’t use the ability while she’s dead?

Did you just forget to remove this? It’s hard to operate with this dilemma without knowing intended numbers, even if unbalanced. Unless you mean she doesn’t naturally respawn and you use this after the full death timer…?

That is exactly what I meant.
The point is that you can decide when (and where) it’s most convenient to revive the Servant, that the ability isn’t completely disabled when she’s dead, that the summon can be interrupted or prevented with silences, and that you can use cooldown reduction to speed up Servant respawns

Deefe - 84/100

Creativity: 9/10
Cohesiveness: 6/10
Thematic: 10/10
Interaction: 8/10

(+2 Thoughtfulness, +0 Game Fluidity)