Hero Siege

Hero Siege

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AlwaysMetwo Nov 17, 2015 @ 1:15am
Guides for Demon Slayer?
My demon slayer just reached level 70 and got all his skills. In general, the playing style of a class should be pretty clear to me at this time, but I'm still pretty confused about how to play demon slayer. I was hoping to play as a demon slayer like Dante or Constantine, but I actually got another Samurai who brings two katanas, a shotgun and wired skills. Sometimes I want to say it sucks, but maybe that's because I didn't find the right way of playing. So here I want to write a basic introduction of Demon Slayer, and try to get some tips or guides from you guys.

Demon Slayer has very good passive skills, including huge health and mana regain, crit chance and slow, long range katana strike, high area-effected damage and sticky saws. However, its active skills are pretty awful:

The first skill is just a weapon change skill, allow you to swap between a close range shotgun and combat katana, which is pretty useless. But it has a passive effect that brings huge damage in a small area. However, the trigger chance remains 5%, which makes it less valueable.

The second one is a trash dash skill, allows you to dash for a short distance. YOU MAY GET STUCKED when using this skill in dungeon or in front of lakes, and there's a damage bug that makes the delt damage much lower than the printed numbers. To conclude, this is a total broken skill.

The third skill summons 6 katanas around you. Low damage deal, very close range (a bit more than combat), short cool down but high mana cost. Useless.

Fourth skill, summons a nova wave (many bullets, actually) to all directions. Although The damage itself is good, its mana cost is much higher than I suppoesd. Also, the bullet can't pass though walls, and one bullet only hits enemy. Amazon has a pretty similar skill, but I feel hers skill is much better than this one.


At present, I put most skill points on health regain, and the rest of them on sticky saws. I deal most damage with basic attacks, use passive heal regain to survive. It works well in normal and still playable in Nightmare, but since I always need to stay close with enemys, I don't feel it works in higher levels.

I'm still trying to find a better way of playing. If you got any advices, plz reply and I'll check them very often. Thanks for reading :D
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Showing 1-15 of 20 comments
Khalgar Nov 17, 2015 @ 2:27am 
Unfortunately, he does sucks right now. I was going to do a review of the 2 new characters so let's go for the demon hunter (my thoughts after playing him up to lvl 92) :

Execute : Very very low proc rate. Most procs in the game scale whith points invested up to 30%, so why is this one capped at 10%? When it procs, it's not even good as the katana has the same hitbox as the normal shots (no aoe) and is not auto-guided as marksmen's missiles for example. In the end, that's a terrible talent.
suggestion : make it scale whith points invested, 1%/point up to 30%.

Weapon switch : Do I really have to comment the pathetic 5% proc rate? x)
suggestion : make it scale with points invested, 0.5% proc chance /point up to 15%

Dash : A movement skill is always nice, it stuns which is cool but its damage doesn't scale with strength which makes it useless damage-wise, and its mana cost is a bit high compared to all other characters similar movement skills (marksmen's jump for example) -but if its damage get buffed it will be fine-.
suggestion : make its damage scale with strength OR reduce its mana cost.

Light in darkness : a regen passive is nice, but at it doesn't scale in any way with your stats it's a (very) low lvl skill only. Currently, if I invest half of all my talent points in it, I can heal 450 life per hit with melee attacks, when my weapon already heals me for 1k5 every hit...and at end-game a decent weapons heals for 5k+ so t(here is no points investing so much for so little benefits.
suggestion : make it heal/regen 0.1% of your life/mana/hit (it would heal 4 % with 40 points in it, which is good but not as op as old viking's zeal) OR make it increase you mana/health regen stat by 1%/talent point.

Crippling strike : this one is a good passive, no issue here.


Katana barrier : I feel the same as OP, the range is short (but its ok as you need a real incentive to go melee) and the damage not that great for the mana cost.
suggestion : buff the damage.

Executioneer : another decent passive.


Bullet hell : high mana cost for a skill that is not that great. It feels like a skill that would be very basic for any other character but is presented here as an "ultimate". It is just too weak.
suggestion : buff its damage.

Shredder trap : the only VERY good skill in the entire tree x). This passive rocks, nothing to change here. But only 1 good damaging talent isn't enough to make a good character :s

In the end, I have pretty much the same feeling as you A BLOCK. The demon hunter clearly needs a buff atm, but it's just some number tweakings.

ElderChild Nov 17, 2015 @ 5:20am 
Still trying to figure out if using the Shotgun is worth anything. Katanas seem a lot more appealing, also if light in darkness was viable on higher difficulties the HP gain would be a lot more important. The thought of a ranged class that gets the 85% dmg reduction of a melee class is nice, but I dont really feel like there is anything to utilize this advantage. Katana Barrier and bullet hell could be replaced with skills that actually support different playstyles. The idea of this switch mechanic is way too nice to let it go down the sink like that
Panic Art Studios Nov 17, 2015 @ 6:18am 
Originally posted by Pyrollusion:
Still trying to figure out if using the Shotgun is worth anything. Katanas seem a lot more appealing, also if light in darkness was viable on higher difficulties the HP gain would be a lot more important. The thought of a ranged class that gets the 85% dmg reduction of a melee class is nice, but I dont really feel like there is anything to utilize this advantage. Katana Barrier and bullet hell could be replaced with skills that actually support different playstyles. The idea of this switch mechanic is way too nice to let it go down the sink like that

Got ideas how to improve the spells?
samylonglong Nov 17, 2015 @ 7:14am 
Originally posted by VeXoRiAnNNNnn:
Originally posted by Pyrollusion:
Still trying to figure out if using the Shotgun is worth anything. Katanas seem a lot more appealing, also if light in darkness was viable on higher difficulties the HP gain would be a lot more important. The thought of a ranged class that gets the 85% dmg reduction of a melee class is nice, but I dont really feel like there is anything to utilize this advantage. Katana Barrier and bullet hell could be replaced with skills that actually support different playstyles. The idea of this switch mechanic is way too nice to let it go down the sink like that

Got ideas how to improve the spells?

i would say higher the chances for proc like other classes. change some skills for supporting 3 kinda play styles : melee,range and hybrid of both if someone want it.
Last edited by samylonglong; Nov 17, 2015 @ 7:15am
Nayomix Nov 17, 2015 @ 9:05am 
As i didnt get any replay on my last post ill throw it here, Bullet hell Dosnt work for me, i click it and it dosnt go off, how come? is a bug with the class or?
Panic Art Studios Nov 17, 2015 @ 9:12am 
Originally posted by Nayumi:
As i didnt get any replay on my last post ill throw it here, Bullet hell Dosnt work for me, i click it and it dosnt go off, how come? is a bug with the class or?

client or host? It sould work tho on both hmm
Nayomix Nov 17, 2015 @ 9:25am 
Host, tested everything, Reloged. Buffed my mana just to see if it was mana problem. in town. in the action and so on.
Exekution Nov 17, 2015 @ 9:26am 
How can i play the demon slayer?
Nayomix Nov 17, 2015 @ 9:29am 
@VeXoRiAnNNNnn So it does work if i click 4 on my keybord. But it dosnt work on controller. Tested on other chars to see if it was a controller problem and RT work's on every other char but not the Demon Slayer
Exekution Nov 17, 2015 @ 9:36am 
how do you play the demon slayer class? i bouhgt every dlc :S
ElderChild Nov 17, 2015 @ 9:54am 
Originally posted by VeXoRiAnNNNnn:
Originally posted by Pyrollusion:
Still trying to figure out if using the Shotgun is worth anything. Katanas seem a lot more appealing, also if light in darkness was viable on higher difficulties the HP gain would be a lot more important. The thought of a ranged class that gets the 85% dmg reduction of a melee class is nice, but I dont really feel like there is anything to utilize this advantage. Katana Barrier and bullet hell could be replaced with skills that actually support different playstyles. The idea of this switch mechanic is way too nice to let it go down the sink like that

Got ideas how to improve the spells?

As an "ultimate" ranged spell Bullet hell needs more "hell". all the Bullets could ricochet (is that correct? I am not that good when it comes to english) in different directions and pierce to create an actual bullethell. About Katana Barrier...how about a counterattack? You summon those swords and any mob that deals dmg to you gets slashed by a sword. Would have to make either a limited amount of swords that scales with the level or maybe a set duration. Dont know, just some Ideas.
Last edited by ElderChild; Nov 17, 2015 @ 9:55am
Nayomix Nov 17, 2015 @ 9:55am 
Originally posted by Exekution:
how do you play the demon slayer class? i bouhgt every dlc :S
You should have him if you bought the new DLC
jotap Nov 17, 2015 @ 9:56am 
Couldn't disagree more, he's very good maybe could use some % tweaking but max katanas max crit and smash everybody.
jotap Nov 17, 2015 @ 9:59am 
On a side note @Vex when you use bullet hell at point blank range it does 0 damage, which caps the potential of the skill by a lot
joof Nov 17, 2015 @ 10:31am 
My Demonslayer is maxed in Execute, Bullet Hell & Crippling Strike I got no problems slaying stuff on neither Inferno, Agony or Destruction but the damage is a bit underwhelming compared to other classes and I'm not really a fan of classes with hybrid builds (Energy & Strenght) unless both are of equal strenghts in different situations.
- In my opinion Executioner should be changed to give a chance to deliver a sort of Crushing Blow similar to the affix in Diablo 2 that either does massive damage or oneshot monsters(Of couse with an equal procc chance).
- Make Shredder Traps stacks and apply with AoE skills.
- Make Katana Barrier a passive skill that explodes on a fixated amount of stacks. You would build up stacks until it explodes and shoot out in a AoE katana attack.
- Giving Execute a higher procc chance depending on the skill points put in.
- Make procc chance on Weapon Switch as Khargath said.
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Date Posted: Nov 17, 2015 @ 1:15am
Posts: 20