[Hero Concept] The Emissary

weegee209

New member
Howdy! Just logged in for the first time. Was hoping to pitch an idea I had for a Hero concept I think would fit really well in the game.

The Emissary: [Accursed] [All-Seeing] [All-Powerful]


1 - [All-Seeing Eye] 40s cooldown, 10s duration, 30m cast range, 100 Spirit Damage (x0.7 spirit scaling)
Project forward a spectral eyeball that anchors to a location and deals a burst of Spirit Damage around it. Enemy heroes that it see's are Marked, granting True Sight of them for a period, and grants you Spirit Amp against them for the duration.

T1 - +100 damage and Marked targets are slowed for 2s
T2 - +10% Spirit Amp against Marked targets
T3 - Casting your Empiric Gaze casts a second beam from the eye, following your reticle

2 - [Cursed Burst] 25s cooldown, 10s resist steal duration, 10-15m AoE, 80-120 Spirit Damage (x0.9 spirit scaling)
Slow yourself and channel for up to 3s to create an expanding burst of energy in an area around you, dealing ramping Spirit Damage and stealing Spirit Resist from hit targets based on time channeled. Channeling halts all midair gravity and lowers momentum, allowing you to float during the channel.

T1 - -10s cooldown and improved Spirit Scaling
T2 - +5m max range and +???% Spirit Resist stolen
T3 - Convert 10% of damage dealt to a shield (4s duration)

3 - [Empiric Gaze] 28s cooldown, 6s duration, 18m cast range, 30 Spirit Damage per second (x0.65 spirit scaling)
Fire a continuous beam towards your reticle that stops on the first target hit, dealing Spirit Damage and heavily slowing on the initial hit.
T1 - +6m cast range and the beam now pierces targets
T2 - Heroes that are exposed to the beam for 5s are Cursed for 0.2 seconds, and are immune to the Curse for 30s after (cooldown per target).
T3 - -8s cooldown and improved spirit scaling

4 - [Wrathful Boon] 200s cooldown, 3s cast time, 8s duration, 20m AoE, 150-300 Spirit Damage (x0.5 spirit scaling), +/-20 Spirit Power, +/-10 Bullet Damage, +10% Move Speed
Channel and exert your will to empower yourself and all friendly units in an area around you with increased Spirit Power, Bullet Damage, and Move Speed. Enemies caught in the area have their Spirit Power and Bullet Damage cut, and receive a burst of Spirit Damage scaling in proximity to you.
T1 - +/-10 to all empowered stats and +4m radius
T2 - -60s cooldown
T3 - Become Unstoppable during the channel and recover 8% of the damage dealt by you and affected allies as health.

Backstory: No Taking Chances

"The Patrons are beings of archaic magic not fully understood by those of the mortal world, having never spoken to any who have attempted to contact them. Secluding themselves and biding their time for the perfect set of circumstances that would allow them to finally step into the physical plane was all they could do as they watched existence pass them by. Day in and day out, without anyone's knowledge, they scheme'd and plotted, observing the routines and habits of the people that scurried through the streets. They were waiting... waiting for the perfect specimens. Lackeys they could manipulate, offering their wealth of power to them in exchange for completing the Ritual and granting them corporeality. "Heroes" that would free them from their eternity of boredom. How they longed for the day to come when they could feel the warmth of light on their skin, and exert their will upon the world they've bore witness to for countless millenia.

Both the City Mother and Amber King expected exactly the same of each other. They would have only the strongest fight for them. The most skillful. The most fearless. The most desperate. It was only a matter of time, and they were more than patient. When finally they felt they had discovered a list of suitable candidates, the Patrons surged forth and beckoned to all the world, gathering followers and amassing cults to spread word of their arrival. They would pick their warriors, and have the opposition's head. When all their candidates gathered and the Patrons looked out upon them, they couldn't keep their egos from twisting and laughing in the back's of their minds.

It was perfect. Or at the least, it should have been.

City Mother and Amber King looked on, unaware of the shared ambivalence they held, and felt something was off. There were too many loose cannons. These people all had their own hopes; their own dreams; their own motives. Worst of all, their own weaknesses. If spectating the mortal plane for so long taught them anything, it was that they couldn't be fully trusted. What they needed was someone completely devout to them and only them. Someone who would fight on their behalf and never tire or surrender. It was to their followers that they beckoned, and instructed them carefully upon tight lips in the darkest corners of the city. They would accept no chances of failure.

Their champions, constructed from occult materials and blessed with the very power that made them Gods, set forth into the streets with narry their own thoughts or desires. They were made to serve, and serve they would.

Lord have mercy on New York, for the Maelstrom... was nigh."


This thought popped into my mind one night while perusing all of the lore on the wiki. So many different heroes and archetypes. So many possibilities for more. I thought "what if the Patrons had their own champion? Their own piece on the board, to tilt the scales in their favor?" Someone that could be played on both teams at once, with an appearance appropriate for the Patron they serve under, and who could embody their will made manifest. After about a week I finally got the nerve to actually draw... well, one half of that concept. I started with the Hidden King because he's cooler, and I will probably follow up with the Arch Mother soon enough. If anything, I needed to get this idea out there and share it with people, especially the devs.

I have no idea how to balance these guys, nor do I really know if granting each version of them different abilities would be feasible or not. It certainly sounds like a crap ton of work, and I get it if its just not feasible to work on... but I'm very self-satisfied with this. I'd love to hear some thoughts on the matter, it would mean a lot just to see people talking about it! I took a lot of inspiration from the newly updated guardians and Patron designs, as well as little inspiration from the previous Patron designs. Its not perfect, but I wanted to make it exist first.

Hidden_King_Emissary_Colored.png
 
I came up with a lot of it on the fly, but the idea I was going for was a damage carry with utility. I think subconsciously I drew some inspiration from Swain (League of Legends), whilst trying to base their kit around what the Patrons and their Guardians are already capable of doing. I'll run down my thought process for each ability.

- 1 plays into them keeping an eye on *their* battlefield, sussing out anybody hiding around a corner, and setting up an oppressive situation if they get caught by applying Spirit Amp against them.

- 2 takes from the Walkers and Shrines abilities to unleash an AoE burst. Its built for close-range sustain and crippling, having their lowest cooldown to make it their bread and butter ability.

- 3 is the beam that every Tower can fire off at targets, applying a minor Curse debuff after sustained exposure like the Shrines can, and firing from their first ability a second beam that can apply the same pressure across a fight as it can begin effecting entire teams at a time, interrupting key abilities and turning a fight in their favor.

- 4 embodies their behavior across the entire game, granting boons to their allies and even empowering *their* Troopers and Guardians, exerting their power to make sure nobody can stand against them, even gaining healing from the damage done by empowered allies.

I had the idea for giving them a passive that would allow them extra stat scaling depending on how many enemy towers have been destroyed, turning them into a late-game hyper-carry by the time they're in the enemy base. If things get tied up and each team's Emissary is at max power, its basically a fight between the two Patrons themselves at that point.
In essence, they are a close-to-mid range burst mage that leeches resistance from enemies, grants their team vision and enhanced stats, and will take no chances to make sure they are the one summoned.

Without their own personalities - being mindless puppets devoted to victory - they would be voiced by the announcers, whether they are the Patrons themselves or another party that speaks on their behalf.

Some examples for kill dialogue could be:

"Your ambition is admirable, Seven, but you could not hope to overpower us."

"As ancient and powerful as you are, Drifter, you are but nothing to the Hidden King."

"The Lich's power will not save you from our grasp, Graves."

With maybe some pre-game conversations like:

Doorman: "How unexpected!"

Emissary: "Its been many a decade since we last spoke, Doorman. Or would you have us call you by your true name?"

Doorman: "That would be entirely unnecessary, City Mother. It's simply a pleasure being able to work with you so closely today."

Emissary: "As we imagine it is. We expect you won't disappoint us."

Doorman: "I'll personally cast myself to oblivion if I should."
 
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