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Nyam, Empyreal Messenger

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Forum » Hero & Item Ideas » Nyam, Empyreal Messenger 11 posts - page 1 of 2
Permalink | Quote | PM | +Rep by Ahmazzan » May 28, 2013 3:06pm | Report
Hey there! I've been thinking about a new hero idea, and wanted to get it out and receive some feedback on it. This is my first time trying this so all kinds of constructive criticism will be well received, in addition, my experience of DOTA 2 isn't massive, (just over 100 games) and I tend to only play support/gankers, so please forgive me if I've included something that is just silly or ridiculous :x.

Nyam, Empyreal Messenger



Radiant Ranged Intelligence



Role: Lane Support/Support/Disabler/Escape

Hero Explanation:


Nyam is a dedicated support with a hint of ganking/initiation potential. He is based almost completely around the idea of mobility and vision.

His Q skill allows him to travel long distances, cross impassible terrain and can also have significant team-fight potential if coordinated with allies - Vacuum, X Marks the Spot or any other ability that will allow you to land it effectively springs to mind.

W is his bread and butter support skill. Directly affected by his ultimate and fitting well with his role as a warder, it provides his team with a useful laning phase heal, and later a significant armour contribution to teamfights. Coupled with his ultimate it can become astoundingly powerful, but is also very easy to counter if used clumsily.

His E skill solidifies his role as a support, providing a buff that in order to be used to its full potential must be carefully timed with his team mates. It also adds a unique daylight mechanic that will set up interesting countering possibillities with heroes like Night Stalker and Luna.

R is his signature skill and, following with his theme, adds great mobility to both him and his team. Used correctly it can increase his impact upon the game massively, both due to it increasingly buffing his team, but also allowing ganks, pushes and general shifts in team positioning and strategy to be enacted at very short notice.

In addition: behold the Skill Diagram! (details of ability synergy and why its appropriate for his role) http://i.imgur.com/qdtaVpD.png

Finaly (and if you have time/interest), please also take a look at the post I made for this guy on PlayDota too! http://www.playdota.com/forums/showthread.php?t=1337945

Appearance:



some concept art (sorry for the ****py photoshop -.-)
sketch: https://lh3.googleusercontent.com/-CRhNV82u5fU/UaUml1or8SI/AAAAAAAAACA/bnOO0veIRTw/w573-h764-no/20130528_205552.jpg
photoshop: https://lh6.googleusercontent.com/-GQnUDw_fuQw/UaUmnDDR-2I/AAAAAAAAACI/qGGZ5b50duI/w859-h572-no/nyam.jpg

also I would be lying if I didn't say the inspiration for this came from MTG's Solemn Simulacrum
http://1-media-cdn.foolz.us/ffuuka/board/tg/image/1362/05/1362059744268.jpg

UPDATE!: new shiny concept art of Nyam breaking the surface of the ocean after having delivered a missive to the Deep Ones. (a significantly better photoshop) http://i.imgur.com/czbm7iB.jpg


Lore:


Even as the world cooled from the titanic events that created it, the immensely powerful beings that called it their home were encountering difficulties. Influential as they were, the primordial landscapes that these ancient beings dwelled within were vast - far greater in size and ferocity, it is said, than they are today. Oaths had to be sworn, treaties honoured and blood pacts sealed, all over enormous distance. It was decided that a being was to be created - incorruptible, lawful and swift - to carry the ancients missives with utmost care and discretion. Sealing the essences of purpose, alacrity and haste themselves into purest metal bindings, forged in the rays of the sun, Nyam, The Empyreal Messenger was born. To this day, the ancient construct blazes a trail of light across the cloudscape, diving into the deepest oceans, thickest forests and flying to the gates of hell themselves to deliver his precious cargo. They say that one in every hundred shooting stars is in fact Nyam, fulfilling his sacred and eternal purpose.

Stats


(again... when it comes to numbers/theory crafting, I'm not good so, feel free to throw whatever criticism you can think of at this! There are also plenty missing - I don't actually know what would be appropriate so, suggest away!)

Int: 26+2.6
Agi: 18+1.8
Str: 19+1.8
Movement Speed: 315
Armour: 1.6
Hit Points: 511
Mana: 338
Attack range: 375

Abilities


(with these, I'm generaly happy with the function/idea of them, obviously they may be overpowered or something and need tweaking. Tracery Network I really am fond of and it feels like the core of this guy, so I'd rather not change that *too* much aside from tweaking numbers, but, as with everything else, suggestions are welcome! Furthermore, a number of them are missing statistics, mana costs, etc. this is probably because I simply do not know how pricey it should be :x)

Q: Cloudscape Arc


Nyam gathers energy before leaping high into the air and impacting back into the earth with great force, dealing minor damage, stunning nearby enemies and destroying trees. In addition, whilst he is travelling a visual indicator will be present at the impact site. This ability has a minimum, as well as maximum, range.

Damage: 60/120/180/240
Stun Duration: 1/1.5/2/2.5
Minimum range: 500
Cast Delay: 2
Travel Time: 1.2
Maximum range: 1000/1500/2000/2500
Radius: 100/200/300/400
Mana cost: 150/170/190/210
Cooldown: 30/25/20/15

W: Empyreal Way Station


Nyam places a stealthed ward that provides LoS, bonus armour and HP regen to nearby allies. The Way station provides greater benefits when placed on a length of Tracery Network; these benefits increase with the length of the connected network. Wards can be detected and destroyed as per normal.

HP Base Regen: 1/1/2/2
Radius: 300/300/400/400
Bonus armour: 2/4/6/8
Bonus HP regen per 5000 connected network distance: 1/2/2/3 (theoretical max: 17)
Bonus armour per 5000 connected network distance: 2/2/3/3 (theoretical max: 23)
Max Way Stations: 1/2/2/3
Duration: 2min/3min/4min/5min
Mana cost: 300
Cooldown: 60/40/20/15

E: Solar Empowerment (passive)


During the day, Nyam absorbs power from the sun, slowly storing power up and feeding it out as energy to surrounding allies, granting them bonus mana regen, attack speed and damage. Whilst he travels along Tracery Network, any Way Stations linked to him will also provide this aura. In addition, Nyam gains a personal movement speed increase. Movement speed gained from this stacks with tracery network. During the night, Solar Empowerments effects slowly decline.

Stacking aura bonus mana regen/daylight minute: 0.1/0.3/0.5/0.7
Bonus mana regen rate of decay/night time minute: 0.2/0.6/0.10/0.14

Stacking aura bonus attack speed/daylight minute: 1/2/3/6
Bonus attack speed rate of decay/night time minute: 2/4/6/12

Stacking Aura bonus Damage/daylight minute: 1/2/3/4
Bonus damage rate of decay/night time minute: 2/4/6/8

Stacking Bonus movement speed/daylight minute: 1%/2%/3%/4%
Bonus movement speed rate of decay/night time minute: 2%/4%/6%/8%

Radius:300/300/400/400


R: Tracery Network


Nyams feet lay down a long lasting network of illumination, speeding allies who pass over it. A stacking movement speed buff is gained every second a hero spends on the network, maxing out after 5 seconds.
Whilst the network is being laid down, Nyam moves forward constantly and will destroy trees he passes over, gaining the benefit of the path as he does so. His turn speed is reduced whilst performing this. The network is invisible to the enemy team and is indestructible, but may be revealed by sentry wards. Before disappearing, the expiring network segments will strobe noticeably. Upgradable by Aghanims Sceptre.

Speed Increase per second: 2% (10% max)/ 4% (20% max)/ 8% (40% max)
Speed fade time: 1
Maximum Network Length: 6000/12000/24000 (10000/16000/29000)
Segment Duration: 3min/4min/5min
Turn rate slow: 60%/50%/40%
Mana: Activation:30/30/30 Drain/second:45/45/45
Cooldown: toggle

Responses


Just thought I would throw these in as I thought them up :P

Spawning
The clouds part for the divine messenger.
Nyam!
The Paths brought me to this place.

Moving
With purpose.
Swifter than the wind.

Last hitting
Hehe, coin on delivery.
It shines, like Nyam.

Denying
Too slow.
Import duty.
Not for you!

Casting Cloudscape Arc
Stunning trajectory!
Bolt from the blue!

Casting Empyreal Way Station
A place to rest our weary feet.
Celestial sanctuary.

Casting Tracery Network
Behold! The heavenly paths!
The roads of heaven!

When day breaks
My weary essence, empowered!
Oh wondrous rays of light, infuse me!

Killing a Hero
I have a message for you: youre dead!
Last known address: Graveyard.
Far too slow... ahaha.

Dying
The sun sets... My message: undelivered.
But I cant be... late... ugh.
You should never... kill... the messenger... urf.

Dying to a Rival
(Nightstalker) Overtaken... by the night.

Killing a Rival
(Luna) Fleet as you are, Luna, I got there first.
(Batrider) Its a long way down, Rider!

Meeting an Ally
(Zeus) I trust my arrival is timely as ever, oh Lord of Olympus!
(Skywrath Mage) I am sorry, Dragonus, still no word from the surface.
(Keeper of the Light) Come Elazor, We shall spread the light together!


That's all for now, Ill be adding stuff here and there, and change it according to good suggestions. I really like the idea of a hero who could zip around the map assisting his allies, scouting and setting up this invisible network of energy that he can draw on, hopefully people will like it! thanks for reading! :D

Update History:
29/05/13
-added Lore section.
-added (joke? :P ) responses.
-buffed Cloudscape Leaps stun duration, but added cast time and visual warning at landing zone.
-Solar Empowerment is now an aura that can pass to connected way stations, and gains power as the day progresses and decays at night.
-Tracery Networks speed buff stacks over 5 seconds and fades 1 second after leaving
31/05/13
-AHA! I knew there was something off with the first sentences of the lore section... used "called it their home" and "called their home" right after one another... *shudder*
-Added changes from PlayDota suggestion: Cloudscape Arc range nerfed
-Added manacost for Tracery and buffed total network length
-adjusted Way Station to account for Tracery buff (3000 for bonus changed to 5000)
-added link to PlayDota post
-added portrait!
03/07/13
-added significant skill and role explanation with pretty chart!
17/07/13
-added shiny new concept art
-added more responses

Ahmazzan


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Permalink | Quote | PM | +Rep by porygon361 » May 28, 2013 4:13pm | Report
Very interesting. First time I've seen a hero idea based on a messenger.

For Cloudscape Arc, a 0.5 stun duration is not enough to offset the low damage it provides at level 1. It's basically a ministun. The stun duration for level 1 should be made longer, or you can standardize the stun times on all levels considering the huge cast range.

Empyreal Way Station is quite like a little Dispenser from TF2. It gives bonus regen and extra survivability for allies so that they won't have to retreat back to base to heal.

Solar Empowerment is the only skill I feel is lacking a lot. You could make it into some sort of aura buff for you and your allies that is strengthened when you are on a Tracery Network in the day. It helps assist your allies :D

I like your Tracery Network, it grants so much speed and can act as an escape mechanism if needed. Maybe you could change the speed buff to be small at the start, but you get faster and faster depending on your distance travelled on the trail with your maximum speed increase based on the level of Tracery Network. Great for warding and support stuff too. I hope you'll add the amount of mana consumed soon.

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porygon361
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Permalink | Quote | PM | +Rep by Ahmazzan » May 28, 2013 6:12pm | Report
Thanks for the response :D and yus, I think I pretty much agree with everything you said. Firstly, once I get a bit more feedback (hopefully) Ill look to buff the duration of Cloudscape's stun. I want it to be both an initiation/gank tool whilst also giving him more mobility to set up the network, hence the massive range, but not be spammable, hence the CD and minimum range. (don't like the idea of him jumping up and down on top of a team fight like a trampoline x) ).

I must admit I was grasping for something to give him when I thought up Solar Empowerment, it seemed like a tool to let him have less mana worries when laying down tracks, but it is a little lacklustre. So, yes an aura is nice and fits with him, maybe whilst he's on the track he'll pass the aura to any way stations connected to it as well, which would be cool and add nice skill synergy.

I REALLY like your idea of heroes building up momentum as they travel across the track, it would make it useful as escape, but not overpowered since you would have to build up a bit of speed before just sliding away from a gank. helping with warding was one of the things I was aiming for, and as for mana consumption: like I said I'm poor with numbers and theory crafting :/ but Ill try and get into a passive bot match and plod around checking ranges and stuff x) and then work out something vaguely reasonable from that!

Thanks again for the feedback :>

Ahmazzan


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Permalink | Quote | PM | +Rep by frogger_29 » May 28, 2013 6:15pm | Report
The Cloudscape Arc's range is too high IMO since it can also be used for escaping. I guess that's all for now.

frogger_29


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Permalink | Quote | PM | +Rep by Ahmazzan » May 28, 2013 6:20pm | Report
Quoted:
The Cloudscape Arc's range is too high IMO since it can also be used for escaping. I guess that's all for now.


That's a good point, but since its meant for movement I'd rather it kept as much range as possible. Perhaps I could give it a smallish channel time? that way a well executed gank could easily stop him using it as an escape tool.
Thanks for the feedback :>

Ahmazzan


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Permalink | Quote | PM | +Rep by Wulfstan » May 29, 2013 1:43am | Report
Ahmazzan wrote:



That's a good point, but since its meant for movement I'd rather it kept as much range as possible. Perhaps I could give it a smallish channel time? that way a well executed gank could easily stop him using it as an escape tool.
Thanks for the feedback :>


Make it a delayed ability like Requiem of Souls or Teleportation.

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Permalink | Quote | PM | +Rep by Ahmazzan » May 29, 2013 4:56am | Report
Updated! :> this evening Ill try and get a mana cost for network sorted out

Ahmazzan


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Permalink | Quote | PM | +Rep by Crazy Tom » May 30, 2013 7:11pm | Report
This hero is simply awesome. I love the lore, I love the skills. Especially his Tracery Network, which is ingenius. His Daytime aura is pretty darn cool too, and I love the idea of putting down waystations similar to how Broodmother drops webs. His potential for initiation is crazy good, as he has insane range on his jump.

Some questions/suggestions:
1. How does his network work? I mean, how do you lay it down? Is it like Leshrac's ult, where you toggle it on/off?
2. For his jump, I think a cool idea might be to have it do extra stun duration the farther he jumps. For example, a jump from 1000 distance at max skill level stuns for 2.5 seconds, but a jump from 4500 distance at max skill level stuns for, say, 4 seconds. This makes the skill a bit better, in my opinion, since it rewards players who can land the jumps from longer distances (which means having to anticipate your enemies' movements... or just dropping a Black Hole on them before you jump :P ).

This guy needs to be in the game. Seriously.

Crazy Tom


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Permalink | Quote | PM | +Rep by Ahmazzan » May 31, 2013 4:07am | Report
Hehe, thanks for the really positive response Crazy Tom :D I've now also posted this guy up on PlayDota in an attempt to get more interest too, so Ill be feeding in stuff from both forums

For Tracery Network: At the moment I envisage it as being you toggle it on, and he shoots forward, leaving the track behind him as he goes, and you stop once you toggle it off. The turn speed reduction is so that you are forced to make long curves around corners, and that its not dead simple to place.

As for the jump: cool as it is, someone on PlayDota raised a worrying concern in that he could (with that range) initiate right onto some poor bas***d on mid from a rune spot, which is undeniably ludicrous. As such the most recent version has had a nerf in that department - though its still a huge range: 2500 at level 4. That being said, I like your idea about the stun duration increasing the further he has travelled, like you said its a nice reward for good aim :D though, 4 seconds might be a smidgen long, who knows! we'll see what people think :>

I'm going to update this post with the changes and things in a moment, thanks for reading :D

Ahmazzan


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Permalink | Quote | PM | +Rep by neurotoxin » June 30, 2013 8:29pm | Report
Here's a little advise. U dont have to waste time to write responses cause valve will make it a hundred better than u (it;s mean ur hero have big chance to being use), write lesser but easier to understand it;s effect, about lore, well, its cool, i see many hero idea have hero lore but i wonder how important is it>?

neurotoxin



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