INTRODUCTION
Fun is the concession you're making with a Cain kit, so you need an ounce of thoughtfulness for every ounce of fun you're trading. Luckily making him fun to have on your team, isn't as hard as making him fun to play. This is not a concept that incorporates; any kind randomness, fire/charge bolts, buff distinctions between loosely associated hero classes, it doesn't create XP on the map where it is not. It doesn't have buff or debuff progression that changes the intention of an ability.
CONCEPT
Decard doesn't have "reliable" sustain or burst heals for brawling, neither can he instantly enable a carry. But at his teams beckon, he can utilize 300s worth of cooldowns/reductions at once. Decard is all about utilizing down time with Satchel and identify, and then forcing a soft engage with Shadow and seal. To complete the concept and keep the fights on his own terms, a large number of his talent extensions place a focus on map presence.
MECHANICAL NOTES
Seal: a shaft of light reflects a horadric cube symbol under the contained targets feet.
functions kinda like lamb to the slaughter, but also effects your cursor functions
Pursuit of shadow (W): Map notifications include forts deaths and mercenary captures. shared vision references the vision that your structures, sight towers and minions grant
Identify Weapon: DPS does not factor attack speed in the scaling. if jaina has 60 dps it goes to 70. if thrall has 150 it goes to 160.
TALENT DIRECTION
Wellspring (D): wanted it to be very clear and complete at base kit. should feel like an additional perk, not a reason to pick him. Ultimately having it on a low CD is more stabilizing, then talent interactions that are impactful and universal enough to warrant their own tier pick. Talent interactions should be additional and integrated into other ability packages.
Pursuit of Shadow(W): has an already maxed out up time. like "Wellspring", emphasis needs to be on global presence and supporting talent interactions.
Horadric seal (Q): Horadric seal has many mechanical barriers for balance and talent interactions. T1 focuses on easing those barriers, and T6 plays within the boundaries. Talent interactions and tier distribution, needs to be isolated and limited in scope.
Cain's Satchel & Identify. Needs self competing-primary tiers. Needs to effect the variables evenly and maintain immediate intention.
TALENTS
T1
Burial chamber (Q) - If horadic seal misses, it lasts for up to 4s as a trap
Misery (Q) - Increases seal's hit box by 35%, but increases its containment radius by 15%
Tomb of Town Portal (B) - Within 6s of your team suffering a double kill, Cain's hearthstone instantly leaves a portal to the nexus. Allies can channel the portal, dmg does not interrupt channel.
T2
Tomb of Identify (bar) - Quest: Get all identifies on the same character 3 times. Reward: cooldown is reduced by 2s for each active identification.
Rare item (bar) - Quest: Have at least 2 identifies active on every team member Reward: Increases the first identify's bonus by 50%
Act II (bar) - Quest: Have 5 identifies naturally expire. Reward: Increases the duration of identify by 50%
T3
Stamina & thawing Potion (E) - Quest: distribute 20 healing potions. Reward: removes slow effects and increase movement speed by 15% for 4s
Greater healing potion (E) - Quest: distribute 20 healing potions. Reward: Increases the amount of healing of potions by 0%
Rejuvenation potion (E) - Quest: distribute 20 healing potions. Reward: Potions grant 60 mana and instantly apply restoration effects.
T4
R1 - Waypoints
R2 - Horadric Staff
T5
The search for Cain (passive) - Cain gains 25% health and mana regen for every nearby allied hero. Quest: go 120s without dying. Reward: reduces Cain's respawn timer by 30%.
Tainted Sun (W/passive) - Turns Mage Minions into a powerful Horadric mage that can soak XP. Quest: collect 6 regen globes. Reward: Disables Enemy structures that are not visible to the enemy team during "Pursuit of shadow".
Elixir of Vitality (E) - Your potion of healing (Cain only) increases your damage reduction by 6.5%, up to 25%. Quest: Reach 4 stacks. Reward: bonus becomes permanent.
T6
Spiritual order (Q) - Enemy heroes within the radius of Seal suffer 25% deamped healing, while allied heroes gain 25% amped healing
Seal.
Tal Rasha's offering (Q) - Enemy heroes within the radius of Seal suffer 0(+4%) dmg a second, while allied heroes are healed for 0(+4%).
Caravan (E) - Allied heroes nearby Cain, have their cooldown charge rate of Healing potions increased by 40%. (allies only)
T7
Pilgrimage (R1) - Cain no longer has a cooldown on waypoints. And once every 80s (R) he open waypoints for 1 free use within 10s.
The viper's claw (R2) - Increases attack speed by 25% and deals additional dmg equal to 3% of targets
current health over 3s.
Ith rune - Toggle an allied hero (auriel) to absorb 20% of the damage dealt to them. Every 9(+4%) dmg dealt to them destroys 1 mana from decard. approximately cost efficiency of tassadar's shields.
4. team wide temporary experience scaling
Question: What did you mean? The time till a enemy hero can heal again by a fountain is permament increased by 30 seconds? So, when you cast this spell 10 times, the time is permanent increased by 300 seconds?