Tier 1:
[D] Cain's Archives: Cain's Cottage increases becomes stronger (50% more HP), as well as increase the initial heal amount to 40% and heal per second up to 6%
[D] Rogue Camp: Cain's Tent becomes more effective in aiding allies - allies nearby the cottage have their movement speed increased by 10% as well as works as a regen-globe generator that creates globes on current spell's CD
[D] Tristram's curse : Cain's Cottage now debuffs nearby opponents by reducing their movement speed and attack speed by 20%. This effect is absolute = any mounted or movement-speed buffed opponent will still be slowed down to the movement of 80%
[Z] Double portal: Cain gains 2 charges of Town Portal but their CD is increased to 60sec.
Tier 2:
[Q] Solid sculpture: Increases duration of sand Figure by 3 seconds and can now be used to block physical path
[Q] Jade Figurine: Reduces duration of Sand figure down to 3s but Cain gains 2 charges of it (both cannot take a form of the same hero)
[E] Foul minion, Back, Baack: After the first swing of a panic attack a (D3) Skeletal Executioner emmerges and attacks opponents nearby, each of executioner's attacks are half-arc AoE swipes dealing 10% of max HP to all nearby non-heroic minions and 5% max HP per swing to opponent mercs
Tier 3:
[D] Home Sweet Home: Reduces CD of Cain's Cottage by 15 sec, and allies can now stay inside Cain's Cottage to recharge CDs faster (at a 50% increased rate).
[Q] Statue of Qu'Ileh: Now the Sand Figure always shows a form of a golden-bird figurine instead of the original Owner (rendering opponents to guess what spells will come out of that)
[W] Arcane's Bliss: Reduces CD of Horadric Cube by 4 seconds and increases it's casting range by 50%
Tier 4: [See heroics]
Tier 5:
[E] No hesitation: During the first 1 second of the panic run the hero that gained the Panic Attack is unstoppable
[E] Evil knows no side: Cain can now use Panic Attack on opponents as well but the running duration is halved
[Active] This doesn't bode well: Activate to debuff one of the opponent's causing their next spell to deal 50% friendly fire
[Passive + Active, CD = 20s] Staff of Kings: Cain's weapon now becomes the 2-handed legendary "Staff of Kings" giving his basic attacks vs non-heroic targets to reduce 4% of their max HP. Has an active ability that causes a chosen nearby opponent to be blinded and rooted shortly for 1 sec
Tier 6:
[Q] Amplification: Sand Figures now deal 125% damage of owner's original cast
[W] Master of the Horadrim: Entering the cube's spell buff now makes it global on the map
[W] Solid Exterior: Horadric Cube can now block infinite amounts of spells (i.e. is unkillable for the whole duration), and now blocks Physical path
Tier 7:
[R1] Sandstorm: Conjuring Sands now does 325+4% per level damage over 4 seconds and blinds opponents for the first 2.5 seconds of the effect
[R2] The full Story: Stay awhile and listen now applies to opponents as well but their CDs are not refreshed
[W] Mythical Cube: Now two heroes can enter the Horadric Cube and gain a cast range buff on their next spell to cast
[E] Book of Beastiary: Each time Cain casts a Panic Attack on himself a random Diablo Fallen beast (any other than the Shaman) appears and pushes nearest lane on the map but doing this no longer does CD reduction when used on himself
hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhmmmmmmmmmmmmmmmmmmmmmmmm
Ok...
Let's begin.
-I love the fact that his trait also help the allies (mana and health regen), but I don't really like that tent spawning. Deckard Cain is an hermit. Hermits in history is someone who lives away from society to more understand and observe it. Scholars works the same way in their studies. I do like the fact that it could be a portable mobile fountain! Ok, what happened if someone is in the tent and the tent is destroyed? Does that stuns the hero in it, like when you interrupt Morales Medivac?
-I really like the mimic ability of the sand golems (I prefer to call them like that, or the sand figurines XD). It would work I think like the water elemental of Jaina with the level 20 talent right? If I understand it well, they don't move and it's a AOE, sort of. Hhhmmm...I like the fact that Cain would need to take risks to put these golems behind enemies, but how would he do that? hhhmmmm...It is a situational ability, I'm afraid. I may be wrong.
-Wait. Does Cain uses a mighty unique artifact to block a Pyroblast? Erm, it's not with the cube he do that, does he? XD I'm not sure that the Cube was made for such a role to fill XD. I do like that it could give somehow a buff (which is in this case some Ability Power). Does that ability replaces his iconic Identify Items?
-HAHAHA! BWAHAHAHAHA!!! OOOOHHH I LOVE PANIC ATTACK! HAHAHAHA!!!!! Oh man, so he uses other people to whack others? And it gives a movement speed? Omg this is gorgeous! Oh god I love it XD.
-While I like the drawing mechanic you are proposing (which it would be very unique and very new into the game), Conjuring Sands feels exactly like the Slowing Sands of Chromie. It is a slow, and it slows you so much that it pretty much make the same thing as you are proposing here, which is an inpathable area of effect.
-I don't think Cain would ever force his allies to stay in a specific place, even if it's to "Stay awhile and listen". and doesn't that ultimate feels too much like Tyraels Sanctuary ultimate? I like the recharging cooldown effect. Wait a second...Ok, yes it is like Tyrael's ultimate, but not exactly. Ok, at the end of Cain's ult, all allies within the AOE have their CD recharged? Oooooooohhhhhhhh...You got me babe! I would buy that idea! Oh a massive Rewind....oooohhhhhhh that can actually work AND hurt (both your team if CC'd (think of ETC with a Mosh Pit XD) or enemy team after the ultimate is done).
-I think that town portals should let more than just one ally enter it. How about ANYONE (even enemies)? That would be so derpy XD.
-I like the talents, espiecally the Master of The Horadrim and Rogue Camp.
So if I understand it well, you see Cain as a mage-like hero, is that correct?
=============== THE BACKSTORY OF THE CONCEPT ===================
a.k.a. how it all started
1 = there was a thread on the Forums (can't find) in which someone said = hey wouldn't it be cool if we had a mage in the game that could draw shapes like this (and posted video the "Trine trailer" in it
2 = I replied, hmmmm, not any that I can think of ATM, perhaps with a bit of "spinoff" if the conjured figures were made of sand then Zoltun'Kulle maybe
3 = A couple of days later had that "wait a minute" moment, so yeah, realized EXACTLY what I wanted for Cain = a bit of ability to conjure stuff out of Sand mid-air (hence the Figurine and Conjuring Sands ult, hell even the whole Horadric Cube fits the "Trine mage" as well)
The link for the trailer/video on YT: /watch?v=iXamgP-j-xU
======================== THE COTTAGE =======================
I see what you mean, he's much more often by the fountain (in D1 and D2) instead of in a house or in front of it, but here's the thing = I wanted to not just place a building that "buffs stuff" nearby, but wanted to use it as a potential interraction. PLUS = the Cottage gives the "freedom" to experiment more with talents, for example "deserted house" that later was renamed to "tristram's curse" gives me the freedom to make it slow opponents nearby, a fountain doing so wouldn't make any sense. I PARTICULARLY wanted to give one talent an AoE slow that negates all the "advantages" from an opponent nearby cause I wanted to have a hero that gives Abathur a bit of "Safe haven" = though it's obviously a disasterous idea to have them both on the same side in a game :D
It's HP is low, so don't need to add a counter-effect like Stun or anything IMO, it's like 3-4 autos from being killed most of the game. Perhaps with the "cursed" talent might be a bit of challenge for the opponents to kill it but the ability itself isn't a game-breaker to be used mid-fight or something, it's more about having solid lane sustain instead
======================= THE FIGURINE =======================
Yes - it works EXACTLY like Wintermute (or even more specifically more like "Past and future me of Chromie") = you make a Sand figurine of a hero that doesn't move but mimics a spell. The upside is that it's Global, so you have a complete freedom to what hero and when (not much where though, you have a small radius around you that can be placed). The possibilities are either main form of waveclear or some unexpected CC (say make a Sand figure of ETC that is about to use Facemelt for ex.) or work as a "hivemind" of Abathur in a way if the target you make a figurine off of is right next to you. The difference = the figure casting direction does not Conjure but instead it's casted in Parallel with the original cast (so Cain can more easily predict the potential echo of the spell if the original target is not right next to him)
Why conjure figure off of a sand (see backstory above-ish :P). There are quite a few "quest artifacts" that you bring to Cain for him to update your quest, including the "Sand figurine" as well as "Horadric Cube" and a bunch of others in game, so yeah - don't see why Cain couldn't use a bit of "harmless Horadric knowledge" for his needs slightly
Shouldn't be too hard to place, might be harder to aim though but = you need to only place behind the opponents IF you make a sculpture of an opponent i.e. = when you want their spell to backfire i.e. have a copy of it hurt them and their nearby allies instead
And yes = this one is practically some "reverse vodoo" sh*t (vodoo creates a doll that does damage to actual target, this creates a figurine that is used to transmit abilities from as an emmiter) that would fit a "sand wizard" i.e. Horadrim guardian/archivist if they were to use magic I think
I mean I MIGHT/should've ended up using something else more specific to Cain's fantasy instead of having his "bits of Horadric past" come alive, but what I REALLY WANTED is to promote the role of "Global intervention" kinda more (Just like Abathur does, well kind reverse effect but you get the idea I guess). In addition there's things like Town Portal and even Horadric Cube that kinda empowers the "global utility" role I imagined
======================= HORADRIC CUBE ======================
First of all = there may be like 10 hero concepts on the site here and ALL OF THEM have it either as a trait or a primary spell. Even Carbot used it :D
The only difference is to - what could it do ?, I decided it to:
1 = Block skillshots (so better player not just uses the ability but also the good moment for it to be placed)
2 = AoE spellpower increase for allies (this should probably vary cause it might be potentially OP, kinda think around Phoenix-like Radius of effect and 10-15%, something like "Banner of Dalaran")
3 = This is the coolest one IMO = an ally can "enter in" (well more like channel/pick up) the Cube and have it give a charge of buff (and an indicator above their head) that the Cube gives them 100% increased cast range of a single spell to use
This may be potentially the most game-breaking but think that the "risk/downside" of having Cain in a team justifies for it's strength. Imagine a Butcher with double-range Charge or Kerrigan with a double-distance Drag. So yeah - this one potentially empowers "forgotten" heroes in a way. My potentially favourite ofc. being empowered Azmodan Globe accross the map. And yeah - as you mentioned the "Master of Horadrim" talent gives a Jaina for example to LITERALLY cast Blizzard accross the whole map. BUT = this buff-thingy doesn't work on heroics :D
======================= PANIC ATTACK =======================
This is basically the "Foul minions, stay back, baaack" while running from Skeletons and a Royal Executioner in an in-game cutscene in D3. So yes = it's EXACTLY like that. Or if you prefer more like easier explained = a mini reverse judgement of Tyrael (Tyrael charges from afar and then knocks back nearby targets away, this is reverse = AoE swipe with a small knockback followed by "uncontrolled fear" to follow)
This ability is practically 2 things
1 = main form (potentially) of Cain's Waveclear cuase it's low on CD when used on self (only 4 sec) and AoE
2 = his main/only form of saving ally in battle (other than the heroic or Cottage but usually not to be used mid-battle). Other than portal ofcourse, that one might be better overall but in a way the portal would probably have an animation of 1-1.5 sec to get created
The lvl20 talent also resembles the "theme" of Cain = he runs from a Monster ofc. Maybe should've used Skeletons (as in the cutscene) but think that Fallen might "spice up" the game a bit more = for one there are "suicide" Fallen or a Hound to differ (ofcourse not raising a Shaman though, due to obvious reasons :D)
3 = the lvl13 can be used as a chain-form of CC in battle cause can be (potentially) used on an opponent
====================== THE TOWN PORTAL =====================
Frankly = the main reason why things were done as are with it are to make it differ from Medivh's portals. What would happen if BOTH Medivh and Cain were in a game for example ?, so yeah - decided to make function differently so the "features" of it being 1 target per portal and have it's destination to the nearest Fort/Keep/Core instead). Aand it has quite a nice synergy with the Train (i.e. Cottage), imagine the Cottage being there to not just allow an ally tap the well (but also get further healed a good chunk of HP), and yeah = speaking of the Cottage = can work as BOTH = a well to tap providing it was killed in that certain base as well as perhaps a very cruicial moment of shelter (for example very low HP and a skillshot on the chase)
===================== CONJURING SANDS ======================
See the "Trine" mage "concept" again - the main thing/advantage of this one as opposed to Chromie would probably be = you can draw any shape or form based on what you like the "obstacle" to be (C shape, N shape, S shape, perhaps O shape, the possibilities are limitless). I guess it might not sound enough impactful nor be, I guess I should include the "sandstorm" effect into it by default for example either blind or reduce AA range of opponent heroes standing in it and maybe give it 2 charges or global cast on lvl20 I guess
================== STAY AWHILE AND LISTEN =====================
Yes = the IDEA is exactly to be as a game-disruptior/teamfight flow-changer, i.e. work as a reverse VP of Zeratul in a way = you stasis your own allies but in return give them a free Rewind right after. At lvl20 you might catch an opponent or two in addition in "trouble" but should overall be very different way of ability functioning than the VP. And frankly I think that THAT's the way to implement the "stay awhile and listen" mechanic, having the "story of boredom stun opponents" really doesn't quite fit intuition of gameplay reality to me TBH, this one certainly DOES, it's literally a "Time out, listen to your coach everyone, and then they go back into the thick of things - REFRESHED" :D
============================================================================================================
TYVM for the interest, was glad to help, hopefully OTHERS can see the BACKGROUND and meaning of every ability of the concept (if they had questions similar to yours)
============================================================================================================
Overall - think that at least half-decently separated each ability within 3 sections each not too long to understand = Description/Stats/Usage, for people to (hopefully) much easier understand the concept, (or if not hopefully read the explanations in this 'long description' comment I wrote as a response
P.S. = there are TWO major things that "shake" up a lot of work but I guess it's doable TBH = the TWO things that would impact EACH other hero is the additional work of doubling and making a global version of each of their castable spell, the other being = because of "Tristram's Curse" talent each mount should have a new "gallop" animation in addition to it's "full speed mount" animation that is standard in game
Overall I very much like the concept, perhaps could rework the "Sand Figurine" spell to something else not that "weird" to begin with but as mentioned already = really the goal is to "grasp" the "global interventionalist" (similar to Abathur but in a very different way) type of gameplay
If you let me, I may quote you for that idea and propose something for our Deckard Cain (it would be a totally new concept for him, not the one I made last year). I'll need your help though to make it. I really like the fact that you gave him a mystical background (it's really close to the hermits and the scholars paths, but in a more secretive way).
I'm not OK with the sands, even though I love Chromie like no other heroes (I'm Master Chromie lvl 20 with her. Such a crazy ***** XD). But be assured that I love the ideas you are proposing, just not the way you named them. I'll PM you though to share the names I have in head so that it would be your creation and to respect your ideas as well.
Global intervention isn't enough I think to truly represent the Elder. but you have the answer in your idea of the mimics. I'll PM you for that too.
While I love how the cube works, I don't think it fit the artifact original use. That doesn't mean that not another horadrim artifact could fit the role better...I don't know which one yet, but there's a staff, a malus, a scroll, an amulet, etc. We still have plenty of options!
If we want to make town portals different to Medivh, there is without a doubt the need to make it usable only for a retreating stance or for a defensive point of view. But how about letting enemies come into these town portals and join you in the nearest fort still up? Cain would have the possibility to shut down these portals anytime before their time-out. How about it? There is no reason that Evil wouldn't be able to access the town portals. Just how did they entered Old Tristram (without Cairn Stones, or if they were under the Cathedral) without them?
I really love the "resting" mechanic for the cottage and the "Stay awhile and listen" ultimate.
I see like you Cain as a disruptor character, a mesmer sort of.
Blizzard said (I don't remeber which Blizzcon though) that they didn't wish to add too much "summoners" in HOTS. I think the main reason was because of how to balance them properly, or something like that. But you are not proposing a "summoner", but an "Artist" in my eyes, which is something very new in the Nexus.
Just one last question: did you have some struggle to find a third basic ability for Deckard Cain? For mine, I had some issues (it was for the "Quest Giver's Mark" ability) and it feels like not everyone sees Cain's ability set the same way. It's not a problem, but if it don't touch the majority of the Community, it leaves me with a doubt about if I really was able to understand that character. It may be a weird question XD.
Yes = the possiblities are ENDLESS, but HERE's the problem = in the end it ALL COMES UP to how things are being USED and to WHAT EFFECT to the other heroes in the game. Perhaps I haven't thought of the "levitate" mechanic, but that one is simply = asking for a trouble and endless bugs potential, so feasibility should also be "kinda" considered :D
Like for example I know "tampered" with the 3rd dimension awhile ago (for example raise a tower that hero such as Widowmaker (rip.), or Falstad would jump on top of for some tower therefore get an "extra safety" (i.e. greater cast/attack range and immune to melee attacks) effect. So basically THAT is the effect of a potential 3rd dimension might do in the game (speaking of which I also had an awesome idea awhile back = a Colossus hero whose mount-key was in fact carrying another hero on top of it's head i.e. = being a moving "Cho" to any other unanchored - (not Hammer in Siege mode), hero on top of it's head and then going as TWO IN ONE for more conquests :D)
Either way you're certainly welcome to think of things, there was also another "physical environment" ability I had used before on a hero (Zoltun'Kulle was the hero) that created a seal on a certain place right under other heroes's feet and cause it rotate semi/fast and confuse/slow (or even silence if they don't get out on time) them :D
The "underground tunnels" I like, but would prefer for a different hero type (i.e. Infestor/Defiler) to have :D
About the "Figurine" spell = my 1st starting point was Rubic's "Spell Steal" from Dota, but didn't want to 100% copy so decided the following = "Scholar" = type of ability that caused to take control of a certain ally's spell and Cain would cast with a reduced CD and increased cast range each time as two instances from each hero respectively, but the original hero would lose the control of it (I mean it may sound "cool on paper" but will in fact just be quite frustrating experience toward such a mage player whose one of his spell's purpose is give it to Cain to cast 2 of them :P). Plus = display/believety-wise imagine = Azmodan Globe getting out from the hands of a tiny old dude whose size is at least 3 times less than the Globe itself, so ended up with the figurine solution instead :D)
A bit of feedback about the portal tho = not much into the idea of porting opponents, I mean how would you force them click on it ?:P
You're welcome to post any feedback (can PM any time), would love to cooperate with anyone in sharing ideas for creating hero concepts, would be a nice/weird experience I guess
Combined in it quite a few versions of my work, as well as some of it that was posted by others
The initial start was to include "as much wacky mechanic" as possible on the hero, but had to step back and rethink the "ways to play"
Think that the result I came up with is decent, (both lore-wise and gameplay-wise) and therefore published
P.S. = I know that the "coloring/imaging" stuff in the section below with talents isn't done quite (was getting lazy after I finished the whole thing rather, :P)
So what you folks think ? = let me know of some feedback ;)