UNIDENTIFIED ITEMS:
Inspired by Gazlowe's Talent REDUCE REUSE RECYCLE (can be find here:
http://heroesofthestorm.gamepedia.com/Gazlowe ) and his SALVAGER Trait and it Works the same way. AS SIMPLE AS THAT!
That means that each minions killed, each mercenaries (or just the camps), each Heroes (allies and enemies), each destroyed structures and each objectives captured will grant a possibility / a chance to find on the ground an
Unidentified Item.
These
Unidentified Items can be keep on your character as long as you have enough space in your secondary abilities section (numkeys 1;2;3;4;5 etc.) or in a Satchel or a bag that Blizzard could create specifically for this purpose. They're the developpers after all XD.
These
Unidentified Items do and
give NOTHING by themselves (unless Cain's got a talent which it gives them buffs to the Bearer after identifying them with
IDENTIFY ITEMS). They're just there to fill your "inventory" (which it could easly be for me your secondary ability section).
But what is SPECIAL with them is when you give them to Deckard Cain (or he comes to you) so that these
Unidentified Items could be identified. Cain will grant you
5% of cooldown reduction of your abilities PER IDENTIFIED ITEM, up to a total of 20% (or the maximum could be as big as you can fill your numkeys with them??? Oh, I think that would be too Over Powered XD. NEVERMIND) for 5 seconds, and this "buff"
triggers only when you use an ability.
After the triggering effect is done, the
Identified Items are consumed and vanishes from your NumKeys slots, which it gives you more space to pick new ones up!
And because that Cain would be in your team, only your team can pick up and see
Unidentified Items (like Butcher's Meat). But this is only for these ordinary Items. LET'S TALK NOW OF THE
UNIQUE QUEST ITEMS!!!!
UNIQUE QUEST ITEMS:
Unique Quest Items are, like their name says, Unique and specific Artefacts that Deckard Cain obtains after completing with his team one of the two proposed Quests that can be found in his talentkit (
THE SEVEN TOMBS or
KHALIM'S WILL). It works the same way as
Unidentified Items, but they have
POWERFUL PASSIVE AND ACTIVE EFFECTS, they are
NOTICEABLE / REVEALED TO EVERYONE NEARBY (even to the enemy team) and
THEY DROPS ON THE GROUND WHEN YOU DIE AS THE BEARER. They stay on the ground where you died as long as your team don't pick them up or as long as the game does not end.
Enemy team cannot pick them up.
What it's so GORGEOUS about them is the fact that these unique secondary abilities of Cain
CAN INDIVIDUALY BEEN PICKED UP OR GIVEN TO A NEARBY ALLY (who have space to keep them on him) and vice-versa. This means that you can have an artifact (which replaces for Cain the normal Secondary Ability System) with Powerful and Unique skills that
CAN BE USED BY WHOEVER FRIEND OF YOURS BEARS THAT ARTIFACT!
These
Unique Quest Items are listed here and it's just a copy-paste of what was mentioned earlier in the TALENTS section:
*The Horadric Malus:
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: 150% more damage to Minions and Summons.
Active: 120 seconds cooldown. Double the cooldown reduction given of IDENTIFY ITEMS or the One who bears this artefact gain a cooldown reduction of his abilities by 50% for 5 seconds.
*The Horadric Scroll:
Within a medium radius, 80 seconds cooldown. Reveal and disables enemies Capturing points (mercenary camps, bosses, fountains, for example) for 1.5 seconds.
*The Horadric Cube:
Passive: Each 3 gathered regen globes grant one Charge of Greater regen globe, which it doubles the regen and the valor (for the ones who have Regen Master's quest, for example) given of the globe by 3 once activated.
Active: holds 3 Charges (maximum capacity). Within a radius, grants to all allies a Greater Regen Globe, which heals and gives twice more mana than a normal one.
*The Horadric Staff:
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: gives 10% all resistance and 35% reduced DOT recieved and duration (sort of a long duration Cleanse, but not cleansing).
Active: mid-range, 180 seconds cooldown. The Horadric Staff floats on mid-air and, after a short delay, launch a pure blinding beam on a thin straight line, which it deals 2150 damage (851 + 4% per level) to structures (only), destroys all shields and blinds/disables enemy structures and heroes for 3 seconds.
*Khalim's Eye:
Passive: Aura Reveal and disable enemy heroes from capturing a nearby point (fountain, mercenary camp, objective, boss).
*Khalim's Brain:
Passive: Aura Allies nearby the Bearer grants Unstoppable after a delay. The Bearer is not Unstoppable.
*Khalim's Heart:
Passive: Aura while this secondary ability is not on cooldown While an ally bears Khalim's Heart on him, the Presence of nearby enemy heroes on a capturing point is ignored (which it means that, with that specific Unique Quest Item, You or an Ally who bears that artefact can take a boss or a mercenary camp regardless 3 enemy heroes are on that same point as you are trying to steal XD). In the case of an objective, though, you can still be interrupted.
Active: Cannot target self, 2 Charges which it completely refills after 45 seconds. Target an Ally to remove all damage over time (DOT) and disabling effects. For 2 seconds after, the duration of disabling effects is reduced by 50%.
*Khalim's Flail:
Passive while this secondary ability is not on cooldown: The Bearer Steals 1% to 5% health (or max health?) of whoever he hit with an Auto-Attack.
Active: Self, 45 seconds cooldown. Steals 10% of the target's health (or max health?) with the first Auto-Attack and increases the Bearer's Attack Speed by 50% for 4 seconds.
Countered by Blinds (wink wink).
So people, what do you think about this? :P
Beg me pardon if I don't quote all the sources and the ideas I gathered. I try to do it as concise as possible, but sometimes I forgot to name some of them. I'll try to compel in this post, but it will take some time, so bare with me people!
here's one I have forgotten when I updated this week:
http://www.heroesfire.com/hots/concept/deckard-cain-6158#comment-21986
"Blizzard Celebrates 20 Years of Diablo
Blizzard Entertainment 28/12/2016
Heroes of the Storm:
The battle for the High Heavens continues, and a new Diablo-themed portrait is up for grabs! Can you emerge victorious on this hectic new brawl map?"
There is always hope!
Brightwing has the same movementspeed as any other hero without mount. Except Lunara and the lost vikings.
http://pwncastdailyquest.com/aldiabolos-lord-of-terror-from-the-burning-hells/
Yeah, I'm such a ignorant of Warcraft, Starcraft and Overwatch universes. All I know, I think, is Diablo's universe and lore because that is my hobby and my major topic to study since I played these games. Share me some ideas, help me, us (the Community), please XD.
Hey! I have forgotten to share to you that I have added a skin proposal that is NOT SHOEHORNING OTHER WANTED CHARACTERS into Cain's concept a while ago!
I'm proposing a child-like Cain in which it would be a reference related to NARNIA AND THE MAGIC WARDROBE (you know, Lucy :3) and the special mount related to it would be THE WARDROBE!
Is it better? I really have no more ideas for that Character at the moment XD, I think. I may made a rework for him, since that we already have a Disabler added into the game (Valeera).
Just for a marketing point of view, if you sell Deckard Cain as a playable hero with a secondary skin of another (maybe) wanted hero, you have the opportunity to make more money to make that another wanted hero for everyone! I know, it's dirty to think like this, but hey you need money to create such playable characters, to pay these talented designers and everyone who works behind the scenes. It's not easy running a company!
As for now, I only have the Protoss Preserver who was proposed yet, and I'll need to study it if it can work with Cain's concept somehow. But, most of all, I sincerly thank you for your participation and your help! I really want to make this work!
Under "Light and Darkness" section:
"Word of this new group of Horadrim spread throughout Khanduras. The word was that these Horadrim were preparing to summon something terrible into the mortal world. Rumors spread to both Caldeum and Kurast, and the term "Horadrim" took on a negative connotation. Word of this reached Cain's ears and, along with his new ward Leah, set out to find them. The monk Mikulov tracked him, as he reckoned that the best way to find these Horadrim was to follow Cain to them. The trio came to work together, and found the group, where its current leader narrated their history. Cain was the one the texts had prophecized, but he was not sure what to make of the situation before him. Still, he did what he could, correcting their misconceptions about transmutation, illusion, and prophecy.
Rau possessed the body of Egil and absconded with Leah. The events cost Egil his life, and the group came under attack by khazra, fallen ones, undead, and corrupted townsfolk of Gea Kul. It was the straw that broke the group's back, Cain included, for a time. But he was able to rally the group and infiltrate the tower, defeating Rau, rescuing Leah, and causing the tower to slide into the sea. With the tower's destruction, the darkness that had plagued Gea Kul began to lift.
Cain and Leah thus departed, content to leave the group to its own devices, confident that it could leave others into the light.[1]"
I think that can justifies to have a cloaking system for Cain. How could this old man has saved Leah from this terrible tower without that capacity of being incognito? Even with a group of people, he is still a scholar, right? His knowledge helped him and his friends to save Leah! What do you think?
Also, I just have learned that Tal Rasha was one of the founder of this mage Brotherhood. This means that, maybe, just maybe, as a secondary skin we could put a corrupted Cain instead of a corrupted Tal Rasha (who became Baal after Act 2 ending cinematic).
http://www.diablowiki.net/The_Archivist_(april_fools)
There is so much content we can gather around and from Cain that it can help us (and others) to bring inspiration!
The materials to make Cain are right in front of our eyes! It's just there, look at it XD. WE CAN DO IT! JUST DO IT NOW LOL.
https://www.youtube.com/watch?v=_8VbToj-IMA
From ChuckMorris
• Marked Boss: 25% chance to generate Item
• Marked Merc camp: 16% chance to generate Item
• Marked Minion Wave: 8% chance to generate Item
• Marked Structure: 5%-60% chance to generate Items. Noticeable Mana and shield generator (within a Radius)
• Marked Objective: noticeable Mana and shield generator (within a Radius). Gives an Item if captured.
So yeah, sure my numbers are random ^.^ . Want to put better ones? GO GO GO! Gimme them! If you have better stats to put on it, tell me and I'll be very happy to switch and modify them.
But beyond the numbers, how is the concept? That is my true inner question I would like people to respond.
Two Items are generated: the SET's Items and the UNIQUE QUEST Items. SET's ITEMS fills the numerical keys and Cain WILL AUTOMATICALLY have to choose after his quest paths (as a lvl 4 or a lvl 7 talents) with BUFF (ex: increase movement speed) AND DEBUFF (ex: blind on enemy hit by an Auto-Attack) that set gives to a hero (and it still keeps the cooldown reduction and they vanishes after being identified and triggered). In that regard, it could respect the actual lore of Diablo's Universe (the Diablo 3 one, which is the latest game we have seen).
We can also think of many sets of Items that we could find on the ground that gives buffs/debuffs (ex: Tal Rasha Elements for the mages, gives more ability power and give vulnerability on hit?). What I dont like about that is how complicated it becomes when you saw them on ground: do the player takes it, or leave it to an ally who may need it more? And also, does Cain vanishes theses sets after identifying them? I don't think so, and I don't like this way of thinking. It just gives no actual value and no actual purpose on a character who has some knowledge to help you out defeating Evil.
But I'll rest with your comment. I do like the fact to have different "type/tier" of Unidentified Items. I just don't know how we could keep that simple to the game (because that would suggest that "rare Items" have better and longer buffs/debuffs than "Uncommon" ones, which it could be hard to implement that complex mechanic in that simple and user-friendly MOBA).