+ Strengths+ Heavily self-reliant + Great health sustain with Trait and (E) + Heavy Slow/disruption capability. |
- Weaknesses- Poor laning options - Lack of Mobility/Escape - Slow ramp up to gain resources. |
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I'll note that I'm not too familiar with this character, which means my suggestions will by-and-large ignore flavor and lore if it means making a more functional character, but on with the show:
While the concept of taking damage to fill resources is a perfectly acceptable one, Duriel isn't well built to take advantage of the concept. My overall problem with this moveset is that the core abilities fail to enable the character to perform any particular job, be it close-up scrapping or generalist casting. Even under ideal conditions, his abilities don't provide him with much benefit, be it for utility or for damage, and simply buffing the numbers would not be a substantial enough change to fix his core issues. Primarily what's missing is an element consistent with all Melee Assassins: the ability to close the gap. Every Melee Assassin in the game (excluding Gazlowe, who is really only in the role because he doesn't fit anywhere else) has some baseline way of getting to their opponent, or failing that, a way of sticking to the opponent once they've closed the initial gap, both things Duriel is missing. While there is some room to create an unconventional Melee Assassin who breaks the rules, I don't believe what you've created matches that.
Trait (D): Pain - I like Pain. I do think the numbers and specific functionality could be adjusted, but I'm definitely fond of the idea of taking damage to enable abilities, and there's a certain elegance to the resource also healing you up if you have a lot of it. It's something I'm always fond of, being rewarded for holding onto your abilities and not just going ham. An inconsistent 25 extra health per second is honestly a bit on the low side. I honestly think it wouldn't even be a problem if you made it 1 extra health for every 5, because getting the maximum value requires Duriel to not use his abilities. That said, personally I think this trait has a functionality problem, where it's easy for enemies to just ignore you (or only hit you with trivial <1% damage attacks) once you're low on Blood, essentially making the fight a 4v5, or alternatively, getting stuck in situations where Duriel's Blood and Health are low, making it impossible for him to get more of either.
My suggestion would actually be to make Pain only store 100 Blood, but make it so that Duriel gains 1 Blood per second for every 2% of his health that's missing. If his cooldowns were lower, that could almost make him into an ability version of Zul'jin, able to cast rapidly once your health gets lower. (Also on that note, I think you should balance a resource like this in a manner similar to Sonya, with your ability cadence defined more by your resource than your cooldowns, allowing you to get way more value out of your kit the better you are at keeping your Blood up.)
Q: Leeching Mass - Essentially a Singularity Spike crossed with Living Bomb. Almost all 'close range' characters do have at least one ranged ability, and plenty of these take the form of a simple poking tool, but that said, HotS only has three basic ability slots, and when working with a mechanic as distinct as pain, you want as many abilities to fit the mould as possible. I think that there are many directions you could take this ability that fit the design better, but the first and foremost change I'd make is to remove the delay on the explosion. A simple skillshot that explodes on hit is a niche that's still relatively rare in HotS. Removing that aspect from the kit removes a lot of complexity, enabling the addition of different, more useful complexity.
While I don't have a distinct idea, I'd like to suggest a few that might work
W: Taint - This move, I think, has the most potential to bring the character together. The core problem is that if you successfully land on someone, Taint them, and start hitting them, the maggots that spawn don't actually provide any benefits. If Duriel is following his enemy, and the maggots are following Duriel, and the creep is following the maggots, then even if they're tightly packed together, the damage from the creep will, at best, only add trivial extra damage to a foe. In theory it could work better as an area-denial effect, but if Duriel needs to be chasing an enemy to activate that effect, then you're limited in what areas you're able to deny.
Personally, I would just scrap the Maggots altogether, at least in terms of them being what creates the creep. I think they're an unnecessary middle-man that don't add much to the design. Instead, I would make the rules text as follows:
Enemies remain Infested for 3 seconds, with Duriel's basic attacks extending the duration by 1 second.
In this sense it becomes a bit like a Butcher Brand, but the focus is on slowing a target and anyone who comes near them. If Duriel had no other slows, then this ability would give him the Melee Assassin archetype of "bad at closing the gap, but great at keeping it closed".
E: Plasma Pool - I've thought about this a lot, but an untalented Plasma Pool has no reason to use Vector targeting or have such a huge delay, and I'm dubious on why it needs to be a pool at all. Theoretically it forces Duriel to fight in a specific location, and opens up counterplay where his enemies can knock him out of the pool, but if he's already lost 25 armour, then the counterplay option is simple: Kill him.
As it stands though, the only reason to use this ability in combat is for the sake of generating extra blood from incoming damage, otherwise you're better off going behind the gate or something. As it is, the move is effectively just an out of combat heal, and while a character whose primary gimmick is based around taking damage should definitely have some kind of ability like this, I think this one overcomplicates things. I'm a bit strapped for definitive suggestions here, but if you're going to keep the current design, it needs to have a combat-ready side effect. In fact, one thing I'd maybe suggest is having a dedicated talent tier (level 1 or maybe 4) entirely based around augmenting this ability.
Alternatively, removing the pool entirely and just making it so that Duriel gains 5% of his health per second while having reduced armor for up to 8 seconds (with the ability to cancel early) would be an acceptable approach. Maybe even couple that with a buff to his basic attack damage or movement speed while active. Alternatively, I really do like the concept of the talent 'Frozen Carapace', and while the numbers are too low (at most it can heal 210 health, and that requires ideal conditions), I think it plays nicely with Duriel's resource management, and so perhaps that talent could be made baseline as an activatable component of Duriel's trait.
But overall when it comes to Plasma Pool, I'm stumped. Perhaps a toggle ability that drains Blood while active in order to buff and/or heal could be the final tool in his arsenal that rounds out his resource management? Overall I think this move is on the right path, but as-is it ties into Duriel's overall lack of ability to perform.
I was originally going to touch on heroics and a few talents, but I think I'll cut it short here since this critique ballooned out of control. I hope my comments here have been useful.
Let me respond to some of the key issues you bring up with this concept:
Pain: The numbers on these abilities suck. Let me just be clear here. I've never been one to really delve deep into the numbers for abilities, so 90% of the time, I base them off of other Heroes already in the game. I think I took the numbers of Health Regen directly from the talent Regeneration Master, which in reality, is not that much extra regen for a baseline trait. Additionally, the main reason I didn't make it a passive regeneration is that I felt it would require a massive revamp in cooldowns, costs etc, and the fact that you would be capping on resources a lot, which in reality I wanted to make a more skilful aspect, because, as you said, you are rewarded for not 'going ham'. But seeing as your comment has given me a reason to rework, I can use this prompt to base a new generation idea on.
Leeching Mass: As I was reading your comments about the fact Melee Assassin's need an in, I considered what to change about Leeching Mass. At its current point, it is a lacklustre poke, which, if missed, loses out on generating before a fight, which is essential to be able to engage. Hitting it doesn't really give many benefits apart from the resources back. What if it was his main way into a fight, whereby you could choose to reactive the ability to dash to a target affected by the skillshot, thus detonating it, removing the gimmicky timer on the explosion, and giving Duriel a way to engage. I feel like making the explosion happen on impact makes this ability either Nova's snipe with the Explosive Shot talent, or Hanzo with his Explosive Arrows. This would be a more niche use, allowing the player to be able to decide when to charge in during a 3 or 4 second window that the Mass is on the target.
Taint: The main reason for Taint's original existence was for the Maggots. As you said, you were looking for gameplay above lore, as you don't know that character, which is 100% fair. All I was thinking, was that it would be an interesting buff if the enemy themselves also let out creep as they moved, just adding an additional aspect onto the ability. Lets say you Taint a highly mobile character. Realistically, you're not going to be able to get as many Basic Attacks off on them during the time. If they themselves, by moving, were impeding and damaging (I will amp the damage of creep up, don't worry :P) their own team via their mobility, then I could see the ability fitting an interesting niche of either:
A) Tainting a target who is primarily stationary/has no real escape or mobility, and spawning many maggots to disrupt, or:
B) Tainting a target who's primary attribute is their mobility, where they themselves are turned into a giant maggot, giving out creep that hinders the team.
Honestly, I could've SWORN I had a slow on the creep baseline initially, instead of on a talent, as the main reason for the maggots existence is to impede actions of the other team, I might've taken it off at one point, God knows why. I also like the fact that you baked in the Level 7 Talent, Plagued Claws into your ideal ability. However, if the change I suggested was implemented, I would do the opposite, and give a buff if NO maggots were spawned, like 50% cooldown reduction if no maggots were spawned, or something of that ilk.
Plasma Pool: As you mentioned, this was never supposed to be a combat talent until you make it one if you so choose, as the amount of regen it provides feels necessary to me, but using it within a fight feels like too much. I felt there had to be a way to make him self sufficient, whereby he can take a lot of damage, but not be a hindrance to the team by Hearthing constantly and not being available for fights (thinking of QM or drafts with no healer for whatever reason). The main reason that its Vector Targeting exists is so that he can target where exactly his pools will land. The reason for this is due to the useful talents he can pick, where there is a Slowing and damaging aspect to the ability, which allows him to place it offensively, where Vector Targeting would be helpful. Also, when I say 'pool', it is more like a scaled-up version of Blaze's Oil Slick, which may help to clear up any confusion of why I chose to add this aspect.
Again, thank you for this, honestly, even if you don't like the concept, I love that you gave it the time of day to tell me how to improve it, as many would just downvote and move on (although I hope, if you did originally downvote, that when I rework it, that may just change :P), so I appreciate this greatly. If you really want to talk about Heroics or the talents, please, feel free to. They may change by the time you comment though.
Thank you so much.
I'm intending to give more critiques like this for more characters in future. I think the concepts on this website run the entire gamut, with some movesets being complete nonsense, others just being a pastiche of references, and a decent chunk that are salvageable but in desperate need of a touch-up. I'm hoping that by giving critiques I can get people discussing more about what is and isn't acceptable for a character to do, and what it takes to design a good hero. Maybe in turn I'll improve some of my own hero designs.
PS. Great job on the visuals for this page. I didn't comment on them originally, but they are indeed top-notch.
Btw: How did you make the Talent Tiers section images look like it's from the actual game? I mean it looks really cool but how?
I did the Talent Tier section via quite a lot of time in Photoshop. If you want to emulate something like it, all you really need is the font 'Metronic Pro', as that's basically the font they use in-game, and it's a free font on most websites, so good luck!
Also, and this is a minor thing, but Painbringer is a little odd. Having a set path like that is really weird and takes away control from the character. Perhaps just make it grant him lots of movement speed until his next attack, in which it will then deal lots of damage (not 40% of their health though, are you insane?!?)
I mainly wanted Painbringer to be a very hard hitting ability that was hard to actually get the bonuses from. Its weird pattern is supposed to be an incredibly difficult one to precisely hit, that's why it does so much damage if it connects. Also, your idea could be good for a Basic Ability or a Talent, but i'm really not sure it's Ultimate worthy. It could even be used as a way in, as it moves people aside and stuns which can also be a useful tool.
Anyway, thanks a bunch for the feedback, greatly appreciated! :)
I'm very intrigued by that concept of yours, but I cannot lie to you that I haven't had the time yet to read the talents section.