Now, I know what you (yes, you) are thinking : Why not Gul'dan? He is a much better known warlock icon than Jubeka -- Hardly anybody knows her, and those that do would hardly refer to her as a major lore figure!
Well, let me tell you why...
In ancient times, a random guy sitting at his computer decided to make a concept for the Affliction warlock.
That same guy (Hey, that looks like me!) decided that Gul'dan should be more than "Just another warlock", and instead set out to find a smaller lore figure to represent the affliction warlock -- As his thoughts on the subject was that Gul'dan should be more than either destruction, demonology or affliction, as he was the main warlock in WoW's history -- Not talking about Archimonde, Sargeras, Kil'Jaeden, as these are mainly living gods, and, before anything else, generals of demonic armies, and I think they should have something to show that. Here, I was aiming for a warlock who focused, 100%, on setting Damage Over Time effects on enemies, rather than being all around "One DoT, one burst, a summon, a trait to make them better and a heroic to deal burst/dot and summon".
Also, those three were already done.
And... Who the hell would've thought of Jubeka before? I searched, didn't find anything about her on this site, decided "Hell, why not?"
So now that this is taken care of...
My idea of Jubeka (Or, if you'd rather have me put it in brackets and say [Non-Player-Character representing the affliction spec of warlocks at the detriment of Gul'dan because the author thought he should be more than a simple representent of one warlock spec] -- this isn't gonna happen. Just take "Jubeka" as a place holder for what I just put in these brackets) was a character who wouldn't specialise on much else than what the affliction warlock does -- Damage over time effects. Jubeka has easily some of the highest damage in the game. Actually, scratch that -- Play her well, she has the highest damage in the game. How does that make her not overpowered -- And does not make Kael'thas or Jaina unviable options next to her?
First, she has no CC -- She only (and ONLY) focuses on dealing damage to opponents.
And then, it's DoT.
In a burst intensive meta.
You can basically heal through her damage.
On the other hand, her extremely high damage can easily scare an opponent or two out of a team fight before it has even started. Basically, her job in the team is to keep enemies out of team fighting, or to make sure that if the team fight goes on for longer than some 20 seconds, it WILL be her team that wins. Basically, all you need to do in a game is put your curses on enemies and just make sure your team doesn't have any trouble with them starting a team fight, making her the choice caster for teams who don't have a lot of team fightability, or for teams who have a lot of sustain but no burst.
Her kit, while being quite mana hungry, is very effective to, eventually, zone enemies away. You can't keep anyone out of a zone right on hit -- therefore, solo laning as Jubeka would be a bad idea, as they can just go back to the well and heal right through your DoT's. What you need is a high sustain teammate to keep your enemies in place as you quickly cast your Q and your E to ten Immediately start channeling your W to get insanely high amounts of DoT on them -- And I mean, Insanely High -- and so, Jubeka really is team reliant to be the most effective.
And, for the question of her ultimates.
The first may look very strong -- I mean, 40 seconds of DoT? What? Keep in mind that the first Ultimate (Doomed to Die) is just constant damage you're putting out. If you die during it, it keeps ticking. The thing is, the base damage isn't overly high. I mean, a target that isn't murky or the lost vikings is easily going to be killed by it, as going invulnerable does not remove the DoT if it is already on you. But, on the other hand, getting healed pauses the DoT for 5 seconds. So, not only are you getting healed, but you don't take damage from it for 5 seconds. And all the healer has to do is get a quick heal on you -- Making Malfurion, or the medic, very good against her. I mean, sure, if you're NEVER gonna get healed, the DoT is most likely gonna kill you -- if you stand there like a ****** for the 40 seconds without trying to go back. And, keep that in mind, having this DoT on you prevent Jubeka from casting ANYTHING on you, and reduces the damage you take overall by 5%. Might not seem like a lot, but it's another thing that helps you survive, if anything, as Jubeka can deal more damage than this ultimate with her W ability, if you're locked down for enough time, as it does have a stupidly long range.
Her second ability, though, may seem like a true problem. You basically have living bomb on you that spreads every second, that makes the first living bomb not explodes as long as it spreads, but that does not explode. This curse, if you keep being nearby others, can last for the full 100 seconds. I mean, getting it on three targets at the same time forces the curse to tic 6 times, which adds one second to your own curse's timer. However, not continuing the curse means getting zoned out for 5 seconds, and taking decent damage. But, one day or the other, you'll have to deal with that damage, so it really is a "pick your poison" kind of situation. Going invincible Does let the curse continue to tic down and spread, but you won't receive damage from it, so you know.
Pick your poison, really.
Haunting Soul is awesome. I don't know about the ally functions, it's getting a little supporty that way (and perhaps a little too versatile), but the haunt function is just amazing.
Corruption is cool too, I like the charge system. You've also done a good job of turning it into a MOBA DoT where even sustained damage needs to be a little faster than usual.
I think that Doomed to Die might need a rework, from the sounds of it it's a near permanent effect until it's target dies which might be a problematic design choice. Not even Artanis' Purifier Beam will outright kill tanks and it only has the potential to be a 1 ability KO on squishier targets if they stand underneath it.
Unstable Affliction is nice, I had it down as a normal ability but with a similar spreading effect. The wording's a little odd but if I understand it correctly then it'll punish the target for being close to other heroes right? That's pretty cool.
Lust For Power is a cool talent, I'd change the wording to "Whenever a minion dies while under the effects of Corruption" or something like that though, like Nazeebo's passive. Blizzard's trying to avoid the last hit mechanic and it might make the talent more comfortable to use overall.
In this, I'll adress some things about the ultimates (Do note that I may still rework them. I'm simply posting this to clarify a few things.)
First off, thanks for the appreciation on Haunting Soul!
I just wanted to put in a name for an actual affliction ability, and I also wanted to avoid making a hero whose gameplay is centered around his trait -- Like Stitches' vile gas, thinking about it. You can build for it, but you shouldn't base your entire play off it.
The way I wanted Haunting Soul to be is not as a central piece for your gameplay -- the soul walks at 80% of a hero's normal walk speed, and needs to TRAVEL to a hero. The Soul has a VERY large range (similar to triple tap's) and heroes have to stay within it while the soul travels, else it will go back to Jubeka -- But to cast the soul, heroes need to be within a small range of her. Despite not having a massive cooldown -- Only when the soul dies-- it takes a good while for the soul to travel if you have it on another point, across the map, with no way to instantly recall it. I may just debuff the bonus it gives to allies, or remove it -- I just wanted to give her a little more versatility and depth than just "I get in cast dot and get out I jubeka i deal dmgs". (I'll actually explain the whole mechanic of it in my new update -- I literally just thought of adding it in. Silly me.)
Thanks for the appreciation on Corruption -- My idea of it was a DoT that dealt very good damage at a very short cooldown, but could be easily mitigated because, let's face it ; this game is in a burst intensive meta. Burst heals, burst damage, etc. For a DoT damage dealer to be even a viable pick, they would need to be able to dish out amounts of damage that would be clearly overpowered if they were given to a bursty character -- Like Kael. So yes, she can be top hero damage, even with just her Q ability. Will it net her kills without any help? Not if the target has more health than abathur. 100 damage a second, for 6 seconds (at level 20), but since the damage does not interrupt, they can literally back from it, which, later on in the game, is not something that you can let them do instead of dying. So, sure, she can net you some 350k damage if you build her optimally and get some good plays. But it won't net you the kills you need by itself.
As for the rework on Doomed to Die, I'd like to bring your attention to the fact that, despite everything, the damage isn't doing living bomb levels of damage in a single burst, and it can also be paused -- all you need to do is heal that target. Which, to be honest, you would need to do anyway. ANY source of healing is good, which makes malf or the medic extremely good to counter it, but you can also go to the healing fountain. The DoT lasts for 40 seconds -- you can cast it over and over, sure. But what happens with a murky misclick? You just set your ultimate that is supposed to be your constant outcome of damage on a hero that respawns in 5 seconds anyway.
But, I also think that I may need to nerf Doomed to Die. If nothing else, buff the time it prevent the DoT from damaging to 5 seconds, and remove 1 or 2 damage off the scaling, maybe. Ideas are appreciated.
As far as Unstable Affliction, you did get it correct -- You basically apply a 5 second DoT to your target. Every time its damage tics, it spreads to any non structure allies, and gives them a DoT. During that time, your own DoT does NOT tic down, and keeps on dealing damage to you. AND, added to all of that, every time the secondary curses dealt their damage 5 times (globally) you add 1 second to your timer.
I'm starting to think it is a bit powerful, but, as always, ideas are appreciated, and measures will be taken to prevent those nasty overpowered abilities from overtaking my concepts!
I did explain why I didn't pick Gul'dan -- I actually changed the actual hero at the last second before publishing this, because exactly of this ; Everyone has their own "representent' ; Paladins have Uther, or Tyrion.
Shamans have Thrall.
Death Knights have Arthas
Rogues have Valeera Sanguinare, or, even better, Garona Halforcen.
Mages have everyone and their brother who also brought their sexy girlfriend for a ********. I mean, gee -- Malygos, Medivh, Khadgar, Rhonin, Jaina (If I did some research I could probably find some 15 more names), and, to some extent, Med'an. Maybe Kaelthas too, despite people thinking of him as a Destruction warlock due to him being evil an' all. I mean, officially he is a fire mage.
Druids have Malfurion
Demon Hunters (THEY ARE COMING AND OMG... i just fanboyed all over my keyboard...) have Illiballer.
Monks have Chen, and maybe Li Li too.
And who do warlocks have as a single, major figure in their lore?
Gul'Dan.
The reason why this isn't another Gul'Dan concept is that I thought he should be something more than a simple warlock -- After all, he is THE warlock. THE (orcish) Betrayer! He should be able to do a little of everything, when even the most nobody warlock has at least 2 specialisations, shouldn't he?
The first thing I noticed is how cool your trait is. I was just using the soul shards, which was nice but in practise felt a lot like Kael's trait even with having multiple charges but a much longer cooldown. The next thing is that your build is a little simpler in a good way, I was trying to push in all 3 DoTs without having 3 ability buttons dedicated to it and things were getting a little tricky.
Haunting Soul is awesome. I don't know about the ally functions, it's getting a little supporty that way (and perhaps a little too versatile), but the haunt function is just amazing.
Corruption is cool too, I like the charge system. You've also done a good job of turning it into a MOBA DoT where even sustained damage needs to be a little faster than usual.
I think that Doomed to Die might need a rework, from the sounds of it it's a near permanent effect until it's target dies which might be a problematic design choice. Not even Artanis' Purifier Beam will outright kill tanks and it only has the potential to be a 1 ability KO on squishier targets if they stand underneath it.
Unstable Affliction is nice, I had it down as a normal ability but with a similar spreading effect. The wording's a little odd but if I understand it correctly then it'll punish the target for being close to other heroes right? That's pretty cool.
Lust For Power is a cool talent, I'd change the wording to "Whenever a minion dies while under the effects of Corruption" or something like that though, like Nazeebo's passive. Blizzard's trying to avoid the last hit mechanic and it might make the talent more comfortable to use overall.
Man, I'm pretty hesistant to go forward with my Affliction Warlock idea now. Hope you keep it up though :)