Duriel by JLE1138

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Duriel

By: JLE1138
Last Updated: Aug 16, 2021
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Duriel

Lord of Pain

Duriel, Lord of Pain is a terrifying monstrosity, sought on bringing pain to others, and sometimes, even himself just to sate his devilish lust for suffering. After his defeat on Sanctuary, Duriel has found his way to the Nexus, driven by his hunger for blood, and leaving a trail of anguish and torment in his wake...


Health: 2,278 (+4%)| Regen: 4.8 (+4%)
Blood: 100 |
Attack Speed: 1.00 per second | Attack Damage: 152 (+4%) | Attack Range: 2


Duriel is a Melee Assassin that uses his own and others pain as a way to deal damage. His trait, "Pain", generates his special resource "Blood", which is generated depending on how much damage he takes. In this sense, Duriel can function well as a bruiser, as he needs to take damage to deal damage. He uses this resource to deal damage to enemies and to regenerate his own health, which is his most valuable resource, as it dictates how much damage he can dish out. The lower health you have, the stronger Duriel gets, gaining more resources and doing more damage, but at the cost of living on the edge of death.


+ 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.

Combat Trait

1
Pain
Passive: Instead of Mana, Duriel uses Blood. Duriel gains 2 Blood for every 1% damage he takes at a time. Duriel's Health Regeneration increases by 3% for every point of Blood he has. After 8 seconds of not gaining Blood, it begins to slowly decay.

Duriel can store up to 100 Blood


() Quest - Regenerate 3000 Health exclusively via the bonuses from Pain.

() Reward - Permanently increase Duriel's Maximum Blood by 50.

Primary Abilities

1
[Q] Leeching Mass
Cost: 10 Blood
Cooldown: 7 seconds

Eject a bloody mass in the target direction that sticks to the first enemy Hero hit for 4 seconds, dealing 84 (+4% per level) damage. Whilst Leeching Mass is stuck to a target, it can be re-activated, causing Duriel to charge at the target with increased Movement Speed, detonating the mass, dealing 126 (+4% per level) damage in an area.

Duriel gains 10 Blood per Hero hit.
2
[W] Taint
Cost: 20 Blood
Cooldown: 10 seconds

Infest an enemy, dealing 46 (+4% per level) damage per second for 4 seconds. Whilst under the effects of Taint, the enemy leaves a trail of creep wherever they move, dealing 43 (+4% per level) damage per second and Slowing any enemy within it by 15%. Creep lasts for 3 seconds.

Every Basic Attack against an enemy affected by Taint will spawn a Maggot that follows Duriel for 3 seconds, leaving creep wherever it moves.
3
[E] Plasma Pool
Cost: 40 Blood
Cooldown: 16 seconds

Vector Targeting

Growing in size over 1.5 seconds, summon a large pool of blood in the chosen direction for 8 seconds. Whilst standing in it, Duriel regenerates 5% of his maximum Health per second, but also loses 15 Armor.

Secondary Abilities

1
Frozen Carapace
(Added by Level 1 Talent: Frozen Carapace)

Cooldown: 35 seconds

Active: Activate to Slow nearby enemies by 15% and increase the Health Regeneration of Pain by 200% for 4 seconds.
2
Realm of Pain
(Added by Level 4 Talent: Realm of Pain)

Cost: 10 Blood
Cooldown: 60 seconds

Active: After 1.5 seconds, Duriel becomes Unstoppable and casts Hearthstone, but loses all Blood currently stored.

Heroic Abilities

1
[R1] Blood Pact
Cost: 30 Blood
Cooldown: 90 seconds

Mark an enemy Hero for 6 seconds, linking Duriel's Health with theirs. Whenever Duriel takes damage, the same amount is lost on the affected Hero. Healing is not shared between each Hero.
2
[R2] Masochism
Cost: 10% of your current Health
Cooldown: 25 seconds per charge.

Inflict your own pain onto others, damaging yourself for 10% of your current Health to deal a colossal blow against a target enemy, dealing damage equal to the Health lost, plus an additional 6 (+4% per level) damage per Blood generated by this ability.

Stores up to 2 charges.

Talents




(Q) Bloodborn

Increase the range of Leeching Mass by 25%. Leeching Mass' detonation creates a Maggot at every enemy Hero hits location.
(Q) Haemoglobin

(?) Quest: Attaching a Leeching Mass to a Hero increases its impact damage by 5, up to a maximum of 75.
(?) Reward: After attaching Leeching Mass to 15 Heroes, re-activating Leeching Mass grants Duriel 50 Spell Armor for 2.5 seconds.
(E) Pureblood

Plasma Pool no longer reduces Duriel's Armor whilst standing in it, but it has its healing reduced by 50%.
(Active) Frozen Carapace

Cooldown: 35 seconds

Active: Activate to Slow nearby enemies by 15% and increase the Health Regeneration of Pain by 200% for 4 seconds.



(W) Abominable

Increase the duration of creep and Maggots by 100%. Whilst walking over creep, Duriel's Movement Speed is increased by 30%.
(Trait) Rip and Tear

Duriel's Basic Attacks deal 1% more damage for every 2 Blood he has. Re-activating Leeching Mass doubles this bonus for 5 seconds.
(Passive) Savor It

Increase Regeneration Globe healing duration by 100%. Regeneration Globes also grant Duriel 10 Blood.

(?) Repeatable Quest: Every 50 Blood generated from Regeneration Globes further increases the healing duration of Regeneration Globes by 10%, up to a maximum of 100%.
(Active) Realm of Pain

Cost: 10 Blood
Cooldown: 60 seconds

Active: After 1.5 seconds, Duriel becomes Unstoppable and casts Hearthstone, but loses all Blood currently stored.



(Q) Reciprocate

Leeching Mass deals 1% more damage for every 1% of Duriel's missing Health. If Duriel is below 50% Health, re-activating Leeching Mass grants Duriel a Shield that absorbs damage equal to 10% of his maximum Health.
(W) Plagued Claws

Duriel's Basic Attacks against enemy Heroes infected by Taint reduces its cooldown and increases its duration by 0.5 seconds per attack.
(E) Boiling Blood

Plasma Pool deals 58 damage (+4% per level) per second to any enemy standing in it.



(R) Blood Pact

Mark an enemy Hero for 5 seconds, sharing Duriel's healthbar with them. Whenever Duriel takes damage, the same amount is lost on the affected Hero. Healing is not shared between each Hero.
(R) Masochism

Inflict your own pain onto others, damaging yourself for 10% of your current Health to deal a colossal blow against a target enemy, dealing damage equal to the Health lost, plus an additional 6 (+4% per level) damage per Blood generated by this ability. Stores up to 2 charges.



(W) Fester

Hereos affected by Taint receive 40% reduced healing for its duration. 50% of the healing prevented is transferred to Duriel instead.
(E) Natural Surroundings

Plasma Pool increases Duriel's Attack Speed by 10% every second he stands in it, up to a maximum of 50%. This bonus lasts for 2.5 seconds after leaving the pool, but is refreshed when re-entering.
(Trait) Suffering

Cooldown: 30 seconds

Activate your Trait to mark a target allied Hero, gaining additional Blood and Health Regeneration from their missing Health for the next 5 seconds.



(Q) Contagion

Leeching Mass' detonation applies an un-talented Leeching Mass to enemy Heroes hit that detonates after 1.5 seconds. If a Hero is hit by Leeching Mass inside Plasma Pool, apply an un-talented Leeching Mass to all other enemy Heroes inside Plasma Pool. Secondary explosions cannot spread.
(Q) Bludgeoning Mass

Leeching Mass stuns the first enemy Hero hit for 1 second, and enemies hit by its detonation are Slowed by 30% for 1.5 seconds.
(W) Bursting Boils

If no Maggots are spawned during Taint, the target will instead explode, dealing 176 (+4% per level) damage to all nearby enemies.
(E) Wilting Plasma

Plasma Pool Slows enemies inside by 15%, increasing to 60% over 4 seconds. The Slow decays over 1.25 seconds after leaving the pool, but is refreshed when re-entering.



(R) Viati***

Blood Pact deals bonus damage equal to 2% of the enemy Heroes Health per second, healing Duriel for 100% of the damage dealt.
(R) Agony

Masochism loses its additional charge and has its cooldown increased by 15 seconds, but now generates 150% more Blood per cast.
(Trait) Rush of Blood

Takedowns permanently increase Duriel's maximum Blood by 5, up to a maximum of 100.
(Passive) Lord of Pain

Duriel's Basic Attacks grant him 10 Physical Armor for 4 seconds, stacking up to 50. If the target is a Hero, Duriel also gains 5 Blood.

Talent Tiers







Changelog

27/01/17


- Changed the name of his trait from Sadist to Pouring Blood, as it was too similar to Alarak's Trait name.
- Changed the trait from "Gains Basic Attack damage equal to the amount of Blood Duriel has" to:
"Whenever Duriel is hit, he gains extra damage on his next Basic Attack equal to the amount of Blood he has".
- Changed the damage of Painbringer from 350 to 275.



28/01/17


- Changed the name of the trait again to Pain instead of Pouring Blood.
- Changed the name of Painbringer to Deathbringer, as it is too similar to the trait name.



04/07/17


- Added an extra description about what Duriel does



07/07/17


- Many wording changes.
- New formatting.
- Extra balance tweaks.



25/10/17


- Increased the damage of Bursting Boils at Level 16.
- Reduced basic attack range and damage.
- Formatting tweaks.



18/05/18


- Increased the damage of Bursting Boils at Level 16 again.
- Increased the amount of Blood generated from Lord of Pain at Level 20.
- Changed Rush at Level 20 to Rush of Blood, which increases Max Blood instead from Takedowns.
- Increased damage of Reciprocate at Level 7 by 1%.
- Bloodsplosion at Level 7 also increases range of the explosion by 25%.
- Misery at Level 1 renamed to Worthy Donor.
- Reworded many of the talents to make them seem more like the ones in game.

20/05/18


- Added talent Icons in the talent tree.
- New Icons for Talents.
- Pros and Cons list.
- Added Frozen Carapace (Active) at Level 1.
- Added Talent Rip and Tear (Trait) at Level 4.
- Contagion at Level 16 no longer reduces the secondary explosion damage.
- Bludgeoning Mass at Level 16 now also slows enemies hit by the explosion.

04/06/18


- Renamed Level 20 Talent "Last Rights" to "Viati***", as otherwise, it is the same as Malthael's Ult name.
- Increased the slow on the Level 7 Talent "Wilting Plasma".
- Changed the percentage increase on Deathbringer from 4% to 1%, as it was doing over 12,940 damage at Level 20...
- Increased the Movement Speed bonus on Deathbringer by 25%.
- Certain grammatical issues within the Talent section.

07/06/18


- Added new talent at Level 4: Realm of Pain (Active).
- Changed around some talent icons.

08/07/18


- Talent rebalancing.
- Plasma Pool is now Vector Targeted for additional use as a strategic tool, especially with specific talents.

05/08/18


- Changed Rip and Tear (Level 7) to lower blood increments, so you gain more damage at lower blood level changes.
- Talent rewording (making things clearer, especially Ultimate upgrades).

01/09/18


- Changed wording within initial abilities, which makes the descriptions more concise.
- Increased the channel time for Plasma Pool.
- 'Red-ified' all the Blood keywords within the ability tab.

03/09/18


- Created Talent tier images

14/10/18


- Wording changes in the Talent and Ability section

01/09/20


- MASSIVE REVAMP OF KIT, NEW VISUALS, NEW IMAGES ETC.

17/12/20


- Wording, Cooldown, and talent changes (Rip & Tear, Contagion etc.).


27/12/20


- New Talent Tier graphics.

- Changed talents like Natural Surroundings and Suffering to be more in-line with existing talents.




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1
[-]
Murraythehuman (2) | August 31, 2020 5:34am
I have some... issues with this moveset. However, because it's harsh criticism, I'd rather ask permission before deep diving on the problems I have with Duriel. I will say that I like some of the concepts here, but I think there's a few a "not seeing the forest for the trees" issues that warrant another pass.
1
[-]
JLE1138 (1) | August 31, 2020 7:23am
Hey man, no need to ask for permission to give criticism, I don't really mind, seeing as I did make 90% of this about 2 years ago, and have just been pruning ever since (no huge re-do's since like early 2019), so seeing some constructive criticism will be better than nothing. Go ahead man!
2
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Murraythehuman (2) | August 31, 2020 9:30pm
I just wanted to be sure, because if I'm going to eviscerate someone's hard work, I don't want to be the bad guy. Also knowing this is an older moveset for you certainly helps take a load off my mind.

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
  • Add a slow, and make this Duriel's primary way of closing gaps (I'd put the slow elsewhere, myself).
  • Make the ability free to cast, and focus it entirely into being an alternative way to gain Blood. This one fits well with the current design of Pain, helping to overcome the no-win situations Duriel has the potential to fall into.
  • Halve the move's power, but lower the cooldown to 2-3 seconds. This lets the move be a potential pay-off for saving up lots of Blood. It'd probably need to be relatively short-ranged, to make sure Duriel doesn't just become a Mage, but rapid-fire, short-range splash damage gives him a higher skill ceiling, as an ability with the potential for rapidly landing low-damage abilities that hit the entire enemy team opens up the door for interesting new talents.


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:
Quoted:
Infest an enemy Hero, causing them to release a pool of creep at their position that deals 35 (+4% per level) damage a second and slows enemies in its radius by 20%. Creep pools lasts for 2 seconds.

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.
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2
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Nima Nightmare (2) | March 20, 2020 7:15am
Really love this concept. would like to see Duriel as the next Diablo hero in the game :D

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?
2
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JLE1138 (1) | March 20, 2020 11:28am
Thanks for the nice words!

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!
1
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DarkFigure4 | August 28, 2017 2:05am
I really enjoy reading Duriel concepts and yours is no exception. I like all of his basic abilities and I really like both of his ultimates. I really hope they add Duriel to the nexus soon and give him a kit like this.
1
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Demolij (1) | January 27, 2017 12:55pm
I really like your design. I do have a few things to mention though. First off, the Sadism Trait is a little unnecessary because it's like a fusion of Sonya's and the Butcher's Traits into one that shares the exact same name as Alarak's Trait. I think having something a bit more simple and direct would be better, for example each time he takes damage from a hero gain 50% increased attack damage for a short while.

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?!?)
2
[-]
JLE1138 (1) | January 27, 2017 1:51pm
Thanks for the advice, few things i'll clear up here though. Thought Sadism was a talent from Alarak not his traits name, i'll change that then, just wasn't aware of that at the time. Also, like the idea of the different trait idea. At the time I really wasn't sure what trait he could have, as the Blood resource was the main part of it. The only thing i'm confused about is the Sonya reference. I understand that they both have unique resources, but, as is the case with Auriel, they are generated in different ways, so i'm not sure that they have similar traits in all honesty.

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! :)
1
[-]
Tarurb (2) | January 27, 2017 5:37pm
How about simply Pain as the Trait's name? There will be no confusion by doing so :P.

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.
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