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Heroes Community > Age of Heroes Coliseum > Thread: Unique Perk Contest
Thread: Unique Perk Contest This thread is 57 pages long: 1 ... 8 9 10 11 12 ... 20 30 40 50 57 · «PREV / NEXT»
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 25, 2009 05:11 PM
Edited by Asheera at 15:48, 26 Jan 2009.

Empower Darkness: Dark Magic perk, requires Empowered Spells
(Mass) Decay, Frenzy, Blindness, Puppet Master, Curse of the Netherworld and Vampirism gain the Empowered versions which cost double mana, but have 50% more effective Spellpower. Moreover, the other Dark Magic spells (including their mass versions) will cost only 75% of their original mana.

(that mana reduction for the other spells is because their spellpower doesn't do anything at all except the duration which is already too high)

Power of the Elements: Destructive Magic perk, requires Elemental Vision
All elements will trigger on every other element except itself and not only on the opposite element. For example, Fire will trigger elemental chains on Air, Earth and Water, but not Fire.
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 27, 2009 08:16 PM

nice combo with my perk "mana flare"

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 28, 2009 02:35 PM
Edited by Arcax at 12:37, 30 Jan 2009.

I see that most of you are creating perks which makes spells of Warlock even more deadly as they are, Ill try sth else

Art of assassination - Attack

Requires:
AttackTactics
LogisticsScoutingSilent Stalker

Improves Invisibility ability.Invisibilty ability doesnt waste users turn. Whats more if invisible creature is "detected" it will counterattack before the enemy. Invisible creatures gains +2 speed bonus.


Elemental Symbiosis - Destruction

Requires:
DestructionMaster of FireSecrets of Destruction
SummoningMaster of Life
Irresistible MagicElemental Vision

Warlock can cast Destruction spells on his own units healing and ressurecting them if they are of the same element as the casted spell at the moment of casting. The power of healing and ressurecting is the original damage of spell divided by half. It works with Black Dragons. If the spell is area - based it will heal allies and inflict damage on enemies at the same time.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 02, 2009 07:37 PM

Last day for Dungeon. The ICTC contest has swept the coliseum and so we'll wrap up this contest with Sylvan.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 04, 2009 07:31 AM
Edited by blizzardboy at 04:46, 14 Feb 2009.

Man, a lot of these perks were just burning with awesomeness. This was a complete redemption from the long line of boring perks from the Haven round.

---

Xerox

Cycle of Destruction

Well, I suppose it’s not any more devastating than Ignite. I still think it merits having 2 destruction perks for prereqs though, but I’m not going to cut you too badly.

Creativity: 6
Realism: 8
=14

Shadow of Doom

These perks are supposed to be based on the H5 system, but I’ll let it slide. Either way, this perk is a lot like ”Irresistible Magic” in perk form, so I can’t give you much for creativity. Also, the 2nd part of the spell doesn’t seem like it relates to the first part, and feels like 2 perks jammed together into one.

Creativity: 3
Realism: 6
=9

=23

Mamgaeater

Geomancy - summoning

Oooooo. Very very cool. Awesome tie in with the elemental chains for Warlock, that is clever. I also love the name of the perk; it’s classic and deserves to be tied into Heroes somewhere. Unfortunately, it’s a tad crappy for as heavy as the prereqs are.

Creativity: 10
Realism: 8
=18

Dark chains

Another sweet tie in with the elemental chains. I love these two perks because they open up more strategy, and yet at the same time they’re simple. This is ideal: dynamic, fun, and simple at the same time. I don’t see a need for Dark Magic to be a prerequisite because that would just be annoying and make it too rare/underpowered, so I approve the of the prereqs. Very well done.

Creativity: 10
Realism: 10
=20

Total = 38

Broadstrong

Postgraduate Studies

This ability is so weird, I don’t even know what to make of the first ability. A perk that gives extra bonuses when visiting a Library of Enlightenment? The 2nd ability would be more fitting as a unique racial perk, and it’s just too weird to work as an ability, aside from the fact that with the right amount of knowledge, you could get a pretty beastly bonus to your defense. The warlock is going to have enlightenment for enhanced stats to begin with, and although their knowledge is fairly low, any ability can get impressively high with the right artifacts.

Creativity: 6
Realism: 3
= 9

Further Un-aid

This is a unique perk that requires two different skills that are rare for the Warlock, which means this perk is going to be obscenely rare. The name of this perk is horrible. Just the same, I like it. I always thought the Plague Tent ability would make more sense if it actually used “Decay” on their subject instead of just blasting them with direct damage. Very dynamic and yet simple.

Creativity: 8
Realism: 9
= 17

Total = 26

Asheera

Empowered Darkness

Incorporating empowered spells with dark magic was a cool move. Simple, and yet dynamic. This will add some fun new strategies for going dark magic. The 2nd ability was unnecessarily shoved in and doesn’t correlate with Empowering Darknesss.

Creativity: 10
Realism: 8
= 18

Power of the Elements

This sounds decent. I’m not super wild about it because it would decrease the strategic aspect of Elemental Vision since you’d be triggering them 3/4th of the time now, but the balance aspect of it seems solid.

Creativity: 8
Realism: 8
= 16

Total = 34

Arcax

Art of assassination

What’s this? A non-magic perk? This sounds like a spiffy perk, and a lot of you guys have been nailing these perks when it comes to making them dynamic and yet simple. Saving a turn is certainly valuable, and getting that free attack when revealed is also highly useful. All around, I love this perk. The prereqs are perfect.

Creativity: 10
Realism: 10
= 20

Elemental Symbiosis

Freaking sweet. The idea of the perk itself is possibly my favorite of all the perks, unfortunately I have some balance issues with it. I can see why you wanted to cut the effectiveness in half given how powerful this could be, but considering you have a ¼ chance of matching up with the element, you’re going to have difficulty healing the creatures you want as it is, so I actually think you could get away with keeping the healing at 100% effectiveness.

Creativity: 10
Realism: 7
= 17

Total = 37

Fauch

Master of earth

What’s this??? A master of earth! An early game meteor shower with Swift Mind is going to be more devastating than ever before with this perk. But that’s Swift Mind’s fault for being a stupid perk. It seems odd that Master of Earth would be a unique perk, but since Dungeon is the master of elements, it’s fitting that they would have it. Simple, yet spiffy.

Creativity: 8
Realism:  10
= 18

Mana flare

*strokes beard* Brilliant. Once again, almost everybody has harmonized their perks to be both simple and dynamic. This adds a new layer of depth to the elemental chains. It seems pretty well balanced too, although this perk is difficult to determine without doing a thorough test.

Creativity: 10
Realism: 10
= 20

Total = 38




Judge's Individual Favorites:

#1: Art of Assassination by Arcax
#2: Mana Flare by Fauch
#3: Dark Chains by Mamgaeater

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 04, 2009 07:32 AM
Edited by blizzardboy at 09:40, 04 Feb 2009.

Round 8

For this round, you are to create two unique perks for the Sylvan faction.



We'll give it a week.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 04, 2009 04:17 PM
Edited by Asheera at 21:21, 04 Feb 2009.

Nature Regeneration: Defense perk, requires Resistance and Master of Blessings
All creatures in hero's army regenerate 40% of their total hit points every turn (pretty much like regeneration). It does stack with Regeneration.


Nature's Call: Summoning Magic perk, requires Master of Conjuration and Master of Life
Hero gains Wasp Swarm, Summon Hive, and a Mass Wasp Swarm spell which costs 10 Mana but has a 3x3 area radius. Summon Hive spell gains a +5 effective Spellpower as well.

(imagine this with Rain of Arrows lol but Master of Life sucks though, which is why I used it as a prereq...)
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 04, 2009 10:00 PM
Edited by Fauch at 16:38, 06 Feb 2009.

Necromancy ward
Under summonning.
Requires summonning advanced, master of life, light magic basic.


Prevent the use of raise dead (even for your hero, and creatures such as lichmaster) additionaly, your creatures cost 10% more dark energy points to be raised.

obviously, it's mainly useful against necromancers. note that you can still use resurrection.

Druidic studies
Under summoning.
Requires summoning advanced, master of conjuration.


Your hero learn the spell "summon elementals" and can now choose which kind of elementals he wants to summon. If you have the "fire warriors" perk, the 40% bonus will apply to all kind of elementals (not only the fire ones)

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 05, 2009 04:21 PM

Where are all the other players? I guess ICTC kidnapped most of the participants.
____________

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 06, 2009 03:36 AM
Edited by Mamgaeater at 00:09, 08 Feb 2009.

Quote:
Where are all the other players? I guess ICTC kidnapped most of the participants.

Sylvan is one of my weaknesses... I'd rather be quiet and appear stupid than open my mouth and remove all doubt.


Hunted - Attack
Prereqs: Battle Frenzy, Deadeye shot
When the hero or a sylvan unit under the hero's command attacks a favored enemy, There is a chance the favored enemy will run in fear. (fear effect while attacking favored enemies.)

Tracking - Logistics
Prereqs: Warpath
The hero her consumes 20% less movement points when attacking a hero with a favorite enemy.
____________
Protection From Everything.
dota

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted February 06, 2009 01:07 PM
Edited by Arcax at 16:05, 14 Feb 2009.

Lucky Panoply - Defense

Requires:
DefenseVitality,Evasion
LuckMagic Ressistance, Soldiers Luck

Every 1 point of luck grants allied units a 2% chance of avoiding  physical damage when attacked. The max value is 10% The negative luck means 0%


Warriors Luck - Luck

Requires:
LuckSoldiers Luck
AttackArchery
AvengerDeadeye Shot

Ranger from now on will get a chance to get lucky attacks (counting Rain of Arrows and Deadeye shot).

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 06, 2009 01:32 PM

Here I am, again!

1)Irollan's Last Hope: When defending During Sieges, the Ranger is able to controll the Arrow Towers. The Hit Point of the Walls, Gate and Tower is increased by 20%, and the Arrow Towers do 50% more damage. Which ever Hero who win this battle (whether your Hero or the besieger) gains 20% more Experience from the Siege that usual. Additionally, all allied creatures gain +5 to Defence and +1 to Morale During any battle fought by this Hero.

Requires: Defence: => Evasion - Last Stand
         Enlightement: => Arcane Intuition - Know Your Enemy.


2)Deliverance: When an allied stack dies, another allied stack gets a Random Light Magic Spell cast on it. This spell is cast on Expert Mastery. However, the Spell will NOT be cast on creatures with Child of Light if they weren't the orginal target. The Spell is one of the following: Divine Strength, Haste, Cleansing, Endurance, Righteous Might, Deflect Missile or Ressurrection. Which spell is cast is determined randomly an is not affect by the Hero's own spells.

Requires: Light Magic => Master of Abjuration - Eternal Light AND Basic Leadership.
         


____________
Coincidence? I think not!!!!

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 11, 2009 11:44 PM


Battle Overseer

Leadership Perk

Requierments: Battle Commander + Preparation + Know Your Enemy

Decription: This perk gives you another( 4th ) row available for troops deployment. If enemy hero has tactics, your possibilities are reduced by one row. After placing all units they begin with prepartion active.


Doom Arrows

Attack Perk

Requierments: Nature's Wrath + Master of Storms + Know Your Enemy + Rain of Arrows + Imbue Arrow + Dead Eye Shoot

Desription: This abilitiy grants Lightning Bolt Spell. When using Rain of Arrows ability with Imbued Arrow with Lighting Bolt, they have a chance of 50% to cause Fear or regular but twice powerfull stun effect.
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 14, 2009 04:16 AM

you forgot to rate my perks for dungeon

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 14, 2009 04:18 AM

Quote:
you forgot to rate my perks for dungeon

even worse, he gave you my perks
____________
Protection From Everything.
dota

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 14, 2009 04:39 AM
Edited by blizzardboy at 04:41, 14 Feb 2009.

Fauch tied Mamga, but didn't manage to dethrone Art of Assassination

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted February 14, 2009 03:32 PM

Blizzardboy likes my perks the end is coming

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 14, 2009 03:37 PM

Quote:
Blizzardboy likes my perks the end is coming


well duh,
Quote:
Last day for Dungeon. The ICTC contest has swept the coliseum and so we'll wrap up this contest with Sylvan.

____________
Protection From Everything.
dota

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted February 14, 2009 04:02 PM

Quote:
Quote:
Blizzardboy likes my perks the end is coming


well duh,



Its the first time he is satisfied with them ...

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 14, 2009 08:30 PM

Quote:
Master of earth

What’s this??? A master of earth! An early game meteor shower with Swift Mind is going to be more devastating than ever before with this perk. But that’s Swift Mind’s fault for being a stupid perk. It seems odd that Master of Earth would be a unique perk, but since Dungeon is the master of elements, it’s fitting that they would have it. Simple, yet spiffy.

I don't feel the perk is too powerful, if compared with master of fire. only meteor shower will make it very powerful. it would be the same thing with master of fire + armaggeddon + magma dragon.
and swift mind isn't a bad perk to have with it. with a single stone spikes, you can make sure the enemy dragons won't reach you in the 1st turn.

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