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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 ... 10 11 12 13 14 ... 20 30 40 50 57 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted March 11, 2009 04:12 PM

Dark clouds. Necromancer ultimate - Lord of undeads (enlightment) + master of pain + master of hex + master of mind (dark magic) + distract (sorcery)

Make the enemy army immune to all beneficial spells (including creature abilities), and make your curses (including creatures abilities) twice as hard to dispel (even with lay hands).
moreover, your curses will never fail (unless the creature has an immunity to this curse)

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted March 11, 2009 05:01 PM
Edited by Arcax at 16:49, 20 Mar 2009.

Splendor of Might - Ultimate Perk

Requires:

AttackBattle FrenzyStunning BlowExcruciating Strike
ShoutShout TrainingMighty ShoutDistract
LuckMagic Resistance:Barbarians Luck

The opponent of Barbarian can use only the spells of 1st circle.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 11, 2009 09:03 PM

I want that ultimate with a wizard (+ empathy)

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 11, 2009 10:46 PM

Solemn Zeal is a good and balanced ultimate, but kinda unoriginal since it's very similar to Nature's Luck.

Still sometimes simple things are the best
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted March 11, 2009 11:31 PM

Well I dont know what to say... I was thinking about reducing the cost of training for Knight or by making it free. The other idea was a Mass Counterstrike that will be activated even with ranged attacks,casting spells by enemy units, counterattacks etc hmm...I dont know...

But to be honest (its not an offense) ideas like : When your army will be highly reduced to 33,58% then an Archangel will appear and then he will ressurect everybody and then he dissapears and then the Divine Vengeance will be casted upon everybody and then a Goblin will appear... etc etc are original, ok. But they dont fit into the simplicity of the ultimates skills system of HoMM5.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted March 12, 2009 12:09 AM

Quote:


But to be honest (its not an offense) ideas like : When your army will be highly reduced to 33,58% then an Archangel will appear and then he will ressurect everybody and then he dissapears and then the Divine Vengeance will be casted upon everybody and then a Goblin will appear... etc etc are original, ok. But they dont fit into the simplicity of the ultimates skills system of HoMM5.


i have a feeling you are referring to mine... As i see it ultimate refers to the most powerful ability in existence... IMO retaliation strike isn't flashy enough. things like natures luck are amazing and the dwarven ultimate are nice because they induce a feeling of epic... i always felt good watching my enemies attacks falter upon my shield or my troop's blades ripping far stronger than normal... but then again who am i to decide. i simply believe they should be ultimate and thus a real testament.
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Protection From Everything.
dota

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted March 13, 2009 12:41 AM

Well, Its kinda true, I was talking about your idea because it was a total and ruthless anihilation of all standing troops and I dont see sense in having an Ultimate which will be used against you. But yes-it was quite epic.

Maybe create a perk for Warlock which will place in your spellbook an Armageddon spell and will be protecting your troops during casting it?

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted March 13, 2009 01:14 AM
Edited by mamgaeater at 13:03, 14 Mar 2009.

i don't know i took my perk back as i realized it had no synergy whatsoever with haven, aesthetically and value wise... why would a might based faction use divine wrath on itself... its just unsynergetic.

nice arcax.
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Protection From Everything.
dota

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 19, 2009 07:11 PM

So anybody else?

Deadline is tomorrow so hurry up if you want to participate. It'd be nicer with more than 3 people.
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted March 19, 2009 10:43 PM
Edited by Nebdar at 18:06, 20 Mar 2009.

There are 4 already

What to choose

Master of Death

Requires:
Plague Tent
Dark Renewal
Banish

Mark of Necromancer is more powerfull it is renamed to Death_Hand. Necromancer gains 33% more mana( 1 per every 50 damage). If it is cast on enemy the , the Hero troops will make 25% more damage to that creature and also Expert Sorrow is cast on the target for free( the Hero learns the Sorrow spell) and all positive spells ared dispeld and deals damage (like plague Tent ability) 10*Hero Lvl HP and it gets poisoned for 3 actions (Hero Lvl*TierNumber, (so Hero lvl 25 will deal 175 poison damage on 7th Tier)

If the MotN is putted on one of your own creatures it will make 25% more damage to every enemy and also Expert Haste Spell is cast on target for free. (the Hero learns the Haste spell) and all negative spells are dispeled and it heals/ressurects(same as First Aid Tent) 10*Hero Lvl HP ..

Eternal Servitude Dead units in this stack are raised again up to 14+10*Lvl HP.

Banshe Howl is also doubled. The Hero uses 0.01*Lvl less initiative to use this ability.


This is the ONE the Chosen ONEfor now)
Quote:
Necromancer

Master of Misfortune

Requires:
Dead's Man Curse + Soldier's Luck + Magic Resistance
Dark Renewal
Last Stand

The hero gains an ability to reduce the Luck of all enemy troops by 4( 3 from the the ultimate and 1 form DMC). When bad luck trigers the enemy makes 50%-4%*Luck damage( capped to 10%) & the morale is reduced by 2 for duaration of 1 turn.

The chance of triggering bad luck for enemy is increased by 1%*HeroLvl(caped to 80%), and the chance of triggering good luck enemy is decreased by 1%*HeroLvl.

Necromancers troops are immune to bad luck when they have MotN on them. When enemy creature has been Marked by MotN, the bad luck will always trigger as long as it is Marked.

Of course Nature's Luck and Absolute Protection will be nullified by this ultimate.




Holy Knight

Requires:
Empathy
Guardian Angel
Retribution

Divine Guidance is renamed to Guiding Prayer. These are the additinal effects when used:
Lay Hands + Heal/ressurect 5*Lvl HP

After the creature action the morale will trigger(if unit had negative morale it will turn positive for duration of 1 turn)

The Retaliation Strike is also putted on that unit.

The Attack and Defense stats (like the rune of Dragonform) increased by 25% when fighting good factions troops and increased by 50% if fighting evil faction troops for duration of 1+0.03*HeroLvl turns.

The hero uses less Iniative (0.01*HeroLvl) when using this ability.


Crafter of Magic

Requires:
Refined Mana
Mentor
Arcane Excellence

The hero can add one spell to mini arties and Mana to cast that spell once(with the RefinedMana it will be twice)
The spell will be cast on Advanced Mastery( the spell must be known to Hero, there can also be used an mass spell but counted as +1 lvl higher and on Basic Mastery)
The Tier 1 & 2 can use lvl 1 spells, Tier 3 & 4 lvl 2, Tier 5 & 6 lvl 3 and finnaly Tier 7 lvl 4 spells.
But if the Hero has Pendant of Mastery when creating the mini arties and during battle also then:
The Tier 1 can use lvl 1 spells, Tier 2 & 3 lvl 2, Tier 4 & 5 lvl 3, Tier 6 lvl 4 and finnaly Tier 7 lvl 5 spells.

Of course the high tier creatures can learn lower level spells...

Adding the spell to mini arties cost resources:
Light Magic: 1*Spell Lvl, 1*Spell Lvl.

Dark Magic: 1*Spell Lvl, 1*Spell Lvl.

Destructive Magic: 1*Spell Lvl, 1*Spell Lvl.

Summoning Magic: 1*Spell Lvl, 1*Spell Lvl.

Magic Mirror the chance to reflect the spell is 10%+HeroLvl*3%

Consume Artifact when the creature has an mini artie with spell Nb_effects in formula is increased by 1 (10*HeroLvl(1+Nb_Effects)


I know that i am not the best balancer... so comments and tips are welcomed and needed.
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted March 20, 2009 04:51 PM

Quote:
If the MotN is putted on one of your own creatures it will take 25% less damage and also Expert Endurance Spell is cast on target for free. (the Hero learns the Endurance spell) and all negative spells are dispeled and it heals/ressurects(same as First Aid Tent) 10*Hero Lvl HP .


But then it will be a lot harder to gain mana from this MotN-ed unit...

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted March 20, 2009 06:05 PM

So hmm right maybe change it to:

If the MotN is putted on one of your own creatures it will make 25% more damage to every enemy and also Expert Haste Spell is cast on target for free. (the Hero learns the Haste spell) and all negative spells are dispeled and it heals/ressurects(same as First Aid Tent) 10*Hero Lvl HP .


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 21, 2009 08:10 PM

Wasn't the deadline yesterday
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 21, 2009 08:12 PM

Yep. No more entries allowed in.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 22, 2009 02:34 AM
Edited by blizzardboy at 02:44, 22 Mar 2009.

The ultimates were disappointingly not very diverse, since 3 out of 4 of you went with Necropolis. Pretty good quality from a few of you though.  

Mamgaeater

Death’s Bounty

You only need Advanced mastery and 2 perks in Dark Magic and Basic Mastery and 1 perk in Leadership as part of getting this perk, whereas with every current ultimate in the game, you consistently need Expert Mastery and 3 perks in 3 different skills. This is an interesting shift, but I still don’t think it matches up to an ultimate. It could potentially be very good, but the fact that it’s based entirely around curses and blessings makes it somewhat situation, which is pretty harsh for an ultimate. An ultimate is suppose to be… ultimate. Also, for all the better the perk is, it’s pretty rough to have to get Leadership on top of it, which is mostly useless except for Herald of Death + Diplomacy. Also, what are these ‘some’ spell effects that are not distributed into you or your opponents army?

Creativity: 6
Realism: 3

Total = 9

Asheera

Call of the Dead

Sounds… annoying . This ultimate is definitely strong enough to merit as an ultimate, and I think the prereqs fit this better than the actual Howl of Terror. It thematically fits with Necropolis very nicely and massively reinforces a Necromancers ability to survive enormous amounts of punishment.

Creativity: 10
Realism: 10

Total = 20

Fauch

Dark clouds

Making the enemy immune to beneficial spells is somewhat situational; if the hero doesn’t use beneficial spells than that part of the ultimate serves no purpose. All of the ultimates in the game are useful no matter the situation. The 2nd part of the perk is much better and it’s nice how the curses can’t fail. Overall though, this ultimate is left wanting and isn’t quite as ultimate as it should be.

Creativity: 7
Realism: 5

Total = 12

Arcax

Splendor of Might

Just reading this perk makes me want to cry. Praise Nival they didn't use an ultimate like this It certainly sounds like a massive headache for the hero and meets the qualifications of an ultimate. This is a very small, nit picky oversight, but I’m assuming this would only allow Shouts of the 1st circle as well? Anyway, overall, very nice perk.

Creativity: 10
Realism: 9

Total = 19

Nebdar

Master of Misfortune

You said the hero ‘gains an ability to reduce the Luck of all enemy troops by 4’. Does this mean it is an activated ability like Banshee Howl, or is it a passive effect?

Quote:
When bad luck trigers the enemy makes 50%-4%*Luck damage( capped to 10%)


I’m not even sure what you mean here. What does ‘Luck Damage’ mean? How far below 0 the enemy heroes luck is?

Quote:
The chance of triggering bad luck for enemy is increased by 1%*HeroLvl(caped to 80%), and the chance of triggering good luck enemy is decreased by 1%*HeroLvl.


This is redundant. The chance of luck (or bad luck) triggering is 10% per point of luck (or negative point of luck).

Quote:
Necromancers troops are immune to bad luck when they have MotN on them. When enemy creature has been Marked by MotN, the bad luck will always trigger as long as it is Marked.


This is a completely different ability. It makes the ultimate very convoluted. Overall, the perk needs a lot of tuning, and having yet another perk based around luck (as with Nature's Call and Absolute Protection) is somewhat tiresome.

Creativity: 5
Realism: 2

Total = 7

---


This contest is shut down for the time being. I might restart it once the judging of ICTC is over with.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 22, 2009 02:52 AM

Woot, max points Really didn't expect this, thanks
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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted March 22, 2009 02:55 AM

I hope this contest can come back sooner or later even though i'm not the best perkmaker i still like competing.
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Protection From Everything.
dota

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 22, 2009 03:28 AM
Edited by Fauch at 03:39, 22 Mar 2009.

well, actually some of the existing ultimate seem quite situational too. (unstoppable charge, arcane omniscience, banshee howl)

actually, the point of my perk, is more to make the curses very hard to dispel (since you can't counter them with beneficial spells) than to simply prevent the use of light spells. distract acts in that way too. the 3 "master of" perks ensure you can quickly put the whole enemy army in serious difficulties.

and isn't asheera's ultimate a bit too powerful? logically it makes the army unkillable(if you always divide by 2, you'll never reach 0, unless you are dividing 0).

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 22, 2009 03:43 AM
Edited by blizzardboy at 03:44, 22 Mar 2009.

Arcane Omniscience isn't situational: you get every spell in the game in your book and you can use them as you see fit. Banshee Howl isn't situational either except against Undead and a select few units, but that's very uncommon. Unstoppable Charge isn't situational either, although it does suck.

You can kill a Necromancer with Ash's ultimate. You just need to beat down the stacks until none are standing. Yes, killing a necromancer with that ultimate would be almost impossible, but then again, it's almost impossible to kill a Ranger with Nature's Luck, or a Runemage with Absolute Protection, unless you also have an ultimate or a very strong army advantage.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted March 22, 2009 09:12 AM
Edited by Nebdar at 09:18, 22 Mar 2009.

It is pasive ability because it stack with DMC(Dead's...). 50%-4%*Luck damage (where luck mean how much luck you have so for example -5 50% - 4%*5= 30% damage)
Quote:

This is redundant. The chance of luck (or bad luck) triggering is 10% per point of luck (or negative point of luck).



So your enemy have -4 luck, so 40% chance to trigger bad luck +++ 1%*Hero_Lvl(25) so the actual trggering chance is =>> 40%+25% = 65%

And because this skill is dependant on your luck( not like Nature' Call when it is active all the time), so it is needed that at least one creature will suffer from it...

I was thinking that is obvious..

Ohh well i created something and it was fun
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