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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 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 (17) 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 ]
blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted October 27, 2009 11:08 PM
Edited by blizzardboy at 11:38, 28 Oct 2009.

Round 14:

Create a unique Luck perk for a faction of your choice.

Deadline November 6th
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Mytical
Mytical

Hero of Order
Chaos seeking Harmony
posted October 28, 2009 12:08 AM

Score was actually higher then expected for the last perk.
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alcibiades
alcibiades

Hero of Order
and Light
posted October 28, 2009 05:50 AM
Edited by alcibiades at 05:53, 28 Oct 2009.

My scores for this round. A handful of solid entries, but none that really WOW'ed me.


Azagal
Malassas Favour
Nice name. The effect is a bit vague to me - do I understand you correctly that Hero can have positive Morale trigger to make ATB consumption 50 % instead of normal 70 % (with Sorcery)? I guess that could work. The 20 % Mana penalty is ok I guess, not sure if I find it necessary tbh - 30 % chance for 20 % ATB gain is a steady 6 % ATB gain, whereas 50 % chance yields 10 % ATB gain - equal to one level of Sorcery. Notice that the problem with the Mana penalty is that sometimes you might want to save Mana more than ATB, and then it's annoying that you can't choose (similar to when Hellfire triggers and uses your mana and you have no need for it).
Creativity: 8
Realism: 8

Mamgaeater
Arcane Lens
That's a pretty weird skill. I have difficulty evaluating this one - is it good? Will it work for both players or just one? What's the purpose of this perk - I suppose it's so that when you destroy the crystal, it costs less - or what?
Creativity: 7
Realism: 7

Fauch
Demonology
Less is more ... I like it. Simply skill, but useful, and seems pretty balanced. Prerequisites seem fitting.
Creativity: 7
Realism: 9

Mytical
Eternal Arcane Empathy
It starts pretty good - I like the idea of the Mana regeneration for units - which would be a decent skill in itself. The added speed could probably also go as a skill, although the combined effect probably is too much for one skill. Adding the Deflect Missile thing both seems completely unrelated to the others and vastly imbalanced. Too bad.
Creativity: 8
Realism: 3

Nebdar
Black Channels
Uhmm ... isn't this basically just Distract over again with slightly smaller bonus but added a 10 % Sorcery bonus? Not very balanced if you ask me, another 10 % bonus is great and coupled with enemy being slowed down it seems a no-brainer.
Creativity: 6
Realism: 3

Shyranis
Channeled Skull Duggery
The name is extremely weird, and the effect of the skill seems a bit random. I'm not keen on the thing with keeping them after combat, but on the other hand, it's not going to come into play too often. Hmmm.
Creativity: 5
Realism: 5

JollyJoker
Runic Feedback
That is quite creative. It's also quite powerful, so maybe I'd add a bit more in the prerequisites? I guess it could work in game, I'm not sure if it's imbalanced, but don't think it's any worse than High Druid's Channeling (but of course, that IS imbalanced). Guess it would also need gametesting - I can see potential +10 or so SP gain, which is quite good.
Creatibity: 9
Realism: 7

Imbued Sorcery
Well, this could work I guess. Not that I really think Imbued Arrow needs a boost, but guess you could do it like this.
Creativity: 7
Realism: 7


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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 28, 2009 08:54 AM
Edited by JollyJoker at 03:07, 29 Oct 2009.

Perk for NECROMANCER

Necro's Luck

Prerequisites:

Advanced Luck, Soldier's Luck, Mark of the Necromancer, Basic Dark Magic, Master of Pain

Effect:

There's a Luck*10% probability that mana gain from Mark of the Necromancer is doubled. Technically this is done by doubling the EFFECTIVE damage dealt against a target with Mark of the Necromancer on it for the purpose of determining the mana gain, only. Note that the Luck effect might be doubled here: Luck itself may double the actual damage done, then Necro's Luck may double the mana gain out of it.
Example: A unit does 75 damage against a marked target, doubled for Luck to 150. Necro's Luck doubles this to 300 for mana gain purposes, netting FOUR mana points gained (albeit the target still suffered only 150 damage.
Note further, that the effect is working as well, when killing a target: Example: A target stack has 75 HP remaining. A stack does 110 damage against it. Instead of the 75 points of actual damage recorded, it's 150 damage: 2 mana is gained.



I have a feeling that I will post more perks in the days to come.

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted October 28, 2009 11:39 AM
Edited by blizzardboy at 11:39, 28 Oct 2009.

Final results from last round posted on the previous page.

@Joker: I assume the 1st one will for the contest?
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 28, 2009 12:04 PM

Well, Necro's Luck is a pretty solid one.

For Power of the Ancient Graves... Agreed. The perk is wrong with Luck, needing Leadership as a prerequisite. It should probably be a Leadership perk. So I'm going to delete it.

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted October 28, 2009 01:37 PM

I wasn't saying one is better than the other, I just only judge one of them for the contest is all.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 28, 2009 02:49 PM
Edited by Fauch at 14:53, 28 Oct 2009.

funny, one of the perks I thought about is identical to jollyjoker's one.

well, blizzardboy, about my perk it's what alc said :
Quote:
(similar to when Hellfire triggers and uses your mana and you have no need for it).

moreover consume corpse costs you time and you may choose vermins over familiars.

Haven
Gifts from Elrath
requires luck advanced, resourcefulness

The probability to find a minor artifact in a chest is multiplied by your luck. (4% x luck, with a minimum of 4% if your luck is null or negative and no maximum (good luck trying to reach 25 luck points, if ever it is possible lol))

of course, this ability decreases the probability to find gold and XP...

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted October 28, 2009 06:19 PM

Blizz, the perk isn't for dungeon, its for academy, the king of having WAAAAAYY to much mana to go around.

And alci how can a unit be next to an arcane crystal that isn't there?

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted October 28, 2009 06:33 PM
Edited by blizzardboy at 00:00, 30 Oct 2009.

Oops, I don't know how I missed that; it just felt so appropriate.

Time to plunge your score into the 900th layer of the Abyss.


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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted October 28, 2009 06:39 PM
Edited by mamgaeater at 18:46, 28 Oct 2009.

it would've worked better but Acadamy is the king of those kinds of things. Just doesn't belong in dungeon, y'know.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 29, 2009 02:50 AM
Edited by JollyJoker at 06:08, 29 Oct 2009.

A slight change in notation: I'll underline the prerequisites that are those actually necessary; the rest is just necessary to get those.

A Double Perk:

Perk for HAVEN

Knight's Luck

Prerequisites:

Advanced Luck, Soldier's Luck, Advanced Defense, Vitality, Stand Your Ground

Effect:
Luck*5% is added to the Counterstrike Bonus up to a maximum of 25% (giving at most a 45% Counterstrike Bonus with Expert Counterstrike).

---------------------------------------------------------------------

Perk for HAVEN

Griffin's Luck

Prerequisites:

Expert Luck, Soldier's Luck, Knight's Luck, Basic Attack, Tactics, Expert Defense, Vitality, Stand Your Ground, Preparation, Benediction, Expert Light Magic, Master of Abjuration, Master of Blessings, Guardian Angel

Effect:

There's a Luck*10% (capped at five) probability that a unit stack that just retaliated retains its retaliation ability (is not used up).
In combination with Preparation this would mean, if a unit retaliated before it was attacked and was lucky it had indeed TWO retaliations.
And, yes, a unit can have unlimited retaliations this way.

And, Alci, I hope this double perk will WOW you

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 29, 2009 02:22 PM

Dungeon
Unlucky prey

requires summoning magic basic, master of earthblood, luck expert, magic resistance, warrior's luck

The hero learns the spell "landmines" and casting it will summon 10 landmines (whatever the level of mastery in summoning magic)

any enemy stack who walks on a tile being verticaly adjacent to a landmine (providing that the battlefield is turned so that one army is on the left and the other one on the right) has luck of your hero X 10% chance to trigger that landmine and receive full damage from it (unless magic protection/resistance comes into play of course)
the minimum probability is 0%

I______I
I__x___I
I__o___I
I__x___I
I______I

I = starting positions of the armies
O = landmine
x = enemy stacks walking there may trigger the trap.

note : if a stack walks between 2 traps, the chance is calculated independantly for both of them.

note 2 : the 1st part of the perk (summoning 10 mines at once) is because this perk prevents you from getting warlock's luck, so I thought it should better be powerful.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted October 29, 2009 06:50 PM
Edited by mamgaeater at 18:54, 29 Oct 2009.

academy


Swifter Mind - Luck
Prereqs - Resourcefulness, Swift Mind
The hero's mind operates at such a quick pace that the hero is able to respond faster to sudden changes on the battlefield.

Technical - Whenever luck triggers from any source the hero moves 5% up the ATB Bar

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Mytical
Mytical

Hero of Order
Chaos seeking Harmony
posted November 04, 2009 03:50 AM

Bah, got a few running through my head but they all are IMBA or sound lame.  Will wait till next round.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted November 04, 2009 08:59 AM
Edited by Azagal at 16:05, 04 Nov 2009.

Academy
Eye of the Sorcerer
Preq: Arcane Intuition, Mark of the Wizard, Basic luck

"A wise man once said that god doesn't play dice because ,even in our universe where everything is founded on the laws of physics and chemistry, one can not predict the unpredictable... I am the exception." Cyrus Aramar. First of the Circle and inventor of the skill.

By binding himself to the creature the Wizards shares a part of his understanding of the combat with it. The creature will now be able to see where and when it has to strike for the attack to do double damage.

In short: The creature targeted by MotW will see if it's attack will be lucky or not (there's a a tiny rainbow over the attack cursor if luck will trigger if you attack from there.)
____________
"The superior man is modest in
his speech but exceeds in his
actions." Confucius

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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 04, 2009 07:33 PM

cool perk. how does it work if a creature has the double attack ability? or even worse, assault? do you know if the creature will land a second blow and if it will be lucky or no?

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted November 05, 2009 02:51 PM
Edited by Azagal at 15:13, 05 Nov 2009.

Thanks.Well considering there are no units in the Wizard army that can benefit from "Soldiers Luck" I didn't give the integration of your suggestions any thought.
But I'd say that the perk only works for the initial attack (=the first move) everything that happens after that is up to your usual random luck thing. Integrating the elements you suggest goes slightly against the theme of the perk, atleast the way I understand it.

I mean I'm sure you've experienced it that you start a battle make a move and don't get luck. Let's say you disconnect and play the game again (in the exact same set up) and you make a different move and you'll get luck. The perk is basically about showing you where you get a lucky hit and where you don't. I thought I'd beef up Academies Might aspect since they can be quite potent actually it's just that you hardly see that since they're naturally played more to their magic potential.
____________
"The superior man is modest in
his speech but exceeds in his
actions." Confucius

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted November 06, 2009 10:43 AM

So, what's the matter? Shall I post yet another few?

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted November 06, 2009 12:29 PM
Edited by Nebdar at 14:33, 06 Nov 2009.

Necromancer

Power of Misfortune

Prereq: Dead Man's Curse + MoTN + Master of Curses

When MoTN is used on enemy creature/frendly, the luck will never triger ( the bad luck have an 50% greater chance to trigger) and whenever it is hit with melee or ranged attack there is 50% chance that 1 point of luck will be stolen permanantly( if the value of luck on attacked creature was greater then "0"(still positive "+") and the one point of luck will be given to the attacker. If the value of luck on attacked creature stack was 0 or less there is 75% chance that one bad luck point will be given permeanantly( so - 1 to luck)
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