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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 ]
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 02, 2008 04:19 PM

If you want it that way, the chances have to add up to 100%
____________

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Snowball from Hell
posted December 02, 2008 04:20 PM
Edited by blizzardboy at 16:23, 02 Dec 2008.

Alcibiades volunteered to join in as a judge, so now you have two people you must suck up to

Keep the entries rolling; this is getting fierce.

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Xerox
Xerox


Promising
Undefeatable Hero
posted December 02, 2008 06:11 PM
Edited by xerox at 18:16, 02 Dec 2008.

Quote:
If you want it that way, the chances have to add up to 100%  



Ok, im 13 years old and dont like to do school things at home (even though school is very fun - but not at home -.-, which fortunaly never happens) so I will let it be.

But sure, I will try to edit.

edit: Does it makes sense now? (sense is my favorite word that does only exist in English, kind of like "Lagom" in Swedish - but you have stolen are "Smörgåsbord" which basically would literally translate to "Sandwich Table" in english, mm... smörgåsbord).
____________
Over himself, over his own body and
mind, the individual is sovereign.
- John Stuart Mill

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 03, 2008 01:19 PM

Yes actually it makes much more sense now

(question to Bliz: does stuff like this affect your score? I mean, does stuff that doesn't make sense affect the score? just want to know so that I won't make a perk that doesn't make much sense in the future)
____________

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Snowball from Hell
posted December 03, 2008 02:46 PM
Edited by blizzardboy at 14:51, 03 Dec 2008.

Quote:

(question to Bliz: does stuff like this affect your score? I mean, does stuff that doesn't make sense affect the score?


Yes. From the OP:

Quote:
Realism: Can you see this perk actually being added into the game? Or is it overly complicated, unclearly explained, underpowered, or overpowered?


Having a creative and spiffy perk is part of getting a good score, but it also needs to be realistic, which includes having a clear description that makes sense. Xerox isn't the only one that is/was going to be affected because of this.
____________
John Hancock

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Xerox
Xerox


Promising
Undefeatable Hero
posted December 03, 2008 03:48 PM

Ok, I will replace it then.

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted December 03, 2008 07:59 PM

Just edited again, regarding the increase for vampirism effectiveness.

At this rate of entries (all of which look intriguing in some way) coming in, blizzardboy and Alc would have a real headache determining the winners.
____________
The queer part of the
Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with
sailing, summon allies,
spatial travel and supermover.
Many current projects on hand.

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Xerox
Xerox


Promising
Undefeatable Hero
posted December 06, 2008 09:58 AM

Do we have time untill 23.00?
____________
Over himself, over his own body and
mind, the individual is sovereign.
- John Stuart Mill

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Snowball from Hell
posted December 06, 2008 02:16 PM
Edited by blizzardboy at 14:24, 06 Dec 2008.

Quote:
Do we have time untill 23.00?


Yes. I'll score them tomorrow (Dec. 7) and post the results once me and Alc have collaborated.

Regardless of whether or not we get the results tomorrow, I'm starting the next round tomorrow so people can start thinking of their next perks.


____________
John Hancock

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Xerox
Xerox


Promising
Undefeatable Hero
posted December 06, 2008 02:48 PM

Okey then, thanks. I will do a balance wave now.
____________
Over himself, over his own body and
mind, the individual is sovereign.
- John Stuart Mill

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Snowball from Hell
posted December 07, 2008 08:08 AM
Edited by blizzardboy at 03:57, 09 Dec 2008.

BLIZZARDBOY SCORING:

CREATIVITY:
1. Is it original? 0-4 points
2. Is it nifty, interesting, spiffy? 0-4 points
3. Does it go well with the faction? 0-2 points

REALISM:
4. Is everything efficient and correctly explained? 0-3 points
5. Is the perk logical with the prerequisites? 0-3 points
6. Is it balanced? 0-3 points
7. Sloppy or Neat? (less than 3 basic errors) 0-1 points

Total = 20 points

-----

In order that they were presented:

Faunch:

Seal of Light

1. 3
2. 3
3. 2
4. 1
5. 2
6. 0
7. 1
=12 points

Corrupt Ground

1. 4
2. 4
3. 2
4. 3
5. 3
6. 3
7. 0
=19 points

Total = 31 points

Asheera:

Splendor of the Dead

1. 4
2. 4
3. 2
4. 3
5. 2
6. 3
7. 1
= 19 points

Ultimate Reanimator

1. 3
2. 4
3. 2
4. 3
5. 3
6. 3
7. 1
= 19 points

Total = 38 points

Lexxan:

Occultism

1. 3
2. 2
3. 2
4. 3
5. 3
6. 3
7. 1
= 17 points

Death Chant

1. 4
2. 4
3. 2
4. 2
5. 3
6. 3
7. 0
= 18 points

Total = 35 points

Sith_of_Ziost:

Biting Frost

1. 4
2. 3
3. 2
4. 3
5. 3
6. 2
7. 1
=18 points

Rend Warp

1. 4
2. 3
3. 2
4. 1
5. 3
6. 2
7. 1
= 16 points

Total = 34 points

Arcax:

We are Immortals

1. 4
2. 4
3. 2
4. 2
5. 3
6. 3
7. 1
= 19 points

The Undead Aristocracy

1. 4
2. 4
3. 2
4. 3
5. 3
6. 2
7. 0
= 18 points

Total = 37 points

Azagal:

Well of Darkness

1. 4
2. 4
3. 2
4. 3
5. 3
6. 3
7. 1
= 20 points

Wrath of the Dead

1. 4
2. 4
3. 2
4. 2
5. 2
6. 2
7. 1
= 17 points

Total = 37 points

Broadstrong:

Vampiric Bats

1. 4
2. 3
3. 2
4. 1
5. 2
6. 3
7. 1
=16 points

Sonic Sensory Scouts

1. 4
2. 4
3. 2
4. 3
5. 3
6. 3
7. 1
= 20 points

Total = 36 points

Mamgaeater

Death Ward

1. 4
2. 3
3. 2
4. 1
5. 0
6. 3
7. 1
= 14 points

Terrible Presence

1. 2
2. 2
3. 2
4. 3
5. 0
6. 3
7. 1
=13 points

Total = 27 points

Xerox

Dark Annihilation

1. 4
2. 4
3. 2
4. 2
5. 3
6. 3
7. 1
= 19 points

Wrath of the Void

1. 4
2. 4
3. 2
4. 2
5. 0
6. 3
7. 1
=16 points

Total = 35 points



Judge's Individual Favorites:

#1: 'Well of Darkness' by Azagal
#2: 'Sonic Sensory Bats' by Broadstrong
#3: 'We are Immortals' by Arcax



FINAL COMBINED SCORES

Asheera: 70 WINNER
Arcax: 67
Lexxan: 63
Azagal: 63
Sith_Of_Ziost: 58
Broadstrong: 58
Fauch: 56
Xerox: 55
Mamgaeater: 41

____________
John Hancock

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Snowball from Hell
posted December 07, 2008 08:10 AM
Edited by blizzardboy at 08:11, 07 Dec 2008.

ROUND 2

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

Deadline is the end of December 16th.
____________
John Hancock

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 07, 2008 08:13 AM

Rightoooo off I go~~
____________
"The superior man is modest in
his speech but exceeds in his
actions." Confucius

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted December 07, 2008 03:26 PM
Edited by Mamgaeater at 18:04, 14 Dec 2008.

Quote:


By the way, according to the invisible contract in the first post, all of you have signed over your souls to me if you don't get 1st place. Just a heads up.





Edit: BlizzardBoy could you give comments to the perks? it helps the people who make them very much and clears up confusion.



Perk 1

Offense - Flanking
Requirements: Tactics, offensive formation
Attack of Dwarven creatures in hero's army is increased when enemy creatures are far away from each other on the battle field.


Completed!

Perk 2
Luck - Scavenge runes
requirements: Fine rune, resourcefulness
At the end of each battle the hero has a small chance (10-15%) to recover a small portion of the resources spent on runes.

Completed!
____________
Protection From Everything.
dota

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted December 07, 2008 03:59 PM
Edited by Lexxan at 15:00, 08 Dec 2008.

Okay, here it goes....

Rune of the Lucky: everytime luck is triggered, there's a chance of 20% that any rune (including those not known by the Runemage) will be cast on the lucky creature for one round for free. If the creature already has one or more Runes cast on itself, then theses Runes will be refreshed immedeately

Skill: Luck
Requires: Refresh Rune (runelore), Soldier's Luck, Magic Resistance

____________

Runic Channel: Everytime a Light spell is cast on a creature, there's a chance, depending on the Hero's mastery that a Rune will be cast on the creature. The possible Runes are: Rune of Exorcism, Rune of Berserking, Rune of magic Controll, Rune of Battle Rage and Rune of Etherealness.

Note:(These Runes aren't free, and if the player doesn't have enough resources to cast them, they aren't simply cast)
Note 2:(Chances of Triggering are: 10% for Basic Runelore, and +5 for every Mastery level after that => 15%, 20% and 25%)


Skill: Light Magic
Requires: Master of Abjuration, Eternal Light, and FIne Rune




____________
Coincidence? I think not!!!!

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 07, 2008 04:55 PM
Edited by Asheera at 16:56, 07 Dec 2008.

Dwarven Stubbornness: Enlightenment perk, requires Intelligence and Swift Mind
The creatures under hero's command have a 50% chance of acting normally when Frenzied or when being under the effect of the Puppet Master spell (or Seduced). This test happens on each creatures' turn, and it only affects that respective turn.

(this means that with a 2-action frenzy (expert), the frenzied creature can act first normally, and the second time crazed, etc)

Death Runes: Dark Magic perk, requires Corrupted Soil
The hero can use his turn to select an enemy stack. Each time a creature under hero's command uses a Rune, that target will receive some damage. The damage inflicted is 10 times the hero's spellpower.
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 08, 2008 12:17 PM
Edited by Fauch at 11:24, 12 Dec 2008.

Runes of light : requires Expert light magic

-The runemage can now build runes from light magic spells (providing he knows the spells), sacrificing a whole turn. once the rune have been built, it becomes available to every creature in the army, works like any other runes, and benefits from all the perks and skills related to runes.
if a creature uses such a rune, the spell is cast on itself at the expert level.

spells which can be written in a rune :

rune of haste : 1 gem, 1 wood
rune of divine strength : 1 wood
rune of endurance : 2 stones
rune of regeneration : 1 wood, 1 crystal
rune of righteous might : 1 sulfur
rune of deflection : 1 mercur

note : this ability doesn't use mana, and the power of the runes can't be lowered by abilities which usually lower the power of the light magic.

Wrath of God : requires Expert Summoning magic, Master of conjuration, Fire warriors.

-The hero automatically learn the spell "summon phoenix"
moreover, the spell will now summon arkath (a magma dragon) instead of a phoenix, (the spell is renamed "Summon arkath", the hero loses the option to summon a phoenix)

the statistics of arkath are :
att : 5 + 2 x level
def : 15 + 2 x level
dam : 15 x power - 20 x power
hps : 400 + 40 x power
ini : 10
speed : 6
abilities :
Immune to fire, Elemental, Fire breath, Magma shield, Lava breath, Immune to instant kill (such as vorpal blade).

Lave breath deals 10 x hero level damage.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 08, 2008 02:56 PM
Edited by Asheera at 14:57, 08 Dec 2008.

Interesting concept with "Wrath of God", but a lower initiative (9 vs 15) makes it more of a downfall than the Phoenix IMO

I mean, a summoned creature doesn't have to be killed to win the game. Hit Points are not as important as damage and initiative in this case.
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alcibiades
alcibiades

Hero of Order
Really, Ubisoft?
posted December 09, 2008 03:01 AM
Edited by alcibiades at 03:13, 09 Dec 2008.

Since Blizzardboy posted his scores above, I'll put mine here, along with my comments. I did a less systematic evaluation than Blizzardboy, simply rating each category with a score from 0 to 10.





**ROUND 1**


*FAUCH*

Seal Of Light:
First off, the name is completely off, as one naturally assumes this is the counterskill to Seal Of Darkness, i.e. increases mana cost for all Light Spells (in other words, the Suppress Light skill). That being said, the skill itself is brilliant - I'm just not sure it's appropriate as a skill for Necromancers, who specialize in decreasing Morale rather than Luck - in fact, I *would* say it would be perfect for Demon Lords, as an advanced perk in either Luck or Dark Magic. Branches would in either way be Dead Man's Luck and Master Of Curses.
Creativity: 9 - this is very innovative, but point subtracted for faction misfit.
Realism: 8 - it could easily be implemented and fits right in-game, but requisits are a bit on the weak side and name is poorly chosen.

Corrupt Ground:
This is a classic example of a skill that has too narrow an application. How often do you actually walk exactly on the path of another hero? Not that often - and it's pretty easy to avoid in most cases. The penalties are pretty steep - minus 1 morale and negates Familiar Ground perk is pretty potent, not to mention the movement penalty. But when will this trigger - will all combats against the hero be considered as taking place on Corrupt Ground, since he actually stands there during the combat? If so, it seems overpowered.
Creativity: 6 - the idea for this perk seems strained, and the bonuses are not obvious. The morale penalty is obvious for Necromancer, but it seems a bit cheap by now.
Realism: 2 - I don't see this perk occuring in the game, as there are issues with both application and ballance. Point subtracted for not seeing the obvious link to Corrupted Soil skill in prerequisits.

Total: 25


*ASHEERA*

Splendor Of The Death:
This skill is so obvious that it should be in the game. Maybe I'd use Ferver instead of Splendor in the name? The link to Empathy is so painfully obvious that I can't even fathom that the developers didn't add this. As for creativity - ok, it's a pretty obvious pick (Artifical Glory, anybody?), so it doesn't score a perfect 10 - but still, it fits like a hand in a glove. The prerequisits seem balanced, although you don't see a Necromancer who BOTH has Luck and Leadership very often - I would probably say Empathy and Lord Of The Undead instead - but the link to Empathy is enough for me to be satisfied.
Creativity: 7
Realism: 10

Ultimate Reanimator:
Sorry, but the name sucks. That being said, the skill itself is pretty solid - perhaps even too powerful? A reduction to 10 % would be pretty useful also I think. As for the prerequisits, I would probably change Lord Of The Undead with Boneward and/or Eternal Servitude - if for nothing else, then because I would use Lord Of The undead with Splendor Of The Death instead. Eternal Servitude seems to fit really well with this skill, but as it comes for "free" (doesn't ban anything, you always have Necromancy), maybe something from another skill also, like Sorcery. I could see this in the game.
Creativity: 8
Realism: 7 - I'm concerned about the balance.

Total: 32


*LEXXAN*

Occultism:
Not that exciting, is it? But ok, it would be useful, and obviously fits the faction and could go into the game without upsetting anybody. As for prerequisits - Master Of Life seems solid, not sure about both Master Of Life and Master Of Conjuration, really, but then - who ever gets Haunted Mines anyway? But still, I'd probably say just Master Of Life. Maybe this would have been a nice synergy skill with Lord Of The Undead?
Creativity: 5 - perhaps combine it with something a bit more interesting?
Realism: 9

Death Chant:
Pretty similar to entry above, but a bit more creative. Still, the wasting of a time to initiate it is a bit of a pain, and when you've waisted so many levels on Leadership, you almost have earned this perk without having to spent a Hero turn on it. On the other hand, the combination with Herald Of Death almost makes it über strong - and notice that it locks out Empathy, which would have been the more likely combination!
Creativity: 8
Realism: 6

Total: 28


*SITH Of ZIOST*

Biting Frost:
Ok this is a pretty creative perk, and it goes well with the faction. I like the fact that Necropolis (which was the original faction for Cold Death) has a strong tie with Ice spells. Adding the Ice Bolt spell to all casters (that would be Liches!?) is a nice touch, as it adds a new dimension to their role (and a possibly nasty surprise for opponents, muah ha ha!) - as for the 30 % cold damage bonus, perhaps that's a bit over the top? Prerequisits are a bit on the weak side, considering how powerful the perk is in its current incarnation - perhaps add Chilling Bones to the list?
Creativity: 9
Realism: 6

Rend Warp:
What the hell does that mean!? Secondly: This seems pretty powerful - and the 2 % Initiative raise seems like an unnatural way to compensate for this. I suppose this is activated? But still, with Swift Mind, this would pretty much make a Warlock helpless when facing a Necromancer. Prerequisits seem insufficient, though the link to Bone Ward is logical.
Creativity: 6
Realism: 3 - I don't see this occuring in the game, it seems skewed balancewise.

Total: 24


*ARCAX*

We Are Immortals:
Another candidates for worst skill name (with Defend Us All - wtf?)! Pretty unique skill though - I could see this used in game, it would be usefull, and even if it doesn't make that much sense, it seems not to completely twart game balance. Prerequisits seem fitting, as skill is what I would consider a minor skill.
Creativity: 7
Realism: 9

The Undead Aristocrat:
Ach - another cumbersome name. What about just Nobility or Dark Noble? That being said, the first part of the skill seems fitting, albeit pretty useless (as you will never take Leadership even for this). As for the Training Part ... I'm not sure I see the logic of this. It would actually seem more logical for me, if you want something with training, to train something INTO Vampires - i.e. Zombies into vampires? I would actually go for that on a ressource rich map, and it would make the Tax Payer thing more usefull (they will pay off in 1½ week). Problem would obviously be Dark Energy - I don't see anybody ever having Dark Energy to spare for this. Notice that 50 DE points is actually above the standard cost of a Vampire (20.72 / 29.56 points) - so you would probably want to offer this at a discount, like 15 DE points, so that this would actually provide a cheap way to get lots of Vampires, if people really wanted to follow that path.
Creativity: 8 - this is pretty original, but needs some tweaks.
Realism: 6 - this would need a workover, but with modification, it could add something interesting.

Total: 30


*AZAGAL*

Well Of Darkness:
This is a very creative idea. The skill name is great. It doesn't seem quite clear to me whether this applies to all spells or just Dark Magic spells - but I assume all spells, as nothing else is stated. I love the idea of having this as an advanced perk from Dark Revelation - I would perhaps put it as an advanced perk to Mana Regeneration instead, but that's a detail. On the other hand, Necromancers rarely take Mana Regeneration I think. My main concern would be balance - Dark Energy is such a vital, and scarce, resource for Necromancers, that I'm concerned this would be gamebreaking. As such, if it was to be included, it should probably be one of the main Necromancy abilities, but there are no likely candidates to replace, so again, that doesn't seem like the perfect solution. I'm also concerned that this could be abused, particularly in a map where wells are plenty - but also through secondaries that could attack small stacks of slow walkers (particularly applicable if you get the right moon-week) and then spam high-level spells to increase DE source for kingdom.
Creativity: 9
Realism: 6 - too many concerns about the balance.

Wrath Of The Dead:
Again a good skill name, the +1 Luck thing seems a bit random for me, however - I would rather have done something like a mirror to the Sylvan "Nature's Wrath" and add +1 to minimum damage. Would make it a real killer in the days of skele-hoarding, but with curent Necropolis, I think it would give them an offensive edge they need badly. As for the Frenzy thing, I'm not really convinced - it's something that looks good on paper, but how often would you really use it? But ok, maybe there could come an odd situation where you have used Vampirism and have that single stack of Wraiths, or you have a large stack of Vampires, and you want them to really dish out damage. At least it opens a door, if it's rarely used, well ... As for the prerequisits, are you aware that putting Cold Steel on the list means that you also have Destructive Magic and Cold Death as prerequisits? I don't know how common it is for Necromancers to go Attack + Destructive, and if you did, you would probably wanna go for Power Of Haste, as you would be likely to have ditched either Dark or Summoning (unless it's extremely late game). This offers several dilemmas - first off, Power Of Haste will mean it's impossibly for you to get Wrath Of The Dead, and if you have passed on Dark Magic, you won't have access to the Frenzy spell! Perhaps bettwer prerequisits would therefore be: Attack > Battle Frenzy and Dark Magic > Master Of Mind? On a sidenote, Master Of Wrath comes to mind as a possible prerequisite, so that you could say Attack > Battle Frenzy and Light Magic > Master Of Wrath. In that case, this skill should add Frenzy to your spellbook, which would suddenly make it a much more viable choice!
Creativity: 6 - there are some interesting ideas here, but I have issues with its current incarnation.
Realism: 5 - it needs a work-over to really be suitable for game.

Total: 26


*BROADSTRONG*

Vampiric Bats:
This is a spell rather than a skill, at least in my eyes, and will have subtracted points in realism for this. As for its usefulness ... well, let's try to make an evaluation. Let's imagine a mid-level Hero of level 20 who might have a spellpower of, say, 15. That would provide him with 19 bats of 26 HP, who would do an average of 11 damage with Expert Summoning. This would be 209 damage per attack and a stack health of 494. The attacks would provide about 31 HP Healing to appropriate stacks. I must admit I have trouble seeing this compete with a spell like Phoenix - and I know that we don't always have access to Phoenix, but still. Now I've just chosen some random numbers here, but I guess it could work as a spell with appropriate tweaking. I still don't see it as a skill, however.
Creativity: 6
Realism: 4

Sonic Sensory Scouts:
Yuck - how did you come up with that name? Secondly - no thanx. Don't bring that thing back into game. First off, it's pretty annoying, and it's not even that useful, as it makes it painfully obvious for enemies where your Hero is. It does hide you from view, but Silent Stalker does pretty much the same in terms of hiding your creatures. And does Silent Stalker even need an upgrade? Finally, why does Sonic Sensory Scouts add a shrout of darkness around the Hero? Doesn't make much sense to me.
Creativity: 5 - I'm not sure it really helps player and doesn't seem logical.
Realism: 7 - could go in game without upsetting game balance.

Total: 22


*MAMGAEATER*

Death Ward:
Eh - Death Ward doesn't exactly sound like something a Necromancer would build, does it? Secondly, if he wants to increase spellpower in Light and Dark, he already has access to Twilight - and why does it double with Summoning Magic, when it doesn't affect Summoning Spells? And, with Dark/Light spells being pretty Spell Power independant, would he even spend a whole turn just to create this ward?
Creativity: 3 - completely overlaps with Twilight.
Realism: 4 - I don't see anybody ever using this in game. Skill path seems counterlogical.

Terrible Presence:
First off, the prerequisits doesn't make sense, as there is not such a thing as advanced perks in the class skill. Hence, Basic Necromancy > Banshee Howl can only be used as prerequisite if the perk belongs to another skill than Necromancy. As for the effect, it seems a bit boring, and rather unfair, really, considering the importance of Iniative and that it comes completely without any strategic elements.
Creativity: 4 - not very interesting.
Realism: 3 - doesn't seem like a good skill for ingame application, and prerequisits are not applicable to current game system.

Total: 14


*XEROX*

Dark Annhilation:
Is this 20 % damage on direct attacks? If so, I hope you are aware that that's more than you gain from Expert Attack, meaning that this is basically equivalent to 4 skill levels in Attack! - In other words, the skill is not realistic in terms of numbers. Furthermore, Necromancer already has access to Fiery Wrath (+ 10 % Fire Damage) and Cold Steel (+ 10 % Cold Damage) - do we need any more of these perks? As for the prerequisites - which skill does this belong to - Sorcery or Dark Magic? And I'm not sure I see the connection to Sorcery with this - nor with Banshee Howl.
Creativity: 4 - we don't need another of those skills.
Realism: 5 - is overpowered.

Wrath Of The Void:
This basically will make the late game Necromancer a complete Destructive killing machine - at the beginning of week, that is! If the added bonus consumed some of your Dark Energy, it would make sense in terms of in-game mechanics (everything comes at a price) - as it is, it just seems very random to me. It replaces Secrets Of Destruction, but Secrets Of Destruction is not currently an advanced perk to Cold Death, so I don't see the two as being mutually exclusive.
Creativity: 7 - the idea is creative, but needs a serious overhaul.
Realism: 4 - imbalanced in terms of game mechanisms.

Total: 20





Scores:
Asheera: 32
Arcax: 30
Lexxan: 28
Azagal: 26
Fauch: 25
Sith_Of_Ziost: 24
Broadstrong: 22
Xerox: 20
Mamgaeater: 14

My top-3 entries:
Seal Of Light (Fauch) - 17 pts.
Splendor Of The Death (Asheera) - 17 pts.
We Are Immortals (Arcax) - 16 pts.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 09, 2008 04:04 AM

Woaw thanks for the all the explanations Alc. Don't know about the others but it sure helped me to understand the score and my abilitys better^^.
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