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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 20 ... 29 30 31 32 33 ... 40 50 57 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 07, 2010 02:02 PM
Edited by JollyJoker at 14:03, 07 Jan 2010.

NOT FOR THE COMPETITION

Perk for Warlock

Power Of Shadows

Prerequisites:

Expert Dark Magic, Master of Curses, Dark Renewal, Basic Defense, Vitality.

Effect:
Every Dark Magic spell cast in battle, be it by friend or foe, creature or hero, mass, area or single target spell, adds 2% to the Defense skill of the Warlock for the duration of the battle only. The effect is cumulative.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 08, 2010 12:31 AM

Quote:
COMPETITION ENTRY

Perk for Demon Lord

Jumping At Shadows

Prerequisites:

Mark of the Damned, Basic Attack, Excrutiating Strike, Advanced Dark Magic, Weakening Strike.

Effect:
For one full round the hero attack of the Demon Lord inflicts a magical fear in the victim of the attack, that an attack of gating (i.e. out of nowhere appearing) demonic creatures is imminent. This has the effect that the target is withholding possible retaliations for gated units, not retaliating against the regular demon troops. This affects even units with unlimited retaliation capability.

So it won't retaliate against real troops if you have a gated stack?
____________
Protection From Everything.
dota

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 08, 2010 07:56 AM

Worse, it won't retaliate against real troops for one (hero) round, whether you have a gated stack or not, but WILL retaliate, if attacked by a gated stack (which is of course not necessary to do, except for doing additional damage).

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted January 08, 2010 02:42 PM
Edited by Zenithale at 19:52, 08 Jan 2010.

Round 20:
Create a unique Dark Magic perk for a faction of your choice.

Haven
Fallen Paladin
Prereqs: Training Retaliation strike + Dark Magic Fallen knight + Light Magic Twilight
Dark spells cost only 80%, the Fallen Knight can't use the Light spells which give HP (Regeneration and Resurrection) anymore, but he gains few mana for each enemy stack killed by him or his army: ([Hero level]+[Knowledge])/6.
____________
TWITCH|YouTube | NewArenas2023 MOD

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 08, 2010 06:30 PM
Edited by Fauch at 23:05, 11 Jan 2010.

not for the competition

Dungeon
Death bringer
requires Dark magic advanced, master of pain
Grants a mass effect to the spells plague and vulnerability (all the enemies stacks are struck, not only a 4x4 area) adds +4 power when casting plague and curse of the netherworld.

not for the competition

Necropolis
Cursed machines
Requires dark magic basic, War machines basic
Grants the hexing attack ability to the balist and the plague tent (provided that you learnt plague tent)
spells are cast at the expert level with the power of the hero

not for the competition

Inferno
Damnation
Requires Dark magic basic, Luck advanced, Lucky warrior, Dead man curse
The hero learns the spell sorrow.
Each time an enemy stack gets unlucky, a random curse of level 1-3 is cast on it with the mastery and the power of the hero.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 08, 2010 06:34 PM
Edited by Azagal at 20:22, 08 Jan 2010.

I like your Perks. Specifically the Necro perk eventhough I think it could need a little boosting (what spell level are the curses under? The hero level?). The Inferno perk seems interesting aswell but it'll have a hard time working in practice I believe considering you'd need Asheeras ring (what the hell was the real name? Cursed Ring? Too much duel mapping for me...).

But I think has Zen had the best idea so far. Usually Knights have mana problems and the idea of coupeling Dark Magic (specifically Dark Knight) with leeching is great both theme and game wise. I'd increase the mana bonus though and reduce the mana reduction so that the perk works better. Right now it'll take some time before you run out of mana with ~4 Knowledge providing you're not facing Imps or Vermin or Seal of Darkness. I think the two aspects would work better together if you'd decrease the reduction and increase the mana ammount gained from a killed stack. But that's  of course just my oppinion.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 09, 2010 12:55 AM
Edited by Fauch at 01:00, 09 Jan 2010.

actually I posted before zenithale a perk allowing the knight to drain mana but mine works differently, and I'm not so happy with it. thinking about it, it's funny, we both had 2 similar ideas


for the inferno perk, it's actually why the hero also learns sorrow.
for the necro perk, it's hexing attack, so the spells are cast at the expert level (I wonder if it wouldn't be imba with triple ballista?) but if I'm not mistaken, the necro has the least good ballista, so it could be balanced.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 09, 2010 07:09 PM

It's a good thing we're on the 2nd to last round. Lots of repeats
____________
"Folks, I don't trust children. They're here to replace us."

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 09, 2010 07:24 PM

Second last?

This contest was fun

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 09, 2010 07:37 PM
Edited by blizzardboy at 19:47, 09 Jan 2010.

We still have Logistics, the most glorious of all skills and the key to a successful military campaign. I might follow it up with a vote asking people where to go from there, for curiosity sake. Of course, ultimately, I'll do whatever I want to do.
____________
"Folks, I don't trust children. They're here to replace us."

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 09, 2010 08:47 PM

Double Perks might be nice, either for a specific faction or a specific skill - Perks that build on each other, so that one needs the other as a prerequisite.
Another option would be perks for a certain number of specific factions.
Another option might be to give a PERK prerequisite and one or more faction: make a perk for Haven that needs, umm, Scouting...

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 09, 2010 08:54 PM
Edited by mamgaeater at 22:51, 10 Jan 2010.

Quote:

Another option might be to give a PERK prerequisite and one or more faction: make a perk for Haven that needs, umm, Scouting...


I really like this idea. To start with requirements for the perk and eveybody has to design around it.

'make a perk with cold steel as its prerequisite.'

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 10, 2010 04:57 PM

Sorry for the late feedback - scores for last round:


JollyJoker
Defence Is For Sissies
For all your complaining that your perks don't get you the credit they are worth, you would help yourself along if you actually took them seriously yourself. The perk is actually not bad at all, it's very innovative and does something no other perk does, namely depends on not having another skill - and I would say you get through with it, because Stronghold is so special, and because it fits the Barbarian theme well. But - what the heck do you expect with that name?
Creativity: 9
Realism: 6

Arcax
Gratitude
I'm not sure I quite follow the logic in this perk - and since mini arties are already quite potent in late game (read: overpowered), I'm not sure giving them another late game boost is a good idea. So I'm not completely sold on this idea. It's a nice name, btw.
Creativity: 7
Realism: 6

Adrius
Poisoned Thorns
Nice and simple perk. Pretty evil, also, with the number of Pixies you can acumulate. And it makes good sense too, with Sylvan's theme. If I should question anything, it would be the association with Enlightenment - perhaps Dark Magic makes more sense? Not that Sylvan takes Dark Magic that often, but still ... I do agree that it might be a bit too strong with Pixies potentially having tripple hit ... hmm.
Creativity: 8
Realism: 7

Mamgaeater
Witch Hunting
This is to me a great concept. I love the theme of this with Haven's inquisitors, and I think it gives you a nice balance bewtween benefits and tradeoffs. You miss out on some great mass spells, but on the other hand, Dark magic has some nice single target spells, and Inquisitors will help you weaken specific strong stacks. Will also give you a small ege against Vampirism. If it's balanced perfect - don't know, but the concept is great. For balance purpose, I would change preriquisite from Light Magic to Dark Magic! And which perks in Attack is this linked to?
Creativity: 9
Realism: 8

Veco
Menacing Presence
Ok, let me get this straight - when you say "defence reduction", I suppose you mean that they ignore this percentage of enemy defence - correct? Apart from that, it's a pretty interesting concept - although I think perhaps it's a bit overpowered. After all, you basically add a 20 % defence negation to every stack that gates, which is pretty potent given that you would normally gate your stack anyway.
Creativity: 8
Realism: 7

Fauch
Everlasting Winter
The idea is good, but exactly what is "0.05 turn"? Does this mean they'll loose ATB of 0.05 - because that's practically nothing? I mean, master of Cold will take you down by 0.30, and even though this triggers on individual attacks, it just doesn't seem that good to me. Of course, if all 7 stacks attack and retaliate it sums up ... so maybe it would need some play testing. I support the idea of linking Necromancer to Ice, and nobody takes Cold Steel anyway, so nice to have something added there also.
Creativity: 9
Realism: 7

Mytical
Pierce
I think this is more potent than you realize. Seraph will lower defence by 2.5 x 7 = 17 units(!) - that's pretty massive. Lowering Defence by 17 units is comparable to adding 17 units to attack - which is comparable to about 17 levels of attack! So no, I don't agree this is a minor effect. With some tweaking, it could be a good skill, though.
Creativity: 7
Realism: 3

Azagal
Unstoppable March
I actually think this would be more fun if it also worked with your own spells, because it would add a lot of strategic elements to the game - like Fauch pointed out, you have a lot of fire resistant units, which adds options for Armageddon and Firewall in particular, which I think is good. Without that - well, ok, it's decent, but I'm not overly excited. On the other hand, there's not anything overly dangerous to make it not fit into the game.
Creativity: 6
Realism: 8

____________
What will happen now?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 10, 2010 06:44 PM

Quote:

JollyJoker
Defence Is For Sissies
For all your complaining that your perks don't get you the credit they are worth
Buddy, I said for this one last perk that I'd find the reasoning disappointing. Ok?

Quote:
But - what the heck do you expect with that name?


Umm, you do realize how the War Cries of the Barbarians are named? If you don't find the perk name funny, I'm probably watching the wrong movie.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 10, 2010 10:46 PM
Edited by mamgaeater at 22:49, 10 Jan 2010.

It doesn't have an attack prerequisite but is an attack perk. just like Cold Steel is for most factions. (cold steel requires master of ice but nothing in attack)
plus I stopped adding in what level of the skill you need because its redundant. The prerequisites should be enough to know.

  And its Other prereq is in light to make it a bit more difficult to use. besides if it had a dark prerequisite it would be somewhat unsynergetic... As the dark prereqs give you mass spells and this perk removes your option of mass spells. (Except for Fallen Knight)

Although you are casting the dark spells on them in the first place.(usually)

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 11, 2010 06:17 AM
Edited by Mytical at 14:25, 11 Jan 2010.

Necromancer
Army of Shadows
Prereq - Advanced Dark, Master of Pain, Eternal Servitude
Entering in to combat the hero has a number of Shadows* equal to level*skilllevel of dark+10.  They start in the middle of the board (automatic placement the hero does not choose where they start)

*Shadows
Att 15
Def 15
Health 20
Init 12
Speed 5
Damage : 1-2
Unlimited Retaliation, Curse Strike (casts weakness at basic level when they do damage), undead.
____________
Message received.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 11, 2010 01:55 PM
Edited by Fauch at 23:06, 11 Jan 2010.

not for the competition

Academy
Extreme slow
requires dark advanced, master of mind, defense basic, evasion
Ths spells slow and mass slow now also reduce the speed of the enemy stacks.
-1 at mastery basic
-2 at mastery advanced
-3 at mastery expert

the minimum speed is 3.

evasion is added because it makes the perk harder to get and it gives you an advantage over the only kind of creatures which could still reach you in the 1st turn. and I chose academy because I think it's the most ranged orientated faction.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 11, 2010 03:35 PM

Quote:
It doesn't have an attack prerequisite but is an attack perk. just like Cold Steel is for most factions. (cold steel requires master of ice but nothing in attack)
plus I stopped adding in what level of the skill you need because its redundant. The prerequisites should be enough to know.


It wasn't clear to me. I think if it has Basic Attack as prerequisite (like Cold Steel), add that to avoid confusion.

Quote:
Besides if it had a dark prerequisite it would be somewhat unsynergetic... As the dark prereqs give you mass spells and this perk removes your option of mass spells. (Except for Fallen Knight)

Although you are casting the dark spells on them in the first place.(usually)


See, that would be the brilliancy of the whole thing. You pick Dark Magic, but then take this perk to convert some of your Dark Magic skills into Attack instead.
____________
What will happen now?

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 11, 2010 05:52 PM
Edited by Arcax at 21:40, 11 Jan 2010.

Screw it.

Necromancer

Rotting ground

Requirments:
Dark MagicMaster of Pain

Killed non undead/elemental/mechanical stacks which are brought back to life by resurrecting,raising or consuming artifact, will have decay spell casted on them automatically.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 11, 2010 08:41 PM
Edited by Fauch at 23:17, 11 Jan 2010.

For the competition

Necropolis
Occultism
requires Dark expert, master of curses, master of pain

Casting a dark spell (including mass spells) reduces the magic resistance of the target against dark spells by 25% (it's additive. -50% after 2 castings, then 75% and 100%) even if the spell is resisted.

this ability will be useful to counter the magic resistance provided by perks :

eternal light
magic resistance
dwarven luck
barbarian luck

artifacts :
boots of magic defense
boots of the dwarven lords
helmet of the dwarven lords
shield of the dwarven lords
armor of the forgotten hero
and the dwarven set combo.

the hero speciality spell breaker
the spell antimagic
as well as the following creature abilities :

immune to blind
immune to frenzy
aura of magic resistance (creatures which have no magic resistance, and were the target of ONE dark spell will benefit from 30-25 = 5% of magic resistance for example)
immune to slow
enchanted armor
immune to mind spells
armored (for vulnerability and raven's speciality)
immune to curse
immune to magic
immune to puppet master

it doesn't work against the abilities "undead", "mechanical" and "elemental"

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