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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 ... 30 31 32 33 34 ... 40 50 57 · «PREV / NEXT»
mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 12, 2010 01:20 AM

I guess so Alci. And although i disagree with you on the first point (it was the attack round) you make a very good second point.

Also Blizz and alci i edited my perk.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 12, 2010 07:57 AM

NOT FOR THE COMPETITION

Perk for Ranger

Corrupted Nature

Prerequisites:

Expert Dark Magic, Master of Pain, Corrupted Soil, Advanced Attack, Nature's Wrath.

Effect:
All opposing units except fliers and teleporters lose -1 Speed; additionally, all units ending or starting their move adjacent to an impassable square suffer Corrupted Soil damage as well to a maximum of double Corrupted Soil damage for a unit a) moving and b) moving to and/or from a square adjacent to an impassable one and a maximum of single Corrupted Soil damage for a unit not moving at all.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 12, 2010 08:04 AM

Fauch..how does your one perk help against immunities?  It only lowers magic resistence?  Immunity =/= Magic resistance.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 12, 2010 11:43 AM
Edited by Fauch at 11:46, 12 Jan 2010.

immunity = resistance 100%

for example if you cast frenzy on the paladin, of course it will fail, since he is immune, but then, he will only have 75% resistance to frenzy. of course, it's more logical to spam the enemy army with mass spells which will work until you make more annoying creatures totally vulnerable, like titans or black dragons...

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veco
veco


Legendary Hero
who am I?
posted January 12, 2010 11:44 AM

Yet somehow Staff os Issus negates resistance but doesn't affect immunity
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 12, 2010 12:20 PM

A little imballaneced either way, but meh  I've made more imba perks.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 13, 2010 10:48 PM
Edited by Azagal at 22:51, 13 Jan 2010.

Necro
Ashans Requiem
Preq: Herald of Death, Banshee Howl, Master of Mind and Curses

The effect of Banshee Howl increases with every Dark Spell in effect on an enemy unit. If the enemy is effected by 1 Dark Spell morale and luck will be reduced by another -1 and iniative by another 10%. The bonus will stack by the same ammount (-1 luck and morale and -10% ini) for every two dark spells in effect on the target after the first one. This works with Deidres special.

The effect is reduced/removed with the adequate light buffs or trough cleansing/purging of the Dark Spells

"Listen mortals to Ashas serenade...We sing of the Death of the world. Rejoice children for your mother is here to embrace you once again. Now and forever you will hear only hear voice..."
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"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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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 14, 2010 12:07 AM

@Fauch:

I'll comment on this, since in fairness it's rather hazy.

With Irresistible Magic, Magic Immunity counts as 100% protection, so it would be reduced to merely 50% protection (with expert Irresistible). With Staff of Sar Issus Magic Immunity remains as Magic Immunity.

A perk that reduces dark resistance doesn't really count as either category, so you would need to specify how it's going to work.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 14, 2010 12:15 AM
Edited by Azagal at 00:16, 14 Jan 2010.

And if I may give a word of advice 25% is HUGE. And to mage it even more huge magic resistance is reduced by 25% by any dark spell for every dark spell. That's pretty much throwing balance out of the roof of a 83 story building and then running him over with a lawnmower and then burn his ashes in a nuclear reactor.

Just look at it from the practical side. A creature that previously was immune to a spell has a 50%0 chance of failing. That's huge. And if you don't take my word for it just look at "Armor of the Forgotten Hero" it gives you 20% magic resistance and is one of the best artifacts in the game (the +2 stats aren't bad either of course). The best artifact gives 20% and you perk gives -25% oer spell. Don't you think that's a little much? Just look at Marbas for example.

But this is just my oppinion of course. I may be biased and stuff. No offense meant of course.
____________
"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 14, 2010 10:59 AM

well, but I was thinking, battles rarely last more than a few turns, and if I choose a too low percentage, that will work so rarely that it will be a wasted perk.

I mean, you need 2 casting to reduce an immunity to 50% resistance, which takes a bit of time. of course, you can still curse a creature which has 75% resistance, but it is unlikely.

that being said, it's true that with mass spells using only 0.5 atb, it might be imba, but it may be because mass spells are imba (mass slow? level 1 spell? lol)
why doesn't it take more time to cast mass spells than targetted spells? it would make you think.
should I only curse the most powerful stack, or lose a bit of time and curse the whole army?

of course there is the mana cost, but twice the cost for cursing 7 times more stacks, the choice is easy to do.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 14, 2010 02:48 PM

I see your point but I wouldn't go so far as to say that it's over after a few turns. Usually you get to cast 2 mass spells or even 2 regular spells before the equilibrium breaks. And even then it's still possible to turn the tide and take a Fortress vs Necro or a Necro vs. Academy game for example they won't be over in a few turns (lol I wish they were...). And matches like those would be heavily affected by you perk (way too heavy).
And well your question about single vs. mass spells is a pretty situational one. The single spells let you take a lot more controle on the battle than the mass spells considering the time frame. And sometimes that puppet on the dragons is just so much more worthwhile than the mass slow.
____________
"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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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 14, 2010 02:55 PM

On better time this time around - here are my scores, I hope I didn't miss any competition entries.
ROUND 20

Mamgaeater
Strange Mirror
This is a very nice perk. It's lots of fun, although I think there should be a chance of succes - similar to Magic Mirror trigger chance I guess? - since otherwise it's a bit imbalanced if enemy has used mass spell and you use mass cleansing. Apart from that, it's totally evil in a nice "in your face" kind of way. Name could use a bit of a spice-up, but still, excellent.
Creativity: 9
Realism: 9

Veco
Atrocious Assault
Man - that's a really fancy name. And great perk - I like the main action of the perk a lot, it's very much fun (and evil ), and well - any boost to Soulfire is welcome (should anyone bother). Also, the fact that the two functions are mutually exclusive on the same turn (i.e. if you use Soulfire, you cannot make direct attack) does that it seems within reasonable balance to me. Thumps up.
Creativity: 10
Realism: 10

Berny-Mac
Natural Dark
Are you a natural blond? *lol* Funny name. I guess skill is ok. It does seem to me some of the mechanisms are a bit contrary to how thing generally work in-game - resistance based on mastery is not seen elsewhere, but of course it could work. Perhaps it would make more sense to put 25 % / 15 % / 5 % based on mastery if you want to retain that feature (although 5 % is quite low) - anyway, that's details. Overall, I think this perk work ok with Sylvan, because they rarely pick Dark, and hero will only have limited access to dark - thus, giving the units a chance to cast will make it a lot more attractive. Also, an average of 3.5 single stack castings seems useful but not unreasonable.
Creativity: 8
Realism: 7

JollyJoker
Jumping At Shadows
Basically, unit looses retaliation except against gated stacks, right? I guess that could be useful - mostly against unlimited retaliation units I think, since otherwise it's normally not too difficult to use a gated stack (against whom it will retaliate anyway, even with this perk) to absorb retaliation - but against unlimited retaliations, that doesn't work. Also, since Demon Lord uses direct attack fairly often, they would actually be likely to activate this ability frequently. So all it all, it seems like a perk that's not a major perk, but still useful - which is good.
Creativity: 8
Realism: 9

Zenithale
Fallen Paladin
Ok, perhaps sounds a bit odd on top of Fallen Knight. I'm not sure the benefits of this spell really matches up with the limitations. First of all, Resurrection and Regeneration are pretty major spells, even for Knight who has only limited spellpower (though I trust Angels can still Resurrect), secondly Dark spells are not that mana intensive. Furthermore, adding Light Magic as a prerequisite just adds to the bad things, because without this, Knight could take this perk to focus on Dark and negate Light completely - now he has to pick Light, but is locked out from two important spells. I guess the mana boost can come in handy, but still ...
Creativity: 6
Realism: 5

Mytical
Army Of Shadows
Hmmm ... I don't quite know how to evaluate this? At level 5 you get 25, at leave 10 you get 40, at level 20 you get 70, at level 30 you get 100 ... Ok, they do poor damage, but are pretty strong and tough and Unlimited Retaliation ... is it balanced? It's hard to say, really. Personally, I'm not keen on skills that generate creatures out of nothing, but I can't punish you too hard for my personal preferences either. I guess I have to settle for some sort of middle grade because I'm sceptic yet puzzled.
Creativity: 7?
Realism: 6?

Arcax
Rotting Ground
I guess this is more like an upgrade of (suck) Corrupted Soil? I think the perk is pretty reasonable in itself, perhaps not that useful, which is mainly a problem because it limits your acces to the (imo) more powerful Master Of Mind and Master Of Curses, and also cuts you off from Dark Renewal which is a prerequisite for Howl Of Terror, should you pursue that path. Still, I like the effect and theme of the skill.
Creativity: 8
Realism: 8

Fauch
Occultism
I see there has been a lot of discussion of this perk, but I think the core concept is pretty good. I take it that this skill works for "resistance" and not "immunity". I'm not sure I agree with others that 25 % is (much) too much - I don't think the way resistance is implemented in the Heroes franchise has always worked well - for instance, the 5 % / 10 % / 15 % of the resistance skill of Heroes 3 was way too unreliable for me. However, I do agree that it might need some tweaking, however. Different possibilities would be that a) effect only triggers when spell is not resisted (meaning that creatures with immunity will retain this!), or b) effect only triggers when spell is resisted (which will allow you to target immune creatures second time around, but will generally give you less effect than what you sugest). I think perhaps 20 % reduction rather than 25 % might be appropriate, but given that it only works for Dark Spells, I think 20 % would work - to balance further, one could add some Sorcery perk to prerequisites.
Creativity: 8
Realism: 7

PS: I love your Inferno perk. I think the idea to make the "Dead Man's Curse" thing more literal is great!

Azagal
Ashas Requiem
Not the most creative I think, but on the other hand, it would work pretty well. It's not like Banshee Howl is overlee powerful anyway, so the boost seems reasonable, given that the requirements are also somewhat steep (Herald Of Death!). I also appreciate that you added Master Of Mind to the prerequisites, as this blocks out Howl Of Terror, which would of course be absolutely instant death combined with this skill.
Creativity: 7
Realism: 10
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 14, 2010 03:01 PM

Quote:

Arcax
Rotting Ground
I guess this is more like an upgrade of (suck) Corrupted Soil? I think the perk is pretty reasonable in itself, perhaps not that useful, which is mainly a problem because it limits your acces to the (imo) more powerful Master Of Mind and Master Of Curses, and also cuts you off from Dark Renewal which is a prerequisite for Howl Of Terror, should you pursue that path. Still, I like the effect and theme of the skill.
Creativity: 8
Realism: 8



Corrupted soil isnt a requirment...

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 14, 2010 05:02 PM
Edited by Fauch at 17:09, 14 Jan 2010.

Quote:
@Fauch:

I'll comment on this, since in fairness it's rather hazy.

With Irresistible Magic, Magic Immunity counts as 100% protection, so it would be reduced to merely 50% protection (with expert Irresistible). With Staff of Sar Issus Magic Immunity remains as Magic Immunity.

A perk that reduces dark resistance doesn't really count as either category, so you would need to specify how it's going to work.


well, it kinda works like irresistible magic. I said magic immunity is like 100% resistance (against each spells) and my perk reduces the resistance and breaks the immunities against dark spells.

I notice I forgot about spells like vampirism. technically, the way I described it, it could also be a way to cast vampirism on black dragons. and it would be impossible to dispel?

Quote:
PS: I love your Inferno perk. I think the idea to make the "Dead Man's Curse" thing more literal is great!

I almost chose this perk, but it is often said, it's much easier to have a positive than a negative luck, so I feared it might be somewhat weak. (that being said, doesn't inferno has a building to reduce luck when the castle gets attacked? or maybe it was in H3?)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 14, 2010 06:57 PM
Edited by alcibiades at 19:00, 14 Jan 2010.

Quote:
Quote:

Arcax
Rotting Ground
I guess this is more like an upgrade of (suck) Corrupted Soil? I think the perk is pretty reasonable in itself, perhaps not that useful, which is mainly a problem because it limits your acces to the (imo) more powerful Master Of Mind and Master Of Curses, and also cuts you off from Dark Renewal which is a prerequisite for Howl Of Terror, should you pursue that path. Still, I like the effect and theme of the skill.
Creativity: 8
Realism: 8


Corrupted soil isnt a requirment...

I know ...

Quote:
(that being said, doesn't inferno has a building to reduce luck when the castle gets attacked? or maybe it was in H3?)

I think they still have that building. And yes, it's not too easy to get negative luck, but perhaps throw in another -1 Luck penalty (for total of -2 with Dead Man's Luck) to improve chances a bit. Plus, the skill is a synergy with Sorrow spell which will reduce Luck of targets dramatically, so I think it works beautifully that way.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted January 14, 2010 08:52 PM

The Infernal Loom (-2 Luck).
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veco
veco


Legendary Hero
who am I?
posted January 14, 2010 09:29 PM

Quote:
Man - that's a really fancy name.

This site is a great help in name creating
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none of my business.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 15, 2010 01:01 AM
Edited by mamgaeater at 01:04, 15 Jan 2010.

I always make my name first.

Then i choose prereqs and faction,

The last thing i do is give the perk an effect.

Building a perk around a name is far easier than building a perk then naming it.

And yes a mass spell will hurt after cleansing it but they won't do it again. This basically Disables using curse spells for the enemy...

I agree it should've been % chance to transfer.
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Protection From Everything.
dota

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 15, 2010 06:28 AM
Edited by blizzardboy at 06:44, 15 Jan 2010.

Well in retrospect, I was a cast iron ***** compared to Alcy this round. I flayed everybody except Zenithale. So much for harmony among the judges.

***

Mamgaeater:

Strange mirror

I dislike how this perk is Dark Magic, and buffs a Light Magic spell that you don't get through the perk. It feels mismatched. I think Light + Master of Blessings + Dark Magic would be more sensible, though even so, the perk itself is extremely potent. Apart from redistributing lvl 1-3 dark spells in potentially large quantities, which is pretty brutal by itself, redistributing puppets, frenzies, and blinds is even harsher.
Creativity: 8
Realism: 2
=10


Zenithale:

Fallen Paladin

Excellent perk and nice extension to Fallen Knight. Since taking sorcery is pretty much unheard of for the knight, this is a nice way to give them a mana reduction for dark spells. Gaining mana through killing stacks can additionally really help with their low knowledge. Investing in two magic schools for a heavy might faction can be a pretty hefty sacrifice and I think it deserves some nice payoff, and the formula looks steep enough to keep it from getting too much out of control, not to mention they won't have regen or res to prevent casualties.  
Creativity: 10
Realism: 10
= 20


Veco:

Atrocious Assault

It's a nice gesture to try to redeem the horrendous Soulfire perk, but it doesn't seem very well related to the primary ability and makes the perk muddled. I also think the Demonlord's attack is good enough with Mark of the Damned, Excruciating Strike, and Suffering Strike. Adding yet another perk for the DL's attack would be overdoing it I think. Still, it's a good idea and it seems pretty well balanced, even if a small mana cost might be merited.
Creativity: 6
Realism: 8
= 14


Jollyjoker:

Jumping At Shadows

Again, yet another hero attack perk for the DL feels overused. Still, though the DL would often have better uses of its turn in hero v hero combat, this is a very lovely addition for a faction that can have difficulty with creeping. Although, with Demon Lord's large mana reservoir, I think you should somehow make it slightly stronger and add a small mana cost to it, just so you're not walking around with a huge mana pool and yet smacking units like a Barbarian.  
Creativity: 8
Realism: 7
= 15


Mytical:

Army of Shadows

I don't think it will work. You get a free stack that you don't need to worry about Raising to keep alive, and sticking them in the middle is as much of an advantage as a disadvantage. With an initiative of 12 you have the chance of block of a ranged stack if the positioning is right.
Creativity: 4
Realism: 5
= 9


Arcax:

Rotting ground

You're missing important details. What's the spellpower and mastery of the Decay? How is it determined? The perk itself is pretty cool, but without knowing how strong the Decays are, I can't grade the balance very well.
Creativity: 9
Realism: 3
= 12


Fauch:

Occultism

This perk would ruin many critical checks and balances in the game that help make the matches fair. With Stronghold having no means to dispel, investing in Magic Resistance + Luck of the Barbarian is often a lifesaving choice against magic factions. With one or two mass spells, you take that resistance away and they have no chance of resisting any high level dark spells. Though not quite as bad, it's pretty rough for the other factions also, not to mention that this would reduce immunities to let the Necromancer cast spells on otherwise immune units (frenzy of champions, etc).
Creativity: 6
Realism: 4
= 10


Berny Mac

Natural Dark

This perk is muddled; I don't really see a connection between the 1st and 2nd abilities, and makes it feel like it should be two separate perks. For its heavy prereqs, if anything, it's underpowered, and it's not particularly exciting. Plus I don't see a "Natural Dark" theme in this; I was expecting it be about Slow or Decay or something earth-based.
Creativity: 4
Realism: 8
= 12


Azagal:

Ashan's Requiem

Really nice idea, except Herald of Death is an overly cruel prereq. It has potential to be pretty gruesome, but it would take a lot of time to make a stack suffer anymore than an additional -2 luck/morale and -20% initiative.
Creativity: 8
Realism: 8
= 16




****

FINAL RESULTS:

Veco: 17
Azagal: 16.5
JollyJoker: 16
Zenithale: 15.5
Mamgaeater: 14
Arcax: 14
Berny Mac: 13.5
Fauch: 12.5
Mytical: 11

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 15, 2010 06:50 AM
Edited by blizzardboy at 06:51, 15 Jan 2010.

Final Round of Stage 2

Round 21:

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

Deadline is January 21st.
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