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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 ... 32 33 34 35 36 ... 40 50 57 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 16, 2010 08:11 PM
Edited by JollyJoker at 20:38, 16 Jan 2010.

I see that a bit different.
First thing is that normally it's a guessing game for everyone. Whether positioning AGAINST Stronghold is crucial or not, without this perk it's still just a guessing game.
Second, as I explained for the other perks, you tend to play too many maps in multiplayer that absolutely FAVOUR Stronghold. Stronghold has insane building prerequisites, and if money and resources become rarer, Stronghold is in no good position. Most of their non-upgraded units suck in terms of durability, which is a big liability.
Third, Stronghold must attack anyway, but has no ideal forces to do so
Fourth, you give up everything else in the Logistics skill for that perk.
Of course, fifth, it's a big advantage while creeping.
It's clear, that fighting a Stronghold with that perk you need Tactics and try to take the battle into rough terrain.

Lastly, overpowered or not - who cares? I seem to remember that discussions about this were unwished for, and the judges will make their own mind anyway.

Still, I've edited the perk - Academy is better suited, for a few reasons.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 16, 2010 11:47 PM
Edited by Fauch at 23:51, 16 Jan 2010.

I'm just posting ideas. it's not my fault if we have similar ideas.
do judges give less points if an idea have already been posted without even the 2nd poster knowing it?
retaining ideas is counter productive. in a way it's interesting to see 2 people have the same idea but not exactly the same vision of it.

and when it comes to the competition, there's necessarily a bit (or maybe a lot) of subjectivity in the judgement. the marks don't necessary say which perk is better but which one the judges prefer.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 17, 2010 05:02 PM

It depends if I remember or not

Similar perks are bound to happen, but avoid carbon copies, even if it was still original for you personally.
____________
"Folks, I don't trust children. They're here to replace us."

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 18, 2010 12:20 AM

by definition, a copy isn't original.

I believe most of those perks were "original" ideas, and not copies, but it's not impossible that a few of them were intended copies.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 18, 2010 09:09 AM
Edited by JollyJoker at 09:24, 21 Jan 2010.

NOT FOR THE COMPETITION

Perk for NECROMANCER

KNOWLEDGE OF THE DEAD

Prerequisites:

Advanced Logistics, Scouting, Eternal Servitude.

Effect:
Scouting range is increased another 4 tiles.
The Necromancer acquires the ability to question the spirits of the dead around battle sites on the map within Scouting range (i.e. those who died trying to plunder it before the Necro), or even the spirits themselves in case undead are guarding them, whether on land or at sea, thus getting correct intelligence about what exactly is guarding those battle sites, that is, the exact number and composition of the defenders.
(Just as a reminder, Battle Sites are (on land): Blood Temple, Crypt, Dragon Utopia, Dwarven Treasury, Elemental Stockpile, Gargoyle Stonevault, Pyramid, Treant Thicket, Vault of the Mages; (at sea): Aging Junk, Decrepit Galley, Sunken Temple, Weatherbeaten Galleon, Wrecked Galleon, Wrecked Galley, Wrecked Junk.)

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 18, 2010 10:19 AM
Edited by Fauch at 16:44, 21 Jan 2010.

Perk for competition mostly because I feel it's the most original

Inferno
Gates master
Requires Gating expert, consume corpse, hellfire, mark of the damned, logistic basic, pathfinding

The hero gets a new adventure spell allowing him to create vortex.
when he uses it, the screen gets centered and fixed on the hero (like with instant travel) and you may create a vortex wherever there is enough room (There must be free space all around the vortex, to ensure the navigability of the map)

OOO
OVO
OOO
where O is a free grid square and V is the vortex.

those vortex work like the normal adventure map vortex.
they are two ways.
you need 2 of them to make them work, and if there is more than 2 of the same color, then the destination will be random (unless you can choose in H5? I don't remember)
Anyone can use them. even your enemies.

Creating a vortex costs 20 mana and all your movement points (so you can't use the spell if your hero has already moved this round)

There are 3 different colors for the vortex, and they are different from the colors of normal adventure map vortex (to prevent "cheating". if any vortex was generated at the creation of the map, you can't link your own vortex to them)

the vortex can't be destroyed.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 18, 2010 01:40 PM

Umm, well, Fauch, I have a perk for Demon Lord as well, the trouble is, the Pathfinding - Swift Gating - Teleport Assault Combo is pretty solid, and I feel, that my perk would need Teleport Assault... :

NOT FOR THE COMPETITION

Perk for DEMON LORD

FLIGHT PORTAL

Prerequisites:

Ultimate Logistics (Pendant of Mastery needed, for this perk to become available ) Teleport Assault.

Effect:
The Demon Lord may, at any given time during a battle, flee, taking all surviving creatures with him FOR FREE (surrender without cost). The hero plus army reappears in the nearest empty (no visiting hero) INFERNO town - if the player owns no Inferno town, then the hero avec troops is lost in limbo, when making use of this option. (This means, the hero will not have to be rehired.)
If the Shackles Of The Last Man are present, the use of this perk is still possible, albeit in a different way. If it's a Demon Lord's UNIT's turn, the Demon Lord can opt to send THAT UNIT to safety; such a unit disappears from battle to reappear in the same way as described above. If it's the turn of the last remaining stack, the hero may opt to send that as well, minus 1 single unit.
In this case the hero is lost, but some troops may still be saved.

Additional Comment:
Would be a nice perk probably, but I feel that it would work only in this (impossible) constellation, so this is, rather sadly, actually, an impossible perk, imo.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 18, 2010 01:53 PM

Umm, by the way, wouldn't that be an interesting thing for next round? I mean, allowing the Pendant of Mastery to add a 4th level to ANY ONE SKILL (the player could pick any skill a hero owned), with the task being to create a level 4 perk (a perk that needs THREE prerequisite perks - any maybe some from another skill - to work)?

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veco
veco


Legendary Hero
who am I?
posted January 19, 2010 04:08 PM
Edited by veco at 21:09, 19 Jan 2010.

Dungeon

Elemental Resonance

Basic Irresistable MagicElemental Vision
Advanced LogisticsScouting


The Warlock can use the soil's own elemental characteristics to further enhance his destructive spells.

Mechanics:
All terrains are divided into 3 element types (earth excluded).

The effects of Master of Fire/Ice/Storms perks are boosted if the spell and terrain are of the same type and the target creature is their opposite.
The boosts are as follows:
Fire Mastery - Armor damage lasts for 2 turns
Ice Mastery - Creature remains frozen for 0,5 turns ( in case of Circle of Winter, the effect is still divided equally between targets, but the Fire Elements [on Water terrain] get their freeze time doubled)
Storm Mastery - Creature's accumulated initiative is multiplied by 0,4
If the Warlock doesn't have the appropriate Mastery - the effect will be that of the non-boosted mastery.

Example:
Peasants(Earth) on mountain terrain(Air) get hit by Lightning. If the Warlock has Storm Mastery the accumulated initiative will be multiplied by 0,4 - if he doesn't, the initiative will be multiplied by 0,7



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none of my business.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 19, 2010 08:31 PM

cool perk

Wizard
Teleport master
Requires pathfinding, teleported assault,
The hero can cast teleport on enemy stacks. they do not benefit from teleported assault, but friendly creatures still do. you need the expert mastery to teleport stacks that are behind a castle wall.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 21, 2010 02:58 AM
Edited by Arcax at 13:09, 22 Jan 2010.

You will hate me for this one:

Dwarven Wit

Fortress

LogisticsPathfinding,Scouting
AttackTactics

Runemage has from now on an extra creature slot making him able to lead 8 creatures totally. However the maximum quantity of them is 10.

So its pretty useless in big battles, but comes in handy if you want to equip an extra caster or blocker.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 21, 2010 09:23 AM
Edited by JollyJoker at 11:25, 22 Jan 2010.

COMPETITION ENTRY

Perk for WARLOCK

BEAST SYNERGY

Prerequisites:

Expert Logistics Death March, Basic Leadership, Diplomacy

Comment to prerequisities:
Ordinarily I'd have Empathy as a prerequisite for this one as well (and give Minos +1 speed and probably +1 Speed for the Raiders as well), but Empathy needs Advanced Enlightenment and Arcane Exaltation as well, and I'm not sure whether prerequisites from what are effectively TWO other non-racial skills are forbidden to construct for this contest or not.

Effect:
The Warlock is extremely skilled in his or her handling of the beasts in his or her army. As a consequence, beasts react faster and develop a synergy in battle between them.
a) All Minotaurs gain +1 Initiative; if moral triggers for a Minotaur stack, all Hydras gain 0.05 on the ATB bar while all Raiders get a 10% plus on their NEXT Lizard bite (bringing the damage from 50% to 60% of the normal damage).
b) All Hydras gain +1 Initiative and +1 Speed; if, whether in attack or defense, for a Hydra stack multi-headed attack triggers (Hydras damage more than one stack): 1) all Minotaurs gain +1 moral until their next move; 2) all Hydras gain 0.05 on the ATB bar; 3) damage for NEXT Lizard Bite (only) for all Raider stacks gets a 10% bonus (bringing Lizad Bite damage to 60% of the normal damage).
c) If Lizard Bite Triggers, all Minotaurs and Hydras gain 0.05 on the ATB bar each time a Bite triggers.
All Bite Percentages gained are cumulative FOR THE NEXT BITE ONLY and UP TO THE NEXT MOVE for all Raiders (after a Bite OR Move percentage is set to 50% again).

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 21, 2010 04:48 PM

hum, that would make hydras really attractive.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted January 21, 2010 10:42 PM

yeah really nice peark JJ
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 22, 2010 01:07 AM
Edited by Azagal at 07:45, 22 Jan 2010.

Dungeon
Malassas Horseman
Preq: Dark Ritual, Dark Revelation, Warpath

Malassas gifts are many but few are the ones who are deemed worthy of her favour. An Inparticularily devoted Warlock who has sparked her interest by bringing Destruction and Despair to the realm of Ashan like no others in her name will be imbued with a fraction of her power, driving them, possesing them with her will to bring down all that stands in her way.
When the Warlock uses the Ability "Dark Ritual" he will regain 75% of the movement points he lost preparing and performing the sacred ritual. Futhermore the Bonus of Warpath will be increased for every stack killed in his turn of movement (+100, +150, +200 and capped at +250). This perk works twice a week.

"...amist the Fires and the chaos of War there was a creature... he...he sat upon a lizard...where ever he would turn destruction and mayhem would follow... and his eyes...his eyes were alight with a fire a thirst not from this world... he's not human...save yourselves... There is no... stopping him" - Lord Greifwald of the Bulldouchys account of the fall of Falkenstein Castle.

Inferno
Breath of War
Preq: Warpath, Arcane Brilliance

It is no secret that the Children of Urgash thrive upon destruction, they feed on conflict an violence. Most Demon Lords have simply inherited their Fathers goal for mindless destruction and fail to see the deeper connection of their kind and War. In war a Demon can leave behind some of the restrictions which are placed upon them when moving in the plane of Ashan. But only a few with a deeper understanding of the Arcane can learn to use the agony and suffering they inflict on this plane to their ends. A truely skilled Demon Lord can use the pain he inflicts on the plane he walks to destabilize the barrier between Sheogh and Ashan and in turn allowing more Demons to pass between their realm and Ashan.

For every battle fought during his turn the Demon Lords gating bonus is increased by +7,5% for the next battle. The bonus only stacks for the duration of the turn. Like Gate Keeper and Gate Master this perk does not effect Swarming Gating and it's capped at 20%.


Aaaaaaaaaaaaaand I pick the Inferno entry for the contest eventhough I love Malassas Horseman. So much more badass but so much more complicated to balance since I have no idea how many movement points a full hero turn has and thus it's difficult to ajust the extra ammount gained for Warpath.
____________
"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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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 22, 2010 09:54 AM

I can help you with that one:

Basic Movement allowance: 2500 points:
Cost for basic terrain: 100 mp (141 for diagonal movement)
Worst penalty: 50% for sand and snow.
Each level of logistics gains 10% (or 250 points). The Boots add 25% of your total mp.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 22, 2010 11:23 PM
Edited by blizzardboy at 18:30, 28 Jan 2010.

Ok here we go. Looks like I ended up being an iron maiden again, but maybe it's partially because I haven't slept in 40 hours.


***

VokialBG:

Sapper Mastery

This is a fun idea and goes with dwarves very nicely, but considering you have to be level 15 anyway (the level needed to dimension door), it's not hardly useful, especially since you have to devote a full turn to clear out a square, with every turn being crucial in a competitive game. The only benefit is that you make a permanent path for secondary heroes to move through, though even with that it can end up backfiring since anybody can use it.
Creativity: 10
Realism: 3
= 13


Zenithale:

Great Explorer

I think you've  implemented too many benefits for just one perk, also cumulative bonuses from adventure map locations and battle sites have some potential for exploitation, albeit it's standard procedure in PvP to throw a secondary hero at the main army to use up those one-time benefits, but it can still give you great extra boons for a tough creep. I'd have preferred if you stuck with a perk that expands on Navigation or something. I'm also not convinced that this ought to be a unique perk for Academy. Why shouldn't Sylvan have it? Or Stronghold? Or anybody? Perhaps simply changing the name would make it specifically fit Academy's scholarly/technological theme. Still, despite my criticisms, it's an okay perk.
Creativity: 8
Realism: 5
= 13


Mamgaeater:

Windwalking

The name doesn't feel remotely Dwarven; I immediately thought of Sylvan or maybe Stronghold. These are burly ale-chugging dwarves, not frolicking elves. I can live with the mechanics of the perk since while it's pretty potent, next to the imba runes themselves, this is still a minor add-on, and it's only activated with runes.
Creativity: 7
Realism: 10
= 17


Fauch:

Gates master

Gate Master is already a Leadership perk for Inferno; very sloppy. The ability itself is extremely cool and Inferno is the perfect candidate for it, except I definitely think it needs revising. Spending two full turns with your hero to create a portal is a ton of time, and you need to do it twice. Also, permanent portals are rather extreme. I think you should reduce the time of the casting (maybe half a turn?), but then put a limit (maybe 1 or 2 weeks?) on how long the portal lasts once you've created both ends of it.

Creativity: 7
Realism: 7
= 14


Veco:

Elemental Resonance

Quote:
The Warlock can use the soil's own elemental characteristics to further enhance his destructive spells.

OMG SEXIST.

Anyway, I think this perk belongs in Destructive more so than Logistics. Also, reaping the benefits of the perk are too difficult considering its heavy prerequisites. You have to match your destructive spell with the corresponding terrain, and then the creature has to be the opposite of that element. Pretty tough.
Creativity: 7
Realism: 6
= 13


Arcax:

Dwarven Wit:


'Dwarven Wit' makes me consider Swift Mind a far more appropriate prerequisite than Pathfinding, albeit Pathfinding is more appealing, but you'd need to change the name if you want to use it instead. I'm not very excited about the benefit of the perk. You'd have a secondary hero hauling around your extra troops, which is precarious, and an extra caster stack is almost the only benefit this perk could have, and for merely 1 extra slot, it's not that great.
Creativity: 5
Realism: 4
= 9


JollyJoker:

BEAST SYNERGY

A perk that boosts the beast creatures of Dungeon has a lot of potential, but you've made it overly complicated and I don't follow why all these synergies exist (why would a hydra attacking multiple targets cause a minotaur's morale to go up?). Aside from that, since it's about troop synergy, or essentially teamwork, it feels much more appropriate as a Leadership skill than as a Logistics skill.
Creativity: 7
Realism: 7
= 14


Azagal:

Breath of War


Quote:
For every battle fought during his turn the Demon Lord...

OMG, YOU TOO? *kicks Azagal in the balls with high heels*

That's a really long winded description, but I still don't think the name fits very well with the ability of the perk. The ability itself sucks big time. A hero can only plow through so many battles in one turn, even with Warpath, and in the 3rd battle in a turn you're only enjoying a +15% boost. With Gate Master you get a flat +20% boost all the time, and it's prereqs are much less costly (albeit Leadership is a 2% skill).
Creativity: 6
Realism: 3
= 9


Berny-Mac

Overwhelming Speed

Perks that are specifically for siege's are already unpopular due to their very limited use, and adding yet another one on top of Death March isn't very exciting, and even for its limited conditions, the immense bonus here would completely turn the tide of the battle. I also don't see Retaliation Strike as a fitting prerequisite.
Creativity: 4
Realism: 6
= 10
____________
"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 22, 2010 11:31 PM

yeah but i needed to make at least one fortress perk. I think thats the second i have done... ever.

besides. The dwarves need to heighten their list of abilities.
____________
Protection From Everything.
dota

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veco
veco


Legendary Hero
who am I?
posted January 23, 2010 12:07 AM
Edited by veco at 00:25, 23 Jan 2010.

Quote:
You have to match your destructive spell with the corresponding terrain, and then the creature has to be the opposite of that element. Pretty tough.

Yup, that's why the requirments are so low and don't block out swiftmind.
(at least I didn't get kicked in the nads )
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none of my business.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 23, 2010 12:54 AM

Quote:
Fauch:

Gates master

Gate Master is already a Leadership perk for Inferno; very sloppy. The ability itself is extremely cool and Inferno is the perfect candidate for it, except I definitely think it needs revising. Spending two full turns with your hero to create a portal is a ton of time, and you need to do it twice. Also, permanent portals are rather extreme. I think you should reduce the time of the casting (maybe half a turn?), but then put a limit (maybe 1 or 2 weeks?) on how long the portal lasts once you've created both ends of it.


actually you have to spend one turn to create a portal.
obviously, it's a better perk for big maps

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