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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 January 30, 2010 09:09 AM

Don't worry about the skill advancement percentages.
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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted January 30, 2010 09:28 AM

What? I have a QP? When did that happen! Huh, anyways, perks for new skills sounds great I think.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted January 30, 2010 10:31 AM
Edited by Zenithale at 10:31, 30 Jan 2010.

Heroism
Increases the xp when you win with a smaller army (power rate).

Basic : +40% xp
Advanced : +70% xp
Expert : +100% xp
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 30, 2010 10:59 AM

Zenithale, I thought it was clear that skills adding to the experience will either lose out in the end or are completely overpowered.
Obviously, the skill uses up 3 levels even without perks (which means you block it for another useful skill), so to gain anything out of it EXCEPT the additional primary skills you must make more of it than 3 levels.
Even if you'd start with the skill on expert, you'll never be ahead more than 4 levels and this will drop to 3 once you near level 20 (being only 3 levels ahead).

So the net gain of the skill is ONE primary skill point per level that your hero will have more.

That would require really good perks to make it worth the while, right? Because you'd have to develop the skill as early as possible, so you couldn't profit from others in the creeping process...



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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted January 30, 2010 06:57 PM

It's a good skill during the creeping phase (and you don't see the perks here), specially with a might hero as Orc, Haven or Demon : you level-up faster so your physical attack become quickly strong.
On the other hand with Enlightment even the magic heroes could like this skill : they will quickly have high skill points. Very good with the Tutor perk.
In long game or once you reached a high level you can exchange this skill aid of a Mentor.
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alcibiades
alcibiades

Hero of Order
and Light
posted January 31, 2010 02:13 AM

I don't agree that it's a useless skill, people always dismiss the XP boost of Enlightenment, but like Zenithale says, it can be helpful to speed up level advancement both in early and late game, plus perks might be useful.
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VokialBG
VokialBG

Hero of Order
First in line
posted January 31, 2010 08:44 AM
Edited by VokialBG at 11:50, 31 Jan 2010.

Art of war

"Every death on the battlefield, every kill, every tactic, even every move of the sword of an unknown soldier is part of it. Watch it carefully my son, one day you'll be alone on the battlefield, with your own army... imbibe every knowledge you see from it. The war itself is the best academy for a future warlord." - King Aleksey to his young son Nicolay.

Basic - increase all hero's stats by 5% for every 5 levels starting from level one. Stats from artifacts do not stack (unlike heros base stats, or granded by visiting locations, leveling or skills).
Advanced - increase all hero's stats by 10% for every 5 levels starting from level one. Stats from artifacts do not stack (unlike heros base stats, or granded by visiting locations, leveling or skills).
Expert - increase all hero's stats by 15% for every 5 levels starting from level one. Stats from artifacts do not stack (unlike heros base stats, or granded by visiting locations, leveling or skills).

Its a bit ueless but who cares
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 31, 2010 10:54 AM

Quote:

Also, since ideas are more limited on this, please don't post anything other than your competition entry. I'm planning on playing off of this for something special.

Deadline is February 5th.


Would it be ok to post additional skill ideas on Feb 5th? Or more exactly: how about another day after the deadline for those with an entry to add more?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 31, 2010 06:37 PM

Quote:
Heroism
Increases the xp when you win with a smaller army (power rate).

Basic : +40% xp
Advanced : +70% xp
Expert : +100% xp


but most of the time, our army is smaller than neutral armies, no?

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 03, 2010 04:53 PM
Edited by Azagal at 03:25, 04 Feb 2010.

Prerequest: Expert Logistics

Maneuverability

Basic:1 unit can ignore 1 small obstacle
Advanced: 2 units can also ignore medium obstacles.
Expert: 2 units can also ignore large obstacles and another one can ignore a small to medium obstacle.

When I say "ignore" I mean they can the occupy the same spot as they can in the battle screen ("stand on them" so to speak) aswell as not be obstructed by them in their movement.When standing on an obstacles they must however be adjectant to non-obstacle tile, so that for example a 1 tile unit can't hide in a 5 tile obstacle arrangement without the possibility of being hit.
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his speech but exceeds in his
actions." Confucius

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted February 08, 2010 08:50 PM
Edited by blizzardboy at 20:54, 10 Feb 2010.

Sorry, kept forgetting about this. Some pretty good skills. It's impossible to give a better judgment without also seeing the perks that would come with it, since a skill itself might not be that great but its perks can serve a more important role, such as with attack, but this odd round is just to set up for the upcoming rounds, so don't get worked up.

***

Veco:

Archery

I can accept ranged being an important enough area that it deserves its own skill, though with a faction averaging 2 shooters, it seems a bit weak; perhaps adding an extra full-damage range at advanced and then adding it by 2 at expert would help.
Creativity: 10
Realism: 7
= 17


Arcax:

Magic Talent

I'm not very happy about yet another way to substantially increase spell damage, since Destructive already has a lot of potential with the right skills and artifacts. With the proper build the fate of the entire battle can be decided by a few nukes. By itself it looks respectably balanced, but considering all the other aspects of the game, I think this would take away from the art of strategy rather than add to it. Maybe if Dungeon didn't exist I would be more open to this skill. Also, the name is pretty bland.
Creativity: 7
Realism: 6
= 13


JollyJoker:

Economics

Nice skill and the formula looks well balanced. It's good to give it some appeal for higher level heroes instead of just being eaten up by secondaries, and since it would take 10 turns for it to pay for itself with a level 1, I don't think it's easily exploitable either.
Creativity: 10
Realism: 10
= 20


Berny-Mac:

Culinary Magic.

There is a ton in this perk that needs to be explained. If it doesn't take mana to make the items, then what does it cost? Gold, resources, movement points? Can it be made only in town? And how much is 'too much' when it comes to giving them too much food? And what are the penalties if you do give them too much food? You also mention in the description that units can be given additional items during battle, but you never explain that part.
Creativity: 5
Realism: 1
= 6


Mamgaeater:

Illusion

I'm not very keen on how this just seems like Summoning Magic part II, and I don't think Illusion is a fitting name for something that decreases the cost of summoning spells, since they're basically unrelated (except for Phantom Forces I guess).
Creativity: 6
Realism: 8
= 14


Fauch:

Magic Support

The name is kind of meh. Something like 'Apprenticeship' or 'Channeling' would work better I believe. The skill is very cool and opens lots of doors with the perks. It's kind of weak, since with Refined Mana (just one perk) you have the equivalent of +100% mana, which covers the mana part of Expert Magic Support, but since it's common to split caster stacks for creeping, I think it's good not to get carried away with the bonuses.
Creativity: 8
Realism: 10
= 18


Zenithale:

Heroism

I don't like how the bonus is for winning with a smaller army, since it makes it biased towards the harder settings, and advanced players are usually going to constantly be fighting with inferiors armies during at least the early phase of the game. Making a skill dedicated solely for exp also seems pretty radical. I prefer that it remain a hybrid with Enlightenment (granted, Enlightenment is kind of imba).
Creativity: 8
Realism: 6
= 14


VokialBG:

Art of War:

Boring: this seems more like remaking Enlightenment than it does being its own skill. At level 20 with Expert Enlightenment you have a total of +10 distributed in your stats. At level 20 with Expert Art of War you'd probably have just a bit higher than that, but minus the small exp boost. The name is also very generic.
Creativity: 2
Realism: 7
= 9


Azagal:

Maneuverability

This skill is okay, though something like it still feels like it would be better as a perk for Logistics than its own skill. By itself, spending 3 slots to have 2 units ignore up to large obstacles and one ignore up to medium obstacles is weak. It can still prove invaluable in the final battle for charges, but even then it's a gamble if there will even be a significant amount of obstacles for it to matter, and outside of the final battle this wouldn't be useful for creeps very often.
Creativity: 8
Realism: 5
= 13


****

FINAL SCORES:
Fauch: 16
JollyJoker: 16
Azagal: 15
Veco: 14
Zenithale: 13.5
Arcax: 11.5
VokialBG: 10.5
Mamgaeater: 10
Berny-Mac: 9.5

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 08, 2010 09:19 PM
Edited by mamgaeater at 21:53, 08 Feb 2010.

Quote:

I'm not very keen on how this just seems like Summoning Magic part II, and I don't think Illusion is a fitting name for something that decreases the cost of summoning spells, since they're basically unrelated (except for Phantom Forces I guess).


i want to flesh that part out with perks...



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Protection From Everything.
dota

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alcibiades
alcibiades

Hero of Order
and Light
posted February 09, 2010 01:14 AM

I'll look into this later today.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 09, 2010 01:22 AM
Edited by JollyJoker at 03:46, 09 Feb 2010.

I'd like add something:

I started with a skill about Initiative (called Battle Instincts). It wasn't so difficult to come up with at least two different ways about how the skill would work - 3 basic perks fell into place easily as well:
1) a perk that would give an extra 0.1 on the bar at the start of the game
2) a perk that would transfer a positive initiative difference (only)in additional attack damage in case of an attack
3) a perk that would transfer a positive initiative difference (only) in damage reduction in case of defending

Looking at the skill and ONLY those basic skills it's clear that this skill might easily get a must, once the advanced perks would come up - after all, the advanced perks would have to do something.
Divine Guidance (or something like that) would fit well in, perks that give shooters or fliers a little extra still - with Battle Instincts in combination with Luck you might even have a perk letting you escape an attack altogether...

So in the end I decided that a skill like that would be a must-have and a potential game breaker.

Any opinions on that? Maybe some mulled about a skill like that as well? Would be interesting to hear opinions.

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

About the ARCHERY skill, I'm not so sure whether that's such a good idea, because there is no skill to counter that. I mean, take a faction like Dungeon that in reality has no good shooting unit. Barbarians are not so rich with shooters either, Inferno has only one shooting unit as well. So it doesn't pay for them to take that skill.
Not only that - you are basically helpless against the Archery skill - a faction like Inferno and Dungeon that won't get Defense easily would be outmaneuvered with such a skill.
Usually a skill is useful for everyone OR there is a skill that can counter that or is similar, but useful in other respects.
So I'd say that with a skill like "Archery" there would have to be a skill like "Ranged Protection" as well OR additional skills like "Aviation" (giving plusses to fliers) and "Footslogging" or "Melee" for foot soldiers.

Opinions?

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted February 09, 2010 10:21 AM
Edited by blizzardboy at 10:24, 09 Feb 2010.

I don't see it being too big of a deal for low-defense factions, and there's always Evasion from Defense to nullify most of the damage bonus. Even if you don't have that, a hero can usually block those units before long or neutralize in some other way. Demon Lords have confusion, frenzy, blind, puppet and Warlocks have heavy destructive. It would be a more popular pick with some factions over others, but that's nothing new since it's the same way with various magic schools and war machines. It could get over the top if all of the perks under the skill benefit only shooters also, but it doesn't have to be that way. Flaming Arrows, for example, would definitely be transferred over to Archery.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 09, 2010 11:20 AM
Edited by Fauch at 11:22, 09 Feb 2010.

fog veil actually looks more powerful than evasion.
reducing the bonus from large shield is quite a nice bonus, since those units are usually hard to kill with melee units or even spells, because they have massive amount of HPs.

the main problem I see is there is already an archery perk under attack, and with everything cumulated, shooters could become very dreadful

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted February 09, 2010 11:31 AM
Edited by blizzardboy at 11:37, 09 Feb 2010.

Archery wouldn't be a perk anymore, so taking away that and adding Expert Archery they'd just have an extra +5% damage on top of the other misc. benefits. If you consider what you can do with 3 skills in something else, there's nothing great about it; its strong point would probably be in some very helpful perks.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 09, 2010 12:09 PM

Well, that's the thing. If we are going to find perks for (some of) those skills, I'm pretty curious about the Archery ones. I can't say that I'm ecstatic about a skill especially for one troop type.

Question: if you accept Archery as a valid skill, shouldn't you have the skill "Evasion" as well? It should be just as valid, it should deliver just as useful perks...

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 09, 2010 12:21 PM
Edited by Azagal at 12:28, 09 Feb 2010.

It would not be just as valid because it would boost 7 units, not 1-3 like Archery. Oh and Defense is easily availble for Inferno.
I don't agree that skills have to be useful for everyone or that that if they aren't there  is some counter for them. There isn't really a counter perkwise for Summoning Magic. Neither is there for Destruction atleast not in the sense that it's canceled (like Light vs. Dark). I think the whole idea of this is that we can specialize a hero build so there is no need for the created perk to be "universal".
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"The superior man is modest in
his speech but exceeds in his
actions." Confucius

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blizzardboy
blizzardboy


Honorable
Legendary Hero
Dudeman. Half dude. Half man.
posted February 09, 2010 12:24 PM
Edited by blizzardboy at 20:24, 09 Feb 2010.

I wouldn't like it as much. I think a skill dedicated to ranged protection is more limited than Archery, because you can to an extent control what your army is going to be like, but you can't control what's in your opponent's army. So you can take Archery when you plan on having a strong ranged force or otherwise just ignore it. Also, I don't think it would be odd if 1 or 2 ranged protection perks were actually under the Archery skill rather than Defense, or maybe make Evasion available in either Defense or Archery (but you can't take it twice). There's a ton of possibilities one could play with but I don't want to talk too deeply about it since I'm the judge and everybody is going to be expanding on these skills.
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