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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 ... 38 39 40 41 42 ... 50 57 · «PREV / NEXT»
blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 16, 2010 10:28 PM

Judging tomorrow. You can still sneak an entry in.
____________
"Folks, I don't trust children. They're here to replace us."

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 17, 2010 09:51 PM
Edited by blizzardboy at 00:35, 19 Feb 2010.

Azagal:

Arcane Anathema

That's a nice kick in the balls. For a basic perk I think it's well balanced too since as opposed to the slightly harder-to-get Refined Mana, this one applies to the uncontrollable enemy. It could even make creeping certain casters not quite as horrendous.
Creativity: 10
Realism: 10
=20


Veteran

Well this opens up a whole can of worms for the idea of troops gaining experience, which might be a cool concept to add in H6. For H5, this could easily get complicated since you may be constantly adding to your current stack of casters, as well losing some of them in battle, so how would the bonus be determined? The name should also be more specific since all troops can become veterans.
Creativity: 8
Realism: 4
= 12


Berny-Mac:

Accumulation of Power

What does 'temporarily' mean? The duration of the battle? A set amount of turns?
In any case, it could be an okay perk, however if you get +1 SP for every spell you and your casters cast for the duration of the battle, it could easily become very imba in a long fight, especially for a basic perk.
Creativity: 8
Realism: 4
= 12


Arcane Sight

This perk could be okay, but it would need to cost something besides mana or in addition to mana since towns and wells can allow you to abuse this ability, which is actually quite handy in any circumstance. Also, what does "small part" mean? Size matters.
Creativity: 8
Realism: 6
= 14


JollyJoker:

Circle of Resistance

If it's made to be roughly compared to Magic Resistance, I think it succeeds at it more or less (those extremely high numbers would only happen for somebody playing single player on x-large) but I think it should be scaled to gain faster considering that as you lose casters in battle, your magic resistance likewise goes down, plus you have to use up your heroes time. A cap wouldn't hurt either.
Creativity: 8
Realism: 7
= 15


Mana Exchange

It has minor abusive potential for creeping since if you don't need to use your casters you can just suck up free mana to help replenish yourself, so I think the mana feed for the hero would need to only last for the duration of the battle. I don't think it would hurt to leave the ratio at 1:1 when the caster is giving mana to the hero since that would make the perk more useful for the low-knowledge factions that are hard pressed to ever give mana away, as opposed to Academy or Inferno, which would more often be giving the mana to the caster.
Creativity: 10
Realism: 6
= 16


Mamgaeater:

Fast Mana

The name doesn't work with the perk very well. It's about casters that take their turn quickly, not 'fast mana'. I think this perk could ruin the balance of a lot of matches. Getting high druids to almost always take their turn before your hero (and the enemy hero) would be invaluable, for example. Plus for creeping you'd almost guarantee that your casters go before enemy shooters and casters, which would help tremendously for preventing loses. Also there's already artifacts and such to boosts creatures initiative throughout the turn, so this on top would be a bit much.
Creativity: 6
Realism: 4
= 10


Mana Return

This perk kind of sucks. You generally don't plan on having a caster stack getting wiped out except in a final battle, and even then they'd likely use up some or all of their mana before they died anyway, so it wouldn't be that great. The perk could have lame/abusive usefulness if you were to purposely let a stack with 1 caster die, but I'm assuming that's not how you intended the perk to be used.
Creativity: 5
Realism: 3
= 8


VokialBG:

Support magic mentoring

This could either suck (if you don't get anything) or be lamely powerful. Having liches casting righteous might and such would just be chaos.
Creativity: 6
Realism: 3
= 9


Mana placebo

Lame.

Creativity: 3
Realism: 3
= 6


Fauch:

Specialized army

Quote:
sqroot(85 * 85)%

Dick

For a basic perk, this would be imba with Haven (faster Battle Dive + double res/divine vengeance) and Inferno (faster leap + double seduce), but other than that I like it. However, I don't see it as fitting for a basic perk for Magic Support. It seems like it would belong in Luck or Attack. Overall I think it would be better as a more advanced perk for certain factions.
Creativity: 10
Realism: 5
= 15


Magic training

I don't understand why I would ever think the Explosion ability would be affected, but whatever. Cool beans. Perfectly suiting basic perk.
Creativity: 10
Realism: 10
= 20


***

Final Scores:

Fauch:
17
18
=35

JollyJoker:
17
17.5
=34.5

Azagal:
16.5
12
=28.5

Berny-Mac:
14.5
13
=27.5

Mamgaeater:
14.5
13
=27.5

VokialBG:
14
12
=26
____________
"Folks, I don't trust children. They're here to replace us."

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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted February 17, 2010 10:14 PM

Quote:
Berny-Mac:

Accumulation of Power

What does 'temporarily' mean? The duration of the battle? A set amount of turns?
In any case, it could be an okay perk, however if you get +1 SP for every spell you and your casters cast for the duration of the battle, it could easily become very imba in a long fight, especially for a basic perk.
Creativity: 8
Realism: 4
= 12


Temporarily means 2 turns for your hero. As in 2 turns after your hero has casted that spell, that 1 spellpower is used up. Therefore you can only have 2 spellpower at the most added at any time.

Quote:
Arcane Sight

This perk could be okay, but it would need to cost something besides mana or in addition to mana since towns and wells can allow you to abuse this ability, which is actually quite handy in any circumstance. Also, what does "small part" mean? Size matters.
Creativity: 8
Realism: 6
= 14

you can only cast it 3 times a day, and small part means like the size of a town.
____________
Skyrim RP? YES!
Here it is!

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 17, 2010 10:37 PM

Quote:

JollyJoker:
Mana Exchange

It has minor abusive potential for creeping since if you don't need to use your casters you can just suck up free mana to help replenish yourself, so I think the mana feed for the hero would need to only last for the duration of the battle. I don't think it would hurt to leave the ratio at 1:1 when the caster is giving mana to the hero since that would make the perk more useful for the low-knowledge factions that are hard pressed to ever give mana away, as opposed to Academy or Inferno, which would more often be giving the mana to the caster.


It's intended for minor abuse in creeping. After all, a whole skill just for pushing a couple of mana dabblers isn't worth it. The 1:1 Exchange would completely devaluate the mana feed ability, so you won't get my ok for that one.

For the Circle of Protection, yeah, the formula is debatable, sure.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 18, 2010 01:08 AM
Edited by mamgaeater at 01:20, 18 Feb 2010.

Quote:
This perk kind of sucks. You generally don't plan on having a caster stack getting wiped out except in a final battle, and even then they'd likely use up some or all of their mana before they died anyway, so it wouldn't be that great. The perk could have lame/abusive usefulness if you were to purposely let a stack with 1 caster die, but I'm assuming that's not how you intended the perk to be used.


but did you remember that with the skill at expert the creatures have twice as much mana?

plus with 50% exra spellpower caster's could take on a new priority. Leading them to be killed earlier in battle. (+50% spellpower Druid elders = dangerous)

A single sprite could heal your hero up to 20 mana while creeping.



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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 18, 2010 01:26 AM

Quote:
For a basic perk, this would be imba with Haven (faster Battle Dive + double res/divine vengeance)

divine vengeance isn't an activated ability.

Quote:
Magic training

I don't understand why I would ever think the Explosion ability would be affected

it works like a spell. for the calculation of damage. but I'm not sure there are several levels of mastery.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 18, 2010 01:42 AM
Edited by Azagal at 01:42, 18 Feb 2010.

Yeah I wasn't very happy with Veteran either... but since Sorcery wasn't a prerequest my original perk wasn't really basic enough. I think it would have made a fine advanced or expert perk, just not basic.

Oh and the formula would be that aslong as there is atleast 1 unit alive in the stack that has seen 5 battles the bonus would apply. So unless your entire stack has died at some point it's all good.


But go Arcane Anathenma
____________
"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 February 18, 2010 01:52 AM
Edited by Fauch at 01:56, 18 Feb 2010.

that means, if you survive 20 battles, you could have 7 stacks of 1 archmage, each with almost 20 SP points?

economics now?
doesn't sound easy.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 18, 2010 01:56 AM

It's not "for every 5 battles" it's "if they have". It's a onetime bonus.
____________
"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 February 18, 2010 02:11 AM
Edited by blizzardboy at 02:12, 18 Feb 2010.

Round 25:

Create 2 basic perks for the Economics skill, as shown here:

Quote:
Economics

Basic:
Hero earns [250 + (herolevel - 1)*10] gold per day

Advanced:
Hero earns [500 + (herolevel - 1)*20] gold per day

Expert:
Hero earns [750 + (herolevel - 1)*30] gold per day.


Your perks must be universal for all factions, and require only Basic Economics (so they should be basic perks, like Battle Frenzy is for the Attack skill).

Deadline February 23rd.

____________
"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 February 18, 2010 02:13 AM
Edited by mamgaeater at 16:01, 18 Feb 2010.

Perk 1
Power of Gold
Creatures you control get +1 morale if you have at least 5000 gold in your coffers and an additional +1 morale if you have at least 10000 gold in your coffers.

Perk 2
Shrewdness
The cost of upgrading units is reduced by 15%


Subject to changes.

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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted February 18, 2010 02:46 AM
Edited by Berny-mac at 04:00, 18 Feb 2010.

Private Armies
Private Armies allows you to buy Mercenaries at 50% more than what they are worth from you town, but you can get any creature from there like you can from a refuge(random creatures). You are limited to buying up to either 10 lvl 7 creatures, 20 lvl 6 creatures, 30 lvl 5 creatures, 40 lvl 4 creatures, 50 lvl 3 creatures, 60 lvl 2 creatures, or 70 lvl 1 creatures. Each Private Army is accompanied by a lvl 5 hero that cost 5000 gold, not including the creatures. Each sold separately.

Economic Warfare
Economic Warfare allows you to compete against your rivals in the economy. This makes your Marketplace prices cheaper as well as your Artifact Merchant Prices. It also increases the costs for your enemies. The amount of Marketplaces you have increases this skill, not your hero's level or amount of heroes with this skill. If both you and your opponent have this ability and the same amount of marketplaces, then it will act as if nothing has changed.
____________
Skyrim RP? YES!
Here it is!

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 18, 2010 07:37 AM
Edited by JollyJoker at 07:24, 19 Feb 2010.

Mining
If a hero with this perk visits a "flagged" mine, the hero can - with their Mining expertise - increase the efficiency of the mining process. For a one-time fee of 1000 gold pieces (per mine) Saw Mills and Ore Pits produce 1 unit more each day (3/day), while every other resource mine except gold will produce an additional unit on odd-numbered weekdays. This perk cannot increase the efficiency of gold mines.
Note: This perk suggests an advanced an special perk for Dwarves.

Builder
A visiting (not garrisoned) hero with this perk can build a SECOND building in the visited town over and above the regular one; the building process uses up the complete hero movement for the day (like Town Portal spell). For the additional building there is a higher than usual price to pay, which is 50% in both money and resources, rounded UP!
There are limitations on WHAT the hero is allowed to build, though, that depend on hero and town level. If a building requires a town level, to build it with the Builder perk, the hero must have that level as well. So for a Wizard to build the Magi dwelling with this perk, for example, the hero must be level 6.
Moreover the second building cannot be an upgrade of something that was built that same day, that is, it is not possible to click the same symbol twice per day on the building plan (you can't, for example, build two mage guild levels per day). This is true even if you first build with the Builder perk and then use your normal build.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 18, 2010 08:27 AM
Edited by alcibiades at 08:32, 18 Feb 2010.

Scores for last round. It started out slowly, but you guys surely hit the home run with a set of amazing perks! Don't think I've dished out so many 10's for creativity the entire competition - unfortunately, you were a bit lacking on details, which cost most of you a bit on the realism part. Still - thumbs up to many of you for making both interesting and suitable perks, and then even two from each of you!

EDIT > lol, I see BlizzardBoy did NOT agree with me on many of those. Go figure.


Azagal
Arcane Anathema
Eh - first I thought that you ment that it consumed half of the enemy Hero's mana - that seemed totally imbalanced and unfair to me, this could only be a huge advantage with absolutely no strings attached. So I trust this instead refers to spellcasting units - which is less imbalanced, but still a bit unfair. Personally, I think something like a Magic Damper - i.e. enemy unit's spells cost 2 more mana, which would be less radical, but still very annoying, given the limited Mana of most units.
Creativity: 7
Realism: 6

Veteran
Hmmm - this presents a bit of a dilemma: What does it mean that a stack has "survived" 5 battles - must all members of the stack have survived? Is it enough that only 1 unit has survived? Next problem: Casters don't have Knowledge as such - does this mean they gain more mana - and how much? I don't think this is entirely clear. As for the prerequisites - Mana support is a skill in itself, like Sorcery, it does not have any requirements. You can of course couple your perk to another skill like Sorcery, if it's an advanced perk.
Creativity: 7
Realism: 5

Berny-Mac
Accumulation Of Power
This is a very creative perk. When you say "with every spell", does this apply only to spells by your Hero, also to spells from units - and what about enemy Hero's and units' spells - do they also trigger this? Apart from that, I think it's a nice way to buildup your power, it will be usefull in early game but limited by mana, and be able to build up further in late game, thus making it also useful there - so that's good.
Creativity: 10
Realism: 7

Arcane Sight
Hmmm ... I'm not always keen on this. First of all, you need details - does the hero pick any location, a random location, or just in the vicinity of his position? The latter could work, others could be a game breaker or a map destroyer, because some maps become pointless if you can see certain locations. Also seems pretty heavy on micromanagement, if you need to activate it three times each turn.
Creativity: 6
Realism: 6

Fauch
Magic Training
Excellent perk! It's simple and very usefull, and goes well with the mechanisms of the game. I think actually it's quite powerful - hence, I'm not sure I would include effects like Hexing Attack and Whip Strike in the list, but those are details (I trust you if you say game programming requires these to be in the list). The perk is also in complete agreement with the theme of the mother skill.
Creativity: 10
Realism: 9

Specialized Army
This is a very powerful perk. Not only is it tremendously powerful to activate abilities once more - but giving a ATB boost (I don't understand the formula!? - what does 85 * 85 mean?) seems overpowered. In fact, I would rather say that second time they activate should have an ATB penalty to mak this balanced - or better, that they need to use half a turn to re-charge their ability BEFORE being able to use it again. Still, a concept that's worth further developing.
Creativity: 9
Realism: 7

JollyJoker
Circle Of Resistance
I'm impressed. This is a very creative idea, and the fomula seems perfect to balance the effect through the game. One can discuss some details - I would probably make the duration equal to the level of the unit or something like that, but with several spellcasters, that would be a bit muddy anyway. More severely - I miss a description of the size of the circle? I think it would make more sense - and be moost balanced - if the circle is centrered on the caster unit, and then affect only surrounding units (like Unicorn circle). If it immediately affects ALL units on battlefield, it seems pretty strong.
Creativity: 10
Realism: 9

Mana Exchange
Another excellent perk. I'm not sure I wouldn't simply scrap the Creature > Hero part, but then, I guess it can be usefull in the odd case where you lack mana for that one critical spell (like Raise Dead or something like that). Will hero choose how much mana to donate - or will he fill unit up to max automatically? I trust he can't fill past max. Useful and in good tune with theme of skill.
Creativity: 10
Realism: 9

Mamgaeater
Fast Mana
Excellent perk - kind of a swift mind for casters. Fits perfectly with the theme of the skill. Perhaps 30 % is a bit high - Swift Mind is only 25 %, and that is in itself pretty powerful. Also you need to specify whether this stacks with Swift Mind?
Creativity: 10
Realism: 9

Mana Return
Another excellent perk! Again, I do miss a few details - let's imagine you have 20 mages with 5 mana who die - how much mana will the Hero gain? Will he gain 100 mana (20 x 5 mana) or 5 mana? The first seems very useful, the latter obviously less so. And I guess it will only trigger on the final strike - thus, if you have 100 mages and first 99 are killed, you'll only get mana from the final 1 - or what? Perhaps the disadvantage of this will be to tweak this balance issue - but I reall like the concept.
Creativity: 10
Realism: 8

VokialBG
Support Magic Mentoring
The name is completely off, but the skill is very creative and actually seems quite balanced, as you can only learn level 1-3 spells. It would perhaps make more sense if you make chance for learning depend on spell level and also give a higher chance if unit already knows a spell from this school. Thus it could be 40 % for level 1 spells, 30 % for level 2 spells and 20 % for level 3 spells if unit already knows a spell from this school - but only half this number, if unit doesn't know a spell from this school.
Creativity: 10
Realism: 9

Mana Placebo
Actually, the idea is not bad, although I agree +100 % mana is perhaps a bit too much, but on the other hand, the condition that it works only for next battle also means often you'll not have that much use of it.
Creativity: 10
Realism: 8
____________
What will happen now?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 18, 2010 08:49 AM

Quote:

JollyJoker
Circle Of Resistance
I'm impressed. This is a very creative idea, and the fomula seems perfect to balance the effect through the game. One can discuss some details - I would probably make the duration equal to the level of the unit or something like that, but with several spellcasters, that would be a bit muddy anyway. More severely - I miss a description of the size of the circle? I think it would make more sense - and be moost balanced - if the circle is centrered on the caster unit, and then affect only surrounding units (like Unicorn circle). If it immediately affects ALL units on battlefield, it seems pretty strong.
Creativity: 10
Realism: 9

Mana Exchange
Another excellent perk. I'm not sure I wouldn't simply scrap the Creature > Hero part, but then, I guess it can be usefull in the odd case where you lack mana for that one critical spell (like Raise Dead or something like that). Will hero choose how much mana to donate - or will he fill unit up to max automatically? I trust he can't fill past max. Useful and in good tune with theme of skill.
Creativity: 10
Realism: 9


For Circle of Resistance both would be possible:
1) Affects immediately all friendly creatures (that's how it was in the actual perk).
2) Has an effect around the caster units, working like the alternative Wight upgrade, so that the effect would reduce outwards from them. That wwould make it a bit complicated, though, with the option of having more than one stack; moreover the effect should be much higher in the immediate vicinity of the caster stack.
I'd be a bit shy on that one, but possible it would be.

For Mana Exchange; this perk is simply designed to allow the hero mana juggling with the caster units (and abuse it, if posssible, as a magic well in some situations. I didn't want to make the Druid Mana Feed ability obsolete, and I wanted to limit the abuse, so that's why it's a 2:1 conversion in both directions.
For the hero, the limit would be his or her limit given (no overfilling). Conversely, units could have as much mana as the hero wanted to give them - Shamans can have that as well, and if the hero has mana like hell and a use - why not?
That's my take on it.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 18, 2010 02:58 PM
Edited by mamgaeater at 15:01, 18 Feb 2010.

Quote:
Mana Return
Another excellent perk! Again, I do miss a few details - let's imagine you have 20 mages with 5 mana who die - how much mana will the Hero gain? Will he gain 100 mana (20 x 5 mana) or 5 mana? The first seems very useful, the latter obviously less so. And I guess it will only trigger on the final strike - thus, if you have 100 mages and first 99 are killed, you'll only get mana from the final 1 - or what? Perhaps the disadvantage of this will be to tweak this balance issue - but I reall like the concept.
Creativity: 10
Realism: 8


I decided against multiple creatures initially but blizzardboy raised a good point to me.

Although now i would say that it works whenever an individual creature dies and you gain its (or their) mana.

But that would be cheating. I said stack in my perk and i can't change it now to an individual creature. (and when a stack of 100 is reduced to one it becomes a stack of one.

However it can be loosely interpreted to work for multiple creatures in a stack.

@Jollyjoker It is your skill. Your perk choice supercedes mine. Plus your perk is so much better.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 18, 2010 03:29 PM

@ Mamgaeater

Not at all.

I have two others and could make probably some more. I'm happy with the other two. The only difference is basically that I include buying and selling of artifacts, which could be part of it.

I'd gladly leave the perk to you, no matter what you do with it - I included it only to discuss and will probably delete it in a few days, since only two are allowed.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 18, 2010 03:46 PM
Edited by mamgaeater at 15:48, 18 Feb 2010.

yeah but i'm still going to change my idea. Its not all that useful.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 18, 2010 03:53 PM

Yeah, the initial version wasn't strong enough, I agree.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 18, 2010 04:02 PM
Edited by mamgaeater at 16:08, 18 Feb 2010.

changed it to something entirely... related.

+2 morale... or upgrading your units/buying things?

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