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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 ... 39 40 41 42 43 ... 50 57 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 18, 2010 04:19 PM

Loool:

Quote:
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.


Dwarven special perk, if you ask me!

I had something like that in mind for advanced special perks for Dwarves and Humans, so that you could buy a little extra strength before a combat.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 18, 2010 05:58 PM
Edited by Fauch at 19:32, 19 Feb 2010.


I had the exact same idea


ok, let's try something else

Charity for the poor?
your army and hero get a +1 to their morale (cumulative, no cap, until the end of the day)
each time they :
-choose XP from a treasure chest for good factions
-choose gold from a treasure chest for bad factions

resources aplenty
decreases the cost of resources in gold by 50% (division by 2) for your army.

for example, if it costs 300 gold to buy a ruby in a market place, it will be decreased to 150 with this perk. in another hand, you will only receive 150 gold for selling a ruby instead of 300.

gold aplenty
increases the cost of resources in gold by 100% (multiplication by 2) for your army.

(resources aplenty and gold aplenty are almost identical, and somewhat complementary. well, actually it's illogical to choose both of them. so you could actually judge one or the other, or consider it's only one perk?)

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 18, 2010 07:01 PM
Edited by mamgaeater at 19:02, 18 Feb 2010.

what if multiple people grab that perk?

And it doesn't take just dwarves to be greedy.
Demonlords can be greedy too.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted February 18, 2010 08:13 PM

Gold Sack

At the beginning of combat you may create a 1x1 tile sack of gold to place whenewver you like. It has a special feature to block shooters etc.(just like magic crystal) The sack's hp equals to gold number of your kingdom.
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 18, 2010 10:30 PM

what's that perk? XD

good question mamgaeater
logically the 2 perks cancel each other

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted February 18, 2010 10:42 PM

no i mean different heroes grab resources aplenty.

Do they just keep dropping until it hits a really low ratio or is it capped.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 19, 2010 12:36 AM

Final scores from last round posted.
____________
"Folks, I don't trust children. They're here to replace us."

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 19, 2010 02:23 PM
Edited by Azagal at 16:53, 19 Feb 2010.

Iron Whip
Allows the hero to increase production in all facilities at the expense of the work forces health. Production is doubled in all facilities (doesn't stack with weeks that have the same effect. In weeks of Crystals a mine would produce 1*2 from the week and +1 from the perk). Due to major staff loss in the times of increased productivity all facilities will need a 12 day period to be able to work functionally again. The time to regain functionality increases with every use of this ability after the first use by +1.
This perk does not effect adventure map locations (mills, Garden of the Wee folk, etc.) town income in any way (be it a ressource silo, mytical pond, Capitol, etc.) it only affects mines. Should it be week of "something that increases mine production" during a period of rest the mines will not produce anything (double ammount of 0 is still 0). The hero can choose to activate this ability at the beginning of a week.
Basically you get a normal two weeks production in the time of one at the cost of loosing at least 4 days worth of ressources after the end of the second week.

Bribe
At the beginning of the battle a hero may convince an enemy stack that he might be better off fighting on his side. The targeted stack will receive the "Treachery" ability if he's able to pay 4 times the price of 33% of the stack. If he buys a unit of different faction the morale penalty will not apply. The stack will remain under the heroes controle for the remainder of the battle should it be the only stack left it will act as if under the "Puppetmaster" spell (as in you have to kill it, no joining you afterwards). The enemy won't see which unit is being bribed. Only 2 units can be bribed.
____________
"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 February 19, 2010 05:02 PM

Just a thought: would Bribe not be better as an advanced perk with the Diplomacy prerequiste?

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 19, 2010 05:05 PM
Edited by Azagal at 17:06, 19 Feb 2010.

It would. But unfortunately I didn't have the idea back then and the whole "money" aspect of the perk is sufficient reason for me to let it stay. Apart from the fact that pretty much EVERY aspect a basic perk could cover (the perk isn't even very basic) is already taken. Oh and while it would be easier to make something faction specific like some of you I understood that we should make basic perks for everyone. Or did I missunderstand that?
____________
"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 February 19, 2010 05:40 PM
Edited by JollyJoker at 17:41, 19 Feb 2010.

No, you understood correct.
I just meant that the Bribe perk (or "a" Bribe perk) would be a good ECONOMICS perk with Leadership/Diplomacy prerequisite.

I mean... there are different shades of Bribing, neh? You don't necessarily have to spend a fortune with the result that a full stack switches sides at perk BASIC...
I mean, troops are known to suffer misshaps - coming a tad too late to battle, being surprised on the loo or something, having forgotten half the ammo and the cart as well, targetting the wrong stack...

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 19, 2010 07:35 PM

Quote:
no i mean different heroes grab resources aplenty.

Do they just keep dropping until it hits a really low ratio or is it capped.

I made things easier for now, it only applies to you, not other players. but I thought it could have been interested to affect other players as well. for example, if you know your opponent is low on gold but has a lot of resources you may take resources aplenty to annoy him.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 23, 2010 09:08 AM
Edited by JollyJoker at 12:36, 23 Feb 2010.

Sorry can't resist: Don't read, if you still want to post a perk.



















Thanks, Azagal, for the basic idea; I think, for a BASIC skill there might ben alternative way to get "Bribe" in, and I post it here:

Bribe
This perk gives you the ability to bribe certain stacks into waste their turn with "Defending". It's a hero ability that costs 50% initiative and money depending on the opponent's stack and hero. The cost is:
#of creatures * (creature level]>2 * opposing hero level

If there is no opposing hero, opposing hero level is assumed to be 10.

However, not all creatures can be bribed, and some can be bribed to wait only (see following list):

Undead, all Neutral and all Barbarian creatures cannot be bribed:
Haven: Levels 1,2,3,5,6 can be bribed; level 5 will wait only.
Inferno: Levels 1,2,4 can be bribed.
Sylvan: Level 2,3,4 can be bribed. There is a 25% chance, that the bribe will fail and the bribed unit attacks as owner intends, but with additional Enraged abiolity active for the remainder of battle.
Dungeon: Level 1,2,4,6 can be bribed. There is a 25% chance, that the bribe will fail and the bribed unit attacks as owner intends, but with additional Enraged abiolity active for the remainder of battle.
Academy: Level 1,4,5 can be bribed. If bribing level 5, there's a 25% chance the Djinns give you double the amount of money payed to them back - but attack you.
Dwarves: Level 1,2,3,4,5 can be bribed. For Level 4 there's a 50% chance the unit flat-out declines and gets Enraged instead.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted February 23, 2010 11:49 AM
Edited by Mytical at 11:51, 23 Feb 2010.

Insider Trading
Whenever the hero is in a town, everything is 10% cheaper gold wise, resources, units, artifacts, anything that cost gold and is sold in that town.  Also it is 10% cheaper to hire heroes if the hero with this perk is in the town (and already hired).  Even when not in town, word of their exploits proceeds them, and everything cost 5% less gold.  Does not affect resource cost in any way.
____________
Message received.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 23, 2010 12:22 PM

Mining co-operations

Miners from your domain can now build co-operations. Now having more than one mine from the same type under your flag is giving you more resources (+1 per 3 days for every 2 resources mines and + 500 g per 3 days for every 2 gold mines). Also increase your defense skill by 1. Can't be picked if you pick up Agrarian co-operations perk.

Agrarian co-operations

Your farmers can now build co-operations increasing the food production. Dwellings under your flag bring you more population (Lv 1 creatures - Hero level/2, Lv 2 - Hero level/3, and etc...). Also increace the hp of all creatures in heros army by 1. Can't be picked if you pick up Mining co-operations perk.
____________

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted February 23, 2010 05:06 PM

@Jolly while I agree that mine may have been a bit too "advanced" for being basic and ideas you mentioned in your first post about it seemed like a better idea, I didn't change my perk because it wouldn't really have been my idea. Thus I'm not inparticularily happy to see you take my idea and "improve" it, despite the friendly opening remark. Not that I have any hopes of you not doing it but I still don't like it.
____________
"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 February 23, 2010 05:50 PM

I disagree. Just because someone finds a perk - let's say my Mining perk - that doesn't mean that I have an exclusive right on all perks involving an increase in mine productivity.
The same should be true for paying money to "influence" opposing troops.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 24, 2010 04:13 AM
Edited by blizzardboy at 04:25, 02 Mar 2010.

Mamgaeater:

Power of Gold

The name is very dubious and could mean so many things, I really think you could do better with it, especially since it doesn't even sync with the other two "Power of..." perks in the game. This perk looks fitting enough and well balanced, but I can't jump up and down over it because it's already not that hard to get the max 5 morale, and as long as you got some cash in your pocket, you're already almost halfway there with this perk.
Creativity: 5
Realism: 9
= 14

Shrewdness

This perk looks good, but not great. Great would have been if you incorporated a formula to scale the reduction based on the hero level (I know the basic leadership perks don't do stuff like that, but they wouldn't get a 20 out of me either ) I feel an important area that ought to be addressed with this entire skill tree is to make it somewhat appealing as a skill for a main hero; not just a secondary to get a few levels in it whenever possible.

Creativity: 8
Realism: 8
= 16


Berny-Mac:

Private Armies

I'm not entirely clear how this perk works. What I am pretty sure about is that you're saying that the hero is able to purchase level 7 creatures once you get a basic perk, and that's a major breach in game balance.

Creativity: 8
Realism: 3
= 11

Economic Warfare

Doesn't feel like a basic perk, and I think the feature of reducing artifact prices would nestle in better as perk exclusive to Academy and Dungeon. Once again, you leave out the numbers, so I can't judge the balance very well since I have no idea how much it affects the marketplace. I have to keep slamming your score if you do that.
Creativity: 6
Realism: 4
= 10


JollyJoker:

Mining

This can speed up the build process of your town nicely, particularly if you just want to use it for selective mines (lumber mill for Sylvan). I'm worried about how powerful this perk could end up being in a large map with lots of mines. Even if you don't need the resources, with an extra 3-4 resource units being produced from a special mine every week, that coverts to 150-200 gold, and that's if you have just one marketplace, and it's pretty hard to not have a use for extra gold. Of course mines can be captured, but still I think having a one-time resource boost from taking an unclaimed mine, or putting a time limit on the production bonus, would be better.
Creativity: 10
Realism: 6
= 16

Builder.

This perk is awesome. I love how you correspond the hero level with the building level for what a hero is allowed to build, that was very clever. It takes some daftness to use this perk in early game with that +50% cost amount, but it definitely can have a nice payoff. I know how I often I wished I had just one more day to build before the start of the next week.
Creativity: 10
Realism: 10
=20


Fauch:

Charity for the poor?

Not a big fan. I can see why the evil factions would pick gold and the good would take exp, but that's still annoyingly restrictive if you plan on taking advantage of this perk. Plus possibly shooting up your morale to +5 without any help from buildings or leadership for a key battle is lame.
Creativity: 6
Realism: 7
= 13


Arcax:

Gold Sack

This perk doesn't make sense. A big fat sack of gold appears on the battlefield that blocks creatures and ranged attacks? What?? The Sack could also reach some pretty massive hp. Even 3000 unarmored would be a big pain and they'd be forced to move their shooters, not to mention how you could block off chargers and whatnot regardless off the hp. That's too much power.  
Creativity: 4
Realism: 3
=7


Azagal:

Iron Whip
The 'Iron Whip' description doesn't feel like a universal perk. For the 'good factions', I could see it under Academy with its strict hierarchy, sort of under Haven, but definitely not Fortress (they're clan mates!) or Sylvan (frolicking elves). This is a useful perk but I see it as usually having a one-time use in earlier game while you're building up your hometown and then you're done with it, since by late game you generally no longer have resource issues, so that's not very exciting.
Creativity: 8
Realism: 6
= 14

Bribe

This is a good concept, although something like this feels more like an advanced perk that could tie in with Leadership over just a basic Economics perk. I think what you have now is pretty weak even for a basic perk. You have to spend 132% of the stack's cost to give them the Treachery ability, so they convert after you get them to 30% health, and then you can never keep them anyway. Very limited use considering the rip off price of it all.

Creativity: 9
Realism: 4
= 13


Mytical:

Insider Trading

This is a good, fittingly basic perk, but scaling it to the hero level would make it great. I think the automatic 10% reduction is a bit high since you can take advantage of this with secondary heroes, but nothing severe.

Creativity: 8
Realism: 8
= 16


VokialBG:

Mining co-Operations

Agrarian Co-Operation

I'm going to address your two perks in one paragraph.

I think what you did here was really cool. I love how you have to pick one or the other, and have a mining themed or agriculture themed  hero. That's spiffy. I'm assuming the bonuses for these perks wouldn't stack? Clarification would be nice. About the small bonuses you add in at the end-- the +1 defense for mining and the +1hp for agrarian-- I think that's cool and suits with each theme, but the perks are already good enough without that. I don't have anything else to say for the mining perk. For the agrarian perk, the amount of extra creatures produced is scaled too heavily in favor of high tier creatures (2 or 3 extra tier 7's with a level 20 hero is a lot!), and I think it should have to be tied in to a chosen town unless the production bonuses are further reduced. So some pretty heavy balance issues there.

Mining Co-operations:
Creativity: 10
Realism: 8
= 18

Agrarian Co-operations:
Creativity: 10
Realism: 3
= 13


Final Scores:

Mamga:
34
30
= 32

Berny:
25
21
=23

Jolly:
37
36
= 36.5

Fauch:
25
13
= 19

Arcax:
14
7
10.5
Azagal:
32
27
=29.5

Mytical:
13
16
= 14.5

Vokial:
26
31
=28.5

____________
"Folks, I don't trust children. They're here to replace us."

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted February 24, 2010 07:43 AM
Edited by JollyJoker at 09:33, 24 Feb 2010.

Blizzard, I suppose not all situations will warrant to take each and every basic perk, so if the Mining perk wouldn't gain on Large or rich Maps, you'd just take an advanced one instead.

So, what's next?

EDIT: It seemed I misunderstood your comment to the Mining perk. Yes, I did consider a "depletion hazard". Something like this:
"After running a full 4 weeks on higher production, at the begin of each following week a check is made, and there is a 10% chance the mine will be depleted. The depletion chance will increase by 10% each week (depleting the mine for sure after 9 more weeks at most). The player can stop this process by paying another 1000 gold, returning production to normal and stopping depletion checks."

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 24, 2010 03:13 PM
Edited by Fauch at 15:17, 24 Feb 2010.

Quote:
Fauch:

Charity for the poor?

Not a big fan. I can see why the evil factions would pick gold and the good would take exp, but that's still annoyingly restrictive if you plan on taking advantage of this perk. Plus possibly shooting up your morale to +5 without any help from buildings or leadership for a key battle is lame.
Creativity: 6
Realism: 7
= 13

it adds a little bit of strategy, since you can now keep treasure chests for later and use them to get an advantage for hard battles.
and it may not be so easy to get +5 morale this way, since treasure chests can only be used once, and you'll have to take some of them only for the gold or the XP, and lose the morale bonuse.

you forgot the 2 other perks. gold aplenty and resources aplenty.

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