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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 40 ... 43 44 45 46 47 ... 50 57 · «PREV / NEXT»
Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted March 18, 2010 08:38 PM

Airstrike
Hero gains the ability to call down an Airstrike. Airstrike is like meteor shower, but with bombs, and has a generally higher attack power based on the number of shooters and fliers in your army. However, if the opposing army has a greater number of shooters and fliers, then the damage is decreased. This ability does not cost mana, but it does cost a large amount of resources and gold.
My Little PWNY
For one attack each, each ranged stack in your army gains the no ranged penalty.
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Skyrim RP? YES!
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veco
veco


Legendary Hero
who am I?
posted March 18, 2010 09:20 PM

More Dakka!
Once per battle you can inspire your ranged troops to use more dakka, making them grab any remotely usable piece of equipment they have left and project it at the opposite side of the field. The result is a cone-shaped line of fire that starts in front of the shooter and ends at the egdes of the field.
Friendly fire possible,
damage is 100%-(5%*row number)
takes one turn to setup
after using More Dakka!:
- 30% chance of 50% the units killing themselves with faulty equipment
- 50% of losing the Ranged ability for the rest of the battle
- 20% falling under Frenzy effect for 2 turns

Big Shootas
The bigger your shooters, the bigger their shootas.
Your shooters can attack Castle walls with reduced damage:
50%+(Tier*5%). Same formula applies to Large Shield/Shield Others effects and Blade Barrier.
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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted March 18, 2010 09:21 PM

i hope you're not trying to integrate more comic relief after I have already provided a small amount. However, those are cool abilities.
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Skyrim RP? YES!
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veco
veco


Legendary Hero
who am I?
posted March 18, 2010 09:23 PM
Edited by veco at 21:24, 18 Mar 2010.

Integrating comic relief here is bound to fail anyway. After all, people are being JUGDED and RATED here (through their ideas)
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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted March 18, 2010 09:28 PM

I dunno, i think the abilities themselves are great, but the names just offsets things in a nice way.
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Skyrim RP? YES!
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted March 18, 2010 10:29 PM

No more Dawn of War for you veco! Now get back to your room and drinking tea!
____________
"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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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 19, 2010 04:36 PM
Edited by Jiriki9 at 21:40, 19 Mar 2010.

Quote:
Supression fire
Units under fire of enemy shooters will slow in their advance. For every shot fired at them they will lose -1 speed. The penalty will be lifted once the shooer targets another stack. The penalty is capped at -3 speed.


...the way you wrote it it works for your enemy Guess you mean it the other way round (so that you slow down your enemies not them you)

EDIT:

Quick Backshot:
ALl your shooters gain "Ranged Retaliation" ability. If a unit allready has ranged retaliation it gets "Maneuver"-ability (like centaurs). If units have both abilities, this perk has no effect on them.

Parthan Maneuver:
If an enemy target is on long range distance of one of your shooters, but would be on close range if the shooter stood on a different square within your shooter's range, your shooter will run forward, shoot from there, and return to their position. The damage done is depending on how far the shooting square is from the units position at the beginning of its turn. Damage is 100%-(10%*(n-0.5m)). If n<0.5m, you gain no penalty nor bonus, but do 100% damage. n=distance from shooters position and shooting square. m=shooters movement.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted March 20, 2010 10:31 AM

Snap Fire
Ranged units learn to sacrifice precision in aiming for speed. Additionally they go into battle somewhat better prepared.
Effects:
a) Units of a hero with this perk get an additional [0.1] starting initiative bonus.
If it's the turn of a ranged unit led by a hero with this perk the unit can either shoot normally or pick the Snap Fire ability (not unlike those of Haven's Archers),  with the following effect:
b) the aimed-at target square suffers HALF the normal damage;
c) the other 50% of the damage are distributed evenly between two randomly picked adjacent squares (both squares have to be adjacent to the aimed-at square). "Out of bound" squares are not eligible, that is, the shots will always hit a battlefield square (which may be empty) or a War Machine. Note, that we talk about SQUARES, not units: this ability allows aiming at a specific SQUARE, not at a unit (this difference is important when aiming at big units).
d) The unit uses up only 75% of its initiative for this maneuvre.
e) For Archers, Snap Fire simply reduces the cost of their own ability to 75% (they have an advantage here).

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 20, 2010 10:39 AM
Edited by Mytical at 10:45, 20 Mar 2010.

(Not for contest)
PIN
Forgoing their normal attack, a range unit may instead 'pin' to the ground an enemy stack.  How long depends on the following formula.

With Basic Agility - ((Level of friendly unit * 1.1) -Level of target unit) rounded down in turns.  So no higher level unit may be 'pinned' by a lower level ranged unit.  A pinned unit gets - 1 to speed and -1 to init.

With Advanced Agility - ((Level of friendly unit * 1.5) - level of target unit) rounded down in turns. A pinned unit gets -1 to speed and -2 to init.

Expert Advanced Agility - ((Level of friendly unit * 2.0) - Level of target unit) rounded down in turns. A pinned unit gets -2 to speed and -2 to init.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 24, 2010 07:42 PM
Edited by blizzardboy at 02:23, 25 Mar 2010.

VokialBG:

Joint attack

This could be pretty nasty for a basic perk for when you're creeping, but splitting up those stacks and making them adjacent is also dangerous. Nice perk.
Creativity: 9
Realism: 9
= 18

Cat's reflex

I like the name and I like that you fit in a perk that doesn't have to do with shooting but still makes sense with the skill. That being said, this basic perk is a game-breaker.
Creativity: 10
Realism: 4
= 14


JollyJoker:

Covering Fire

This is difficult to weigh. I picture arcane archers getting cover fire on paladins and it sounds gruesome, and then I picture the perk triggering on occasions where you really would just prefer that it didn't and you use up the ranged stack's initiative. I guess the extremes roughly average out, and it's an interesting concept, but I'd still prefer a somewhat less variable basic perk.
Creativity: 10
Realism: 8
= 18

Snap Fire

Another fun idea. The +1 starting initiative it a nice treat. For the special attack, you would need at least a large stack and an adjacent small stack for this ability to roughly break even, as that would cover 4/8th of your adjacent tiles and allow you to statistically deal 75% of your normal damage (comparable to 75% of your initiative). But even then, it's generally preferable to deal as much damage as possible to a specific stack, rather than distributing it across two or more. So considering you have to take a perk to gain this special attack, I don't think it would hurt to boost it some.
Creativity: 9
Realism: 8
= 17


Jikiri:

Quick Backshot:

This would have roughly been one of my perks Ranged retaliation at ~50%-75% damage would be more reasonable though. Full damage for everybody is too much.
Creativity: 10
Realism: 6
= 16

Parthian Maneuver:

I don't like how you named your perk after a real life empire. That's not fitting for Heroes.
I love the ability and it's pretty well-balanced too. Most shooters have a movement of 4 so you'd have that max breathing room to get a full-ranged shot minus 20%, to net to +30% damage, which is reasonable. Although I'd tweak the formula since I think you should always get some kind of penalty when you move and shoot.
Creativity: 8
Realism: 9
= 17


Fauch:

Invisible thief

Lol, an ammo-stealing hero.
You mention that you can steal an ammo cart, but you don't say how it works. Do you automatically succeed?
I don't think the creature's tier should be calculated in how much ammo you steal, since a lot of the best ranged stacks are lower level ones, whereas it would be a complete waste of time to rob a titan.
Creativity: 7
Realism: 6
=13

Precision

Has potential, but very risky since ranged units typically don't have a high initiative anyway, plus after 1.5 turns there's likely to be some units within close range, but you can still attack the casters in the back. In a hero duel, this is so dangerous because the enemy ranged will get to hit you first.

Creativity: 9
Realism: 8
= 17


Arcax:

Safe Position

Beautiful.
Creativity: 10
Realism: 10
= 20

Clear vision
Too specific for a basic perk. Just as with perks like Shrug Darkness or Suppress Light, it's best left as an advanced perk that you go for if you plan on needing it. Still pretty nice though.
Creativity: 8
Realism: 8
= 16


Mamgaeater:

Archer's Bane

Awesome, even if slightly weak. You need a different name too, since it doesn't fully match the ability.
Creativity: 9
Realism: 9
= 18

Parthian Tactics

Again, wrong planet.
This is a borderline knock-off of Jikiri's perk, and a bit too powerful imo.

Creativity: 2
Realism: 8
= 10


Mytical:

Battle Training

Don't mess with the archers.
Creativity: 10
Realism: 10
= 20

Sniper Training

Immensely imba.
Creativity: 5
Realism: 3
= 8


Azagal:

Keen Eye

I'd make it 2.
Creativity: 10
Realism: 7
= 17

Supression fire

A bit weak. Maybe make it a flat -2 speed (does not stack) and always lasts one turn.
Creativity: 10
Realism: 7
= 17


Berny-Mac:

Airstrike

You mixed up Call of Duty with Heroes. As is your custom, you give no numbers in your description, so I can hardly judge the balance

Creativity: 0
Realism: 4
= 4

My Little PWNY

The name is a work of pure genius, but I'm not happy with everything else.

Creativity: 0
Realism: 6
= 6


Veco:

I can't judge your perks, or else you might turn me down for a date.

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

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veco
veco


Legendary Hero
who am I?
posted March 24, 2010 08:12 PM

Quote:
Veco:

I can't judge your perks, or else you might turn me down for a date.

I know you just don't want to embarass the rest of the participant by giving me 21 points average
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none of my business.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 24, 2010 08:13 PM

Quote:
Lol, an ammo-stealing hero.
You mention that you can steal an ammo cart, but you don't say how it works. Do you automatically succeed?
I don't think the creature's tier should be calculated in how much ammo you steal, since a lot of the best ranged stacks are lower level ones, whereas it would be a complete waste of time to rob a titan.

actually I wasn't so sure about stealing an ammo cart, except that you get a new ammo cart for free and the opponent loses his one. in a way, I thought of implementing some constraints, in another way, it is so easy to destroy an ammo cart...

Quote:
whereas it would be a complete waste of time to rob a titan

as a wandering army, they are among the best shooters




Quote:
Pretty limited value. You wait 50% longer to deal +50% damage, plus you risk getting hit or blocked off while you're waiting. I'd find some way to boost it.

actually you wait 50% longer to double the damage, or even more if the unit has range penalty, or you are attacking a castle.
of course, just giving no range penalty to every shooter would be imba, that's why you have to take some risks.

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted March 24, 2010 08:26 PM

the name is fine imo. its an archer. and its the bane of other archers and casters.
its a like an angelslayer angel.
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Protection From Everything.
dota

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 25, 2010 01:41 AM

Hmm, you don't have to worry about it..I am happy with the scores..but why is one imba and the other not???  All either do is reduce penalty...
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 25, 2010 02:05 AM
Edited by blizzardboy at 02:23, 25 Mar 2010.

No Ranged Penalty for all ranged units is the equivalent of a major artifact. The early shots in a battle dealing full damage can really make a huge difference, and the whole advantage of ranged is that you get to attack whoever you want without retaliation. It's also immensely valuable for creeping.

No Melee Penalty is still nice (I at first considered knocking it down 2 points), but it's definitely not nearly as valuable as the other perk. Ranged units are generally pretty vulnerable anyway, and once they're blocked off they're forced to attack the specific unit that's blocking them. Also these units all already have No Melee Penalty: Titans, Centaurs, Witches, Monks, Scouts, and the Skirmisher upgrade. These same units include all the decently durable ranged units(except Liches) that benefit from No Melee Penalty the most. When it comes to units that already have No Ranged Penalty, you just have the Crossbowmen and Arcane Archer upgrades.

@Fauch: I don't know what I was thinking.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 25, 2010 03:13 AM
Edited by Fauch at 03:19, 25 Mar 2010.

witches don't have no melee penalty (except the shadow lady who can't shoot) but whip strike only triggers in melee. (imagine if they could frenzy an enemy with their shots )

mages also have no range penalty, but their damage is really low.
thanes have no penalty at all for using a physical range attack. they can't even be blocked I guess.


Quote:
Has potential, but very risky since ranged units typically don't have a high initiative anyway, plus after 1.5 turns there's likely to be some units within close range, but you can still attack the casters in the back. In a hero duel, this is so dangerous because the enemy ranged will get to hit you first.

that's where stuffs like shields others, aura of magic resistance, magnetism and deflects arrows for example come in handy.
and most factions have 2 shooters, you could use it on druids or zealots for example, since hunters and crossbowmen are likely to get targetted first.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 25, 2010 03:21 AM
Edited by blizzardboy at 03:25, 25 Mar 2010.

I'm pretty sure the Whip Strike is the spell-triggering effect in addition to dealing normal damage.

The thane's ability is a one-time special. The main purpose is to give the target Mark of Fire on top of the damage, and then your Rune Priests can blast them for double damage. The damage by itself isn't that great, but always useful for creeping still.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted March 25, 2010 09:04 AM

Quote:


Snap Fire

Another fun idea. The +1 starting initiative it a nice treat. For the special attack, you would need at least a large stack and an adjacent small stack for this ability to roughly break even, as that would cover 4/8th of your adjacent tiles and allow you to statistically deal 75% of your normal damage (comparable to 75% of your initiative). But even then, it's generally preferable to deal as much damage as possible to a specific stack, rather than distributing it across two or more. So considering you have to take a perk to gain this special attack, I don't think it would hurt to boost it some.





Well, this is thought more of a tactical thing: with the boost of start initiative your ranged troops will fire EARLY in a battle, which means, that the enemy formation is still tight. If you do not have an easy full-damage target - overkill, split shooters, no shooters, not nearly enough damage due to range and so on - you can just fire into the thick of it, still dealing  100% damage, but losing only 75% initative, which means, you will have a second shot EARLY, an that second shot might be the one that counts. Also it does fit to Covering fire, since you will have 25% posible covering damage IMMEDIATELY after having snap fired.
Lastly, if you get moral, with a faster shooter you'll prbably get a second short in before a slow shooter can actually fire once.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 25, 2010 12:49 PM

Quote:
The thane's ability is a one-time special. The main purpose is to give the target Mark of Fire on top of the damage, and then your Rune Priests can blast them for double damage. The damage by itself isn't that great, but always useful for creeping still.


1.2 x the normal damage at long range instead of 0.5x for most shooters, they can easily destroy a stack with it. moreover they have init 11, more than most shooters.

of course you can argue that thanes don't have much attach

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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted March 25, 2010 11:50 PM

would i get a higher score for Parthian tactics if i renamed it
"Rainbow zebra pegasus duchy scout archer tactics"?
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Protection From Everything.
dota

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