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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 ... 45 46 47 48 49 ... 50 57 · «PREV / NEXT»
Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted April 11, 2010 09:13 PM
Edited by Azagal at 21:15, 11 Apr 2010.

THIS IS SPARTAAAA UNIQUEPERKISTAN!! I will never tire of creating perks!!

EDIT: And a very honest thank you to Blizzard for judging for such a long time and creating the contest. This is awesome ubi could learn a thing or two^^. Thanks man.
____________
"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 April 12, 2010 07:51 AM
Edited by Jiriki9 at 10:23, 15 Apr 2010.

Mep I feel like I'm a thread killer.

I mean...I coem in ... WOOOSH ... several people drop out.
Perhaps, whithout knowing I got "aura of Thread Killing" ability?

btw:
Quote:
THIS IS SPARTAAAA UNIQUEPERKISTAN!! I will never tire of creating perks!!


I completely agree with you, azagal.

Does this ever go on? Aren't you going to be non-tired azagal?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 15, 2010 11:19 PM

Necropolis
poisonous arrow (advanced perk)
the attack of the hero casts poison with the same power and mastery as if the hero casted it. moreover, as long as that poison is active, the victim can't be healed in any way (but casualties may still get resurrected since deads don't suffer from poison no more)

this effect won't be dispelled by a classic poison spell or attack, but the duration will not be increased either.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted April 22, 2010 08:06 AM

Time is running out, and so far we have entries from two people only, with Fauch's last perk missing the prerequisite (advanced perk); moreover I didn't know heroes can cast a poison spell.


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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted April 22, 2010 12:44 PM
Edited by Azagal at 12:46, 22 Apr 2010.

Waypoint
The Hero marks one spot on the terrain, whenever a creature crosses or stands on the marked spot it will be attacked. As long as a unit stays on the spot it will be attacked a maximum of 3 times (once everytime its turn comes, the hero will attack before it gets it's move), depending on the mastery of the Combat skill. If a new waypoint is set or a creatures leaves the spot only to return to it once more the counter is resets. The hero only spends half of his iniative for this move.

Rampage
Prerequest: Tactics
After the hero attacks a creature he will continue to attack creatures adjectant to it. This will continue until he hits a creature that isn't adjectant to a creature he hasn't already hit (it basically gives him the Storm Strike ability). While rampaging through the enemy ranks the hero feeds on the frenzy, for every stack he hits his attack strength increases. When the damage is calculated the heros level is considered +"ammount of units already hit greater during his rampage" than the actual level.
____________
"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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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 22, 2010 01:47 PM
Edited by alcibiades at 08:11, 25 Apr 2010.

At last, I'll fulfill my duty and judge previous week's entries. Damn, that was A LOT of perks - but also a number of really great ones! So good work guys.


VokialBG
Joint Attack
This is a really nice perk, because there are a lot of effects that work to counter grouping your shooters in the corner, and this goes the other way. There's one thing I need to know: Say we have two stacks A and B next to each other, and A attacks. B will then co-attack - but will the damage from B's attack be 25 % of B's normal damage, or 25 % of A's damage? Because in the former case, this can be really abused by having a bit stack of archers and surrounding them with single units to trigger up 5 extra attacks at 25 % damage.
Creativity: 10
Realism: 8

Cat's Reflexes
Pretty nice. Fits the theme of the skill very well. Very useful also, and while it seems powerful, it's not too dependable, so I don't see it as a real game breaker.
Creativity: 8
Realism: 9

JollyJoker
Covering Fire
Ooh, this is really ingenious, and also perfectly balanced, because you don't get any extra damage - it just comes at a convenient time. One could ask if unit should activate this ability (like triggering some sort of "stand by" ability) which would use a bit of the ATB - on the other hand, that would sort of eliminate the early combat element of the skill, and maybe then it wouldn't be that useful. Maybe one could choose in tactics fase which units to activate this for and then give them a, say, 0.10 ATB penalty to their starting ATB?
Creativity: 10
Realism: 9

Snap Fire
While the mechanism for this seems a bit overcomplicated (or maybe I'm just tired after judging an abnormal number of perks?) I like the general concept: Sacrifice damage for speed. Maybe I would just make a simpler concept: Half damage for half ATB (which could be quite useful for taking out annoying small stacks without wasting a full turn), but I guess that's a matter of taste.
Creativty: 9
Realism: 7

Fauch
Invisible Thief
Evil. I like this, because sometimes I feel Dark Magic has a one-sighted advantage over Might factions in that it's the only way to hamper enemy ranged attacks. Maybe imply some sort of Chance Of Success?
Creativity: 9
Realism: 7

Precision
Simple as the idea is, I really like this, it seems both very useful and reasonably balanced - the wait restriction can well prove critical in a lot of circumstances, so you might not always be able to afford this (less enemy shooters come before you).
Creativity: 8
Realism: 10

Arcax
Safe Position
Ok ... that can be useful, and works well with the idea of the skill. I'm not positive I think this is quite interesting enough to make a basic perk, but ok, it could work.
Creativity: 7
Realism: 7

Clear Vision
Again, I'm not convinced this is perfect for a basic perk - it seems more like a second circle perk, being that it's passive and rather situational. It's a good perk in itself, however.
Creativity: 8
Realism: 7

Mamgaeater
Archer's Bane
Ok, while one can argue the idea behind this is a bit random, it would be very useful in game - particularly because ranged units very much have the same initiative, and thus this will give you a free second attack before enemy shooter, which will be tremendously helpful in creeping.
Creativity: 8
Realism: 8

Parthian Tactics
While this seems a twist on the 'Safe Position' perk sugested above, I like this one perhaps a bit better, because this seems to give you a bit more of a tactical edge - both on the positive and the negative side. Damage reduction by 60 % seems a bit severe - 50 % would seem sufficient to me, which would basically make you not suffer the retaliation strike, but not do more (or less) damage - on the other hand, maybe you're right that that would be unfair?
Creativity: 8
Realism: 7

Mytical
Battle Training
Ok, this could work. Basically you say you remove melee penalty. Guess that's useful in itself. Not the most original perhaps?
Creativity: 6
Realism: 7

Sniper Training
This seems imbalanced for a basic perk. For an expert perk, perhaps, but I prefer the version given above which has an ATB pernalty, which seems both reasonable and makes sense logically.
Creativity: 6
Realism: 5

Azagal
Keen Eye
Nice and simple. Works very well for a basic perk in my book.
Creativity: 8
Realism: 10

Supression Fire
This is a good idea. Has some tactical implications, and you know well that sometimes that -1 or -2 speed is just what makes the critical difference between crossing battlefield or not. Makes you have a tough decision between targeting enemy archers or chargers first. Nice.
Creativity: 10
Realism: 9

Berny-Mac
Airstrike
Meh. Let's give him a lazer gun also. Seriously, though, I don't really like this, it seems a bit unfair and goes against several game mechanisms. Seems like a free (except ressources) Meteor Shower in some ways ... which spells IMBA with capital letters.
Creativity: 6
Realism: 1

My Little PWNY
Wtf with the name? A bit less imba than Mytical's version, but less creative and balanced than Fauch's version.
Creativity: 6
Realism: 6

Veco
More Dakka!
Clearly, some reference is lost on me here? I sort of fail to get a clear image of the implications of this skill - so I abstain from judging it.

Big Shootas
While the general idea of the skill is not bad at all, perhaps I have a problem with your archers shooting down castle walls? The idea of penetrading Large Shields is fine, and the formula seems reasonable.
Creativity: 7
Realism: 5

Jiriki9
Quick Backshot
*chokes* Is this imba like hell, or do I miss something? Ranged Retaliation is in my book a very strong ability (it increases effective damage of unit by up to 100 %, and has huge tactical implications), so this does not work as a basic perk.
Creativity: 5
Realism: 0

Parthan Maneuver
Wow, that is really complicated to evaluate [read: Why not give a range increment?]. Ok, the general concept could work, but I'm to tired to really figure out if the numbers are right on.
Creativity: 8
Realism: 8



Final Scores

VokialBG
36 +
31 =
67

JollyJoker
37 +
33 =
70

Fauch
29 +
35 =
64

Arcax
34 +
31 =
65

Mamgaeater
34 +
24 =
59

Mytical
33 +
19 =
52

Azagal
35 +
36 =
71


Berny-Mac
11 +
18 =
29

Veco
N/A

Congratulation to Azagal, winner of the round.
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mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted April 22, 2010 02:16 PM

the problem with it however i have came to realize is that it enables archers to simply keep walking away from a foe while shooting...
Which could be useful while creeping.
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Protection From Everything.
dota

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veco
veco


Legendary Hero
who am I?
posted April 22, 2010 02:24 PM

Ramming Blow
Requires: Tactics
The hero can attack any creature (ally included) and push it back by 1 tile to the opposite side of the field.
(can work as anti-Blind/Frenzy)

Shredding Strike
Every attack performed by the hero reduces the target creature's HP by 5% (health can decrease 8 times - 40% decrease cap, it is calculated separately from ressurection penaltiesand then added on top of them). The damage formula is calculated as if the creature had 100% max health.

Comment: the more you strike the more you kill although the damage remains the same through the whole battle. If a creature had 100hp at start and the hero dealt 100dmg to it, the creature's health will keep decreasing while the hero damage won't. This will prevent situations like Titans being ressurected untill their max hp drops to 1 and the hero keeps killing 1-2 of them per hit.



Oh and by the way:
More Dakka!

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none of my business.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 22, 2010 08:17 PM
Edited by VokialBG at 20:19, 22 Apr 2010.

@Alci: 25 % of B's normal damage

For the new one:

Basic: Sunder armor

When your hero hit enemy unit, he also reduce it's defence depending on stacks level (lv. 1-3 - by 1, lv. 4-5 - by 2, lv. 6-7 - by 3). The effect may stack up to 3 times (means 3 hits on level 7 unit is 9 defence reduction), on every 3 turns the unit recover 1 hit (so the same unit, after 3 turns get to -6 defence).

Advanced: Sap

When your hero hit an enemy unit, it lose it's specific role (if it has one) for 1 turn, means shooters can't shoot, casters can't cast, flyers can't fly.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted April 23, 2010 07:26 AM

Rating the entries will take a bit, since I intend to give solid feedback, so I'll do it in my spare time.
In the meantime I'll give you the next task.
I'll keep it with Alci's change to create one BASIC and one ADVANCED perk.


Round 28
You shall create two perks for the Heroism skill. One perk must be a basic perk (i.e. inner circle, no other perks required), the other must be an advanced perk (i.e. second or third circle, requires other perks within this skill and possibly outside).

Heroism
Increases the xp when you win with a smaller army (power rate).
Basic : +40% xp
Advanced : +70% xp
Expert : +100% xp

Deadline is Saturday, May 1st.
____________
"Nobody dies a virgin ... Life f*cks us all." - Kurt Cobain

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted April 23, 2010 07:42 PM
Edited by VokialBG at 19:49, 23 Apr 2010.

Since heroism need smaller army, means it's perks may be very usefull if they increace your units power.


Basic: Glorious assault

Seeing your glorious assault against it's lines the enemy fear your initiative and lose 1 morale, in addition, if you reach and hit the enemy (even with spell or hit by the hero) during your first turn, all your units gain +1 initiative and +1 morale till the battles end.

Advanced: Last duty of the soldier

When one of your unit stack die in battle, without killing before this 1 full enemy stack, it feel the shame for not doing his sovereigns last will - to win combat for him. The soul of the soldier now can't find peace in the other world and seek redemption on the battlefield. The dead unit soul possess one of your alive unit armor and weapons and grand it 30% of it's strength (+30% of dead units stats - morale, luck, and initiative deasn't count). If the possessed unit kill full enemy stack, the soul will find peace and leave it, the effect is over. Doesn't work with elemental and mechanical creatures (can't prossess, but can be prossessed). The player can't choose the unit that will be prossessed, it's random. A unit may be prossessed by 1 soul only (and it's always the strongest possible). If the prossessed unit die before killing full stack, the soul will seek for new object to prossess and so on, untill the last duty of the soldier is done. If only one friendly unit is still alive for every hit by the enemy survived (after it become last), 1 soul will join it, untill all of them prossess it, trying to help.


May get changed to 1st May.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 23, 2010 08:25 PM
Edited by Fauch at 03:46, 02 May 2010.

JollyJoker : you realized Alci started another round with combat perks?

Vokial : just my thought, but last duty of the soldier might be too complicated

here are my perks for heroism again :

Basic :
Goliaths slayers
Level 1 units of your army have 50% chance of dealing double damage to level 6 and 7 units. it is independant from luck.

Advanced :
Martyr Requires Master of abjuration
Using half of his turn, the hero can give the "taunt" ability to the friendly stack of his choice. The effect is permanent, until you choose another target or the martyr die. Only one stack at a time can be a martyr.

(The effect might be dispelled automatically if your name is JollyJoker and you consider it IMBA)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 23, 2010 08:34 PM
Edited by alcibiades at 21:07, 23 Apr 2010.

My scores for last round. We have had a drop in contestants, hopefully some more will come back.


Jiriki9
Strike-around
I think the idea is pretty good (and like you say, almost begs to be picked) but not for a basic skill. You come up with some not-so-hot adjustments to make it balanced (only one per battle - meh), and making it only for combat classes, while it might make sense for balance, is a bit off on the game mechanics. Probably better off as an inner circle perk after all.
Creativity: 6
Realism: 5

Protector
I like the idea of a hero protecting a unit, and I guess the counters you've set makes it reasonable. Actually I would rather have made it so you protect from another Hero's attack - i.e. use your Hero's turn to block next enemy Hero attack - but I guess that's another perk in essence. In some ways, this can seem unfair with very massive armies, but ok, who ever talked about complete realism anyway.
Creativity: 8
Realism: 7

Fauch
Trample
Excellent ability, pretty strong, but also has a couple of counters. I think it goes well with the theme of the skill.
Creativity: 8
Realism: 8

Poisonous Arrow
I trust you mean the decay spell? The skill itself is fine, I think the "no healing" condition is both unfair and illogical, and more so because the skill in itself is sufficiently powerful - after all, this effect comes without any cost, and possibly also should drain Hero mana to compensate (similar to Hellfire).
Creativity: 8
Realism: 7

Azagal
Waypoint
Very nice, I like this, fits with perks like Mark Of The Damned and Retaliation Strike, and also with the theme of the skill.
Creativity: 9
Realism: 9

Rampage
Wow, that's really powerful. I think the skill itself could work, but it would require tougher prerequisites and/or some drawback to make up for it.
Creativity: 8
Realism: 5

Veco
Ramming Blow
A nice little tactical perk, not a game-breaker, but then, that's a good thing. Can have some nice tactical implications as you sugest.
PS: Attacking your own creature - which direction is "back"? Given that your Hero attacks from left to right, will it be possible to actually push your own stack towards the enemy by attacking it? That would make some good fun uses!
Creativity: 9
Realism: 10

Shredding Strike
Another useful perk, and seems like a good basic perk to me. Something that will mostly be useful in long combats, but after multiple attacks, it can become a real nuisence (-20 % or -25 % health hurts). Thus, it also works superbly in tandem with the skill, which itself promotes quick and thus numerous Hero attacks.
Creativity: 10
Realism: 10

VokialBG
Sunder Armor
Another fine entry, it seems both useful and reasonable, and logical within the frames of the skills and the game.
Creativity: 8
Realism: 9

Sap
I like the general idea, but I think the "specific role" phrasing is not optimal - I think it would be better within the concepts of the game to say that Hero attack supresses a random ability of the target. The idea itself is fine, it adds a fun bit of confusion to the game, and the win/lose randomness also means it wouldn't be too powerful.
Creativity: 7
Realism: 6
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veco
veco


Legendary Hero
who am I?
posted April 23, 2010 08:40 PM


____________
none of my business.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 23, 2010 08:48 PM
Edited by Fauch at 20:51, 23 Apr 2010.

Quote:
Poisonous Arrow
I trust you mean the decay spell? The skill itself is fine, I think the "no healing" condition is both unfair and illogical, and more so because the skill in itself is sufficiently powerful - after all, this effect comes without any cost, and possibly also should drain Hero mana to compensate (similar to Hellfire).


yeah, decay. well, that's a poison so violent that it prevents you from healing and regenerating. wanted something a bit more powerful than just poison, because well, as a necromancer I would rather use frenzy or mass confusion than the melee attack.

does the weakening strike costs mana?

oh yeah, also I wanted a difference with imbue arrow (which is super-imba since you can choose any spell)

Dungeon
Meteor shower arrow

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 23, 2010 09:07 PM

Quote:



Oops ... amended. And ironically, your perks were the best of the lot.
____________
What will happen now?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted April 23, 2010 09:10 PM
Edited by Fauch at 21:10, 23 Apr 2010.

how didn't I think of ramming blow?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 23, 2010 09:34 PM

Quote:
yeah, decay. well, that's a poison so violent that it prevents you from healing and regenerating. wanted something a bit more powerful than just poison, because well, as a necromancer I would rather use frenzy or mass confusion than the melee attack.

does the weakening strike costs mana?

oh yeah, also I wanted a difference with imbue arrow (which is super-imba since you can choose any spell)

Dungeon
Meteor shower arrow



Point taken on Weakening Strike, but I will still say that Decay is a rather strong spell in itself, and I guess it's rather situational whether you have a use for it - and in the case where you want to do damage, it's a nice extra.

And Imbue Arrow was not too bad until the channeling ability was introduced because Ranger has sucky spellpower by himself.
____________
What will happen now?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted April 23, 2010 09:58 PM
Edited by JollyJoker at 11:57, 25 Apr 2010.

Right. Maybe only for the occasion of THIS round I'll introduce a new rating category. CLARITY. While CREATIVITY/ORIGINALITY and REALISM/BALANCE will keep the same, CLARITY will deal with the way a perk is described and how many questions arise when reading it.

Here we go then:

Jirki9
Strike-Around:
Considering that the Combat skill wouldn't be picked by more magically oriented heroes (they'd pick Sorcery), limiting the skill to Barb, Knight and Demon Lord and EXCLUDING the Ranger (who is the trouble-maker with this skill) a very thoughtful decision because it saves a lot of trouble.
The decision to limit this to a one-time strike, seems not only right for balancing reasons, but makes it interesting in finding the right use.
So I think that this is a very natural, but a very thoughtfully done perk. The name isn't all too great, though, and the one-time use makes it difficult to imagine the perk as realistic.

CREATIVITY/ORIGINALITY: 6
REALISM/BALANCE: 9

Protector
I've mulled a lot over it. I think, the idea is pretty good, and that will show in the creativity department. I don't think the idea as such is overpowered. However, I find some flaws:
I miss, whether the attacked unit is allowed to retaliate against the attacker or not (whether the attack just failed and there is no retaliation), and I miss, whether the Protection attack of a Ranger will be Imbued if the Ranger attacks (I suppose no retal in the former case and Imbued attack in the latter).
Another question is, should the hero be able to protect against any kind of attack or protect equally against every kind of attack? What about caster and shooter attacks? That sseems to stretch the idea a bit, or doesn't it?
There is another problem with the skill - you may end up losing 50% of your hero's initiative for protecting your Peasants from an attack by a handful of summoned Elementals or gated Imps, which wouldn't be so great.
Lastly I could imagine for a hero to lose initiative for trying IN VAIN to protect his or her stack as well.

CREATIVITY/ORIGINALITY: 9
REALISM/BALANCE: 5

Fauch

Trample/Piercing Arrow
That's kinda overpowered, don't you think? This will make the hero do double, triple, quadruple and quintuple damage - not to mention the horror of a Ranger firing his Imbued Piercing arrow in a series of Fireballs through the lines...
Even a single line would make me think hard.
Moreover I dislike creature abilities being tranferred 1:1 on heroes.

CREATIVITY/ORIGINALITY: 4
REALISM/BALANCE: 1

Poisonous Arrow
While this is supposed to be an advanced perk, I don't see any prerequisites for it. Moreover there is no poison spell. There is a creature ability called Poison (Assassin, Wyvern) and there is the Decay spell. Why is this perk supposed to work only for Necro?
Moreover, what does the perk really do? If I assume that you mean the Decay spell, this perk would basically allow you to cast simple Decay with the added plus of adding the combat damage of the hero. I don't think, that's worth a perk for a NECRO )who won't take that skill anyway)?

CREATIVITY/ORIGINALITY: 4
REALISM/BALANCE: 1

Azagal

Waypoint
I like it. I'm going to assume that the 50% init the move takes, as you describe it, means, that actovatong this ability (setting the waypoint) will cost. The name sucks, though.

CREATIVITY/ORIGINALITY: 8
REALISM/BALANCE: 10

Rampage That is an awesome perk - especially for a Ranger. I daresay, it's an immediate winner for every Ranger, Imbuing and then... Christ, what a massacre.
Needless to say that it's a creature ability. So this one isn't to my liking at all - it's like Fauch's perk.

CREATIVITY/ORIGINALITY: 4
REALISM/BALANCE: 1


veco

Shredding Strike
The formula works for high level creatures, but not for big number/low level stacks that you will want to reduce as well.
I furthermore think that the perk ios too weak: When a Ranger imbues with Disrupting Ray, the defence is reduced by -3, which means, that there will be a damage increase of up to 15%.
The basic idea is of course sound, but not that original either. Reducing Health is a someehat original try, though.

CREATIVITY/ORIGINALITY: 7
REALISM/BALANCE: 4

Ramming Blow
Frenzy can't be dispelled in any way.
That leaves only removing the Blind spell for dealing full hero damage AND moving the unit in a possibly harmful direction or moving an opposing unit a square back.
I think, I would like this perk, if you could move a unit a square (or two) in ANY direction - as it is, I'd say it's underpowered and under-developed

CREATIVITY/ORIGINALITY: 9
REALISM/BALANCE: 4

Vokial BG

Sunder Armor

This is weaker - much weaker - than imbuing with Disrupting Ray, so it must be underpowered. It's not that different from veco's Shredding Strike.

CREATIVITY/ORIGINALITY: 5
REALISM/BALANCE: 5

Sap
I have 2 objections:
1) Casters are shooters as well - what's with them?
2) There is no advantage against melee troops, and robbing flyers off their Flying capabilities, may not have much effect.
The bottom line is, that, everything considered this may be equivalent to imbuing with Forgetfulness.
So this perk might have been a lot better.
However, it IS pretty original, and it makes me think about effects that rob units off their spcial abilities, which might have been something for melee units...

CREATIVITY/ORIGINALITY: 10
REALISM/BALANCE: 5

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VokialBG
VokialBG


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posted April 23, 2010 10:01 PM
Edited by VokialBG at 22:07, 23 Apr 2010.

Quote:
Vokial : just my thought, but last duty of the soldier might be too complicated


If not all of it, the last part surely is. I may change it

Quote:
random ability of the target


Thats nice idea. I had it when I posted, but leaved it, rated it as kinda very powerful. Looks like it was ok
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