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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 ... 49 50 51 52 53 ... 57 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 09, 2010 12:22 PM
Edited by JollyJoker at 12:29, 09 May 2010.

Ratings Round 29

Score for this round are generally higher, because perks are better.

Jirki9

Split Spell
Thank god this is only to work for single stack spells, and thank god there are no spells working specifically on two targets. While I accept the general idea as solid and filling in interesting niche between single and mass spells, I think the effect is a tad overpowered:
Chain Lightning cast with Expert Destructive and Expert Magic Talent will do 32.5+32.5*Power damage to the first, 16+16+Power to the second 8+8P and 4+4P damage for 16 Mana stunning ONE target with Master of Storms, while Lightning Bolt with this perk under the same conditions will do 21+21P damage twice, stunning TWO targets. All in all I do not think that the damage done to 1 target should reach 100%, so maybe 50- at most 60% + Magic Talent bonus would suffice.
Moreover there are special cases: Does this work with Divine Vengeance? Decay? What about Mark of the Wizard? Three or 4 Targets hit?

CREATIVITY/ORIGINALITY: 8
BALANCE/REALISM: 7

Influenced Spells
Very good idea, but again a very complicated effect. I think, that the construction of this perk is a bit odd. Let's say Magic Talent is, what allows the combination of Dark Magic spells with Damaging spells. First problem is that DECAY is a damaging spell as well - which is missing. Second problem is, that it's not clear what such a spell will effectively cost - it's not clear from the description. Third problem is that it's not clear whether you have to learn the Dark spells or not (whether they are cast automatically or only when the hero has learned the spell). 4th problem is Ranger and Imbue Arrow. 5th problem is prereqs: if you do HAVE to learn the Dark spells the prereqs are redundant.
The bottom line is, that this perk is trying to accomplish too much - maybe a simpler effect - like always casting Sorrow with a damaging spell, or something like that may have been better, to control the effects a bit better.

CREATIVITY/ORIGINALITY: 9
BALANCE/REALISM: 3

Fauch

Master of Elements
While I think that the basic idea (reducing elemental resistancies) is sound and fits well into the overall theme, we are quite near to the Dungeon racial ability as well, so what we miss here is at least a mentioning, how those two combine, especially with Dungeon being a prime candiate to take the skill. Because of that I'd have wished for another thing than a percentage thing, some other mechanism, maybe based on the spell cast or the perks at work (Cold Steel, for example).

CREATIVITY/ORIGINALITY: 6
BALANCE/REALISM: 7

Solmyr's Apprentice

A fine and fitting name. Considering that Master of Storm will grant ONE stun effect only as the sole perk effect, albeit for two possible spells, I'll consider
a) Handing out the spell (which means you don't have to have a Destructive guild to take Destructive and Master of Storm) which makes it quite handy for Necro with their high power.
b) allowing to pick targets (which is a fine idea
c) stunning ALL targets
as over the top
How about ANY TWO for stun effect (pick four targets, pick two stun targets).

CREATIVITY/ORIGINALITY: 8
BALANCE/REALISM: 7

Vokial BG

Mana Dust
While on the surface just another method to be able to cast more spells, it's a rather ingenious method, since the Dust adds a new game element and constantly challenge players to decide on whether to stow away Dust (and be low on actual mana).
However, I'M a bit confused about the two different conversion rates? What is a Might and what is a Magic hero and why does a "might" hero has a better conversion rate?
Moreover I'm a bit unhappy about the 1/3 limit - I think that's not enough; or at least make Intelligence or other perks allow a higher limit.

CREATIVITY/ORIGINALITY: 10
BALANCE/REALISM: 6

Destructor's Secret
Yes, a nice perk (and a nice double perk). I only think that the effect is too low for both mana and power gain.

CREATIVITY/ORIGINALITY: 10
BALANCE/REALISM: 6

blizzardboy

Pulse
Another good idea. I'm a bit at a loss about how balanced the perks is, and tend to rate it somewhat underpowered - maybe effect might last for as many rounds as the skill in Magic Talent OR lose as many speed points as that? I'd be happier, I think with a tad more effect.

CREATIVITY/ORIGINALITY: 9
BALANCE/REALISM: 8

Stormguard

I miss whether this is an active or a passive ability. If it was a passive ability, your army would contain only shooters and fliers; if it's an active ability I miss activation time.
Be that as it may, for this skill I tend to think that an unlimited flying ability for walkers would be imba. Dungeon comes to mind here, with Hydras, the two invisible units, the Riders and the furies, plus some others as well, for example Haven level 6. Additionally, I have a slight problem imagining Lava Dragons, Treants, Hydras and so on flying on Stormclouds.

CREATIVITY/ORIGINALITY: 8
BALANCE/REALISM: 3

Azagal

Soul Drinker
A very good idea, but as the title says I have a lot of problems to accept this as a basic perk for everyone - this cries for being a basic Necro perk OR an Inferno skill with Consume Corpse as a prereq OR a Dunegon skill with Dark Ritual as a prereq and so on. Also, the effect is usable only, when you have non-trivial losses (which means, only in times of dire need), while it's still fairly low then.

CREATIVITY/ORIGINALITY: 9
BALANCE/REALISM: 2

Child of the Ether
This is an idea that sounds quite good on first look. But are you really needing this? There are some other perks that make spells cheaper without loss in spell effect, and usually, if you need to cast something more expensive like a Fireball, if you can afford to cast it with half strength because you need the mana, you can usually afford to simply pass on it. That is especially true for the LOW spell power Destructive classes: Inferno and Sylvans. Necro MIGHT have use, but isn't the destructive type. Fortress is doubtful as well, while Academy usually has no mana problems due to Sorcery and hero specials. Which leaves the Dungeon, where I would accept such a perk, but I'd still not be convinced.
Another thing is that making use of this perk would rather lengthen battle due to computations necessary how much damage you would want your spell to do and how much mana you might save.
So this perk leaves me with the impression that while it is original, it probably has a reason that there is no such perk.
Which ultimately means, I cannot rate the perk. For me it's a redudant or useless perk, but formally there is nothing wrong with it. (If you need a rating for combining it with Alci's rating give it a 5/5 maybe).

CREATIVITY/ORIGINALITY: -
BALANCE/REALISM: -

I'like people to comment on whether they want to go on, before I start the next round.

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veco
veco


Legendary Hero
who am I?
posted May 09, 2010 12:37 PM
Edited by veco at 12:49, 09 May 2010.

Regarding Azagals last perk - you could say the same about all the other perks - there is probably a reason why thye aren't in the game. Sylvan is hardly a low spellpower faction with High Druids and Necro/Dungeon (and Fortress should they miss out on Tap Runes) which have mana problems would benefit a lot from it. An almost free Deep Freeze with stun, damage increase and Cold Death is something you can't underestimate in a hero battle. Imbue Rain of Arrows/Ballista with it and you have yourself a huge advantage when mana starts to run out. Or in Dungeon's case - you can save some valuable mana points on huge overkills.

It is far from useless/reduntant, you don't need to look far to see it's uses.
____________
none of my business.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 09, 2010 12:56 PM
Edited by Jiriki9 at 12:57, 09 May 2010.

Moreover there are special cases: Does this work with Divine Vengeance? Decay? What about Mark of the Wizard? Three or 4 Targets hit?

Yes for DV, no for Decay (No direct damage, which is waht I meant) Mark of the Wizard does not double the Perk effect.

Quote:
Second problem is, that it's not clear what such a spell will effectively cost - it's not clear from the description.


...
Quote:
Influenced spells cost +50% mana.
of the destructive magic spell, which is the basic spell. Thought that was obvious...

Quote:
First problem is that DECAY is a damaging spell as well - which is missing.
Forgot "direct"

Quote:
Third problem is that it's not clear whether you have to learn the Dark spells or not (whether they are cast automatically or only when the hero has learned the spell).
Did I mention it? No. So you don't have to!


..and, of course, I want to go on!

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 09, 2010 01:20 PM
Edited by Azagal at 13:37, 09 May 2010.

Hmm... I'm still in favour of continuing but then again I always thought Alci would remain as a judge. If we'll have another theorycrafter replace him I'll be sad but I'll continue.

About Soul Drinker
It is not useable if you only have "non-trivial" losses. Because it's health based you can run arround with a small army and still get the bonus if few troops die. But you're right it wasn't ment as a creeping skill it's more of a final battle perk perhaps that's too little.

About Child of the Ether
Now you're just being petty lol.
The perk is only useful for potent Destructive casters with (potential) mana issues. Simply because Necro isn't the Destro-type doesn't mean that they would benefit tremendously if they'D go destro. Why exactly is Fortress doubtful? Without tap runes (which aren't an instant pick if you go destro since you'll almost never get Sorcery so Empathy is an option) your mana pool usually depends on what items you get, even with Enlightenment since your stat growth is so unstable. Contrary to your beliefs Sylvan is not a low SP class anymore since the introduction of the Elder Druids. Imbue arrow Meteor/Implo takes a gigantic toll on your mana reserve, even with it being big. Imbued Ballista would make it an even stronger perk but you can't really count that since it's so rare. And perhaps you haven't seen a Warlock run out of mana yet, but it does happen and therefore mana management is crucial.

And why would you critizise that it's not useful for all factions if Magic Talent isn't useful for all factions in the first place? Obviously this only benefits factions that chose to go Destro. So how this varrant point deduction that Necro doesn't "usually" go Destro? When they go they'll most likely pick Magic Talent and they'll need some mana management. Sacrificing some damage isn't such a big deal if your Mana pool is pretty low lol.
Not that I'm a fan of selfpraise but I know that the perk isn't completely useless.Even if you for some reason discard everything I said above it simply isn't useless because atleast casting a spell for the elemental masteries or Cold Death to trigger alone can worth a lot.

But I'll give you that much you atleast gave me the idea to have the mana reduction be lower instead of equal to the spell damage reduction. So that instead of casting twice at half mana being the same as casting it once on full it should be something like ~125% of the damage to make it more useful.
____________
"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 May 09, 2010 02:08 PM

Quote:

But I'll give you that much you atleast gave me the idea to have the mana reduction be lower instead of equal to the spell damage reduction. So that instead of casting twice at half mana being the same as casting it once on full it should be something like ~125% of the damage to make it more useful.

The main point has been that there are other perks lowering mana costs, with this perk having an interface allowing to pick how much mana and effect you really want to put in Implosion, considering things like Erratic Mana and so on will come in after that as well would cost a lot of time - I think, it's an impractical perk.
However, making the manaspare/effect loss ratio better would indeed make the perk what I would call "valid".

Since I didn't rate the perk at all, I will allow editing it and then rate it correctly.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 09, 2010 03:16 PM
Edited by Azagal at 15:20, 09 May 2010.

How gracious of you. The perk can stand on its own the way it is though and I don't see you adressing any of my/vecos arguments for that.

And for reliable mana reduction we only have Arcane Training not to mention that Sorcery isn't an option for Sylvan (since you don't cast you attack) and for Fortress since it's only got a 2% chance. Erratic Mana is both inconsistant and unreliable, my perk isn't. Apart from that those two perks only work if you have enough mana in the first place. If you don't have the 15 Mana for an Meteorshower (that's already with Arcane Training) then you can't cast it. With my perk you can still cast it at 10 mana. And what's with the "inpractical" argument? Pretty vague don't you think?
It all depends how you implement it. If you just click the spell and then have a lever (something like a scrollbar) to adjust the strength that should be fine. So the downfall of my perk has gone from being "useless" to there are other perks that work towards the same end to possibly not being implemented very well...?
____________
"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 May 09, 2010 03:29 PM
Edited by alcibiades at 15:33, 09 May 2010.

Right on time with my marks this round. Some pretty nice creative perks this time, some suffered on the realism side however.


Jiriki9
Split Spell
Not considering how this would actually stack with Mark Of The Wizard, I'm still against this idea because double casting is by default imbalanced in my book. MOTW is a very strong (and one über-magic racial only) perk, and this one is even stronger in that it a) doesn't require you to spend time to place and/or move mark, and b) does extra damage (albeit only 5 %). If this perk should work, for me it would meen that you could split the spell between two stacks but dividing the original damage (possible some minor bonus damage) - this would work, because it would allow you to not "waste" damage (i.e. if spell damage > total stack health, excess damage is wasted, and you could now channel this to another stack) - this would not be nearly as imbalanced, and would still be very useful.
Creativity: 7 (for the idea of splitting the spell)
Realism: 3 (for lack of balance)

Dark Influence
Good grades for creativity here, I think this is a nice and original idea - again, I have issues with the balance, however. One glaring example: Implosion + FRENZY!? Ouch. At least, it should be a requirement that the hero actually KNOWS the dark magic spell being imposed (i.e. her must have learned Frenzy to impose this spell). Also, I would give this a trigger chance - i.e. the applicable Dark Magic spell MAY occur. I like how you match the general theme from the Destructive spell to the theme of the Dark Magic spell also.
Creativity: 10
Realism: 5 (balance issues)

Fauch
Master Of Elements
Ok, I must admit I'm not completely up-to-date on the details from Heroes 5 - how is it with the Dungeon special skill, does that one work with Resistance or Immunities - and will this skill stack with that one? Notice that this perk, combined with your skill levels in Magic Talent admittedly, seems significantly stronger than the Dungeon racial, which is a problem. The overall idea is good, however, but I think 25 % is too much - I think multipliers like 80 % / 65 % / 50 % (or perhaps 80/60/40) would be more reasonable.
Creativity: 8
Realism: 6

Solmyr's Apprentice
This is really a perk to my liking. It's simple, yet very useful and offers tactical elements, and it makes an otherwise pretty lousy spell, well, decent. Good job.
Creativity: 8
Realism: 10

VokialBG
Mana Dust
Ok, this is pretty creative, and I don't see why it wouldn't work, actually. I don't think I ever saw anybody sugest anything remotely related to this thought, so credit for that. I don't think it's fair to give Might Heroes a bonus on the formula, they suck at magic, so they also suck at this. Tough luck - they have other qualities.
Creativity: 9
Realism: 8

Destructor's Secret
Again ... why not? The numbers might need some tweaking - a high-level Wizard could fairly easily make 100 points of Dust, which would give him a +20 SP bonus while holding it ... ouch - so maybe something like a percentual bonus to Spellpower instead, or a restriction like 0,2 x Dust bonus but no more than +10 % of spellpower (minimum +1).
Creativity: 9
Realism: 6

Blizzardboi
Pulse
Ok, the effect itself seems slightly random to me, I'm not quite sure I see the relation to the skill (apart from boosting magic), but in the absense of an Earth speciality in Destructive, I guess this could work. The effect is probably reasonable? It's perhaps a bit strong - I don't know, maybe a trigger chance proportional to spell level, after all the enemy's dragons probably won't be stunned by your Eldritch Arrow - or?
Creativity: 7
Realism: 6

Stormguard
Curiouser and curiouser ... ok I get the relation to Master Of Storms. I would anyday buy a levitate spell for Light Magic that makes a unit fly, but this is a mass effect as I read your description (non-flying creatures) and it is passive or what? You say "under the hero's guidance", but there's no description of activating it?
Creativity: 6 (the link seems somewhat strained to me)
Realism: 4 (balance issues)

Azagal
Child Of The Ether
Nice name. I like this idea, it ties up pretty well with what I suggested above to Jiriki, I wondered if this one is actually slightly on the weak side? I had an ATB reduction in mind (perhaps ATB is reduced by HALF the percentage the damage is reduced by, so that if you make the spell do only 50 % damage, you'll use 75 % ATB?). On the other hand, I see from people's remarks that they are more woried about abuse, so that would probably need testing.
Creativity: 9
Realism: 8

Soul Drinker
Sweet! I can already imagine the Warlock's evil laugh when he makes that last suicide Armageddon when he's almost beaten. I really like this perk, it's kind of situational, but then it could be a life saver in those really dire situations - and yet the bonus seems reasonable, as it is capped at +30 % (suicide level). I guess one would have to add some sort of clausule about raising creatures and summoned/gated units etc.
Creativity: 10
Realism: 9
____________
What will happen now?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 09, 2010 03:53 PM
Edited by JollyJoker at 15:59, 09 May 2010.

Quote:
How gracious of you...
Yes, indeed.
I'm not aware that perk ratings have been discussed much before.
As the perk is, it sucks. I gave enough reasons for it, but since you don't seem to be able to grasp them, I sum them up again:
1) Practiality: you a) need a separate interface which will b) cost TIME, since people will start to check and recheck, how much damage they need and how much mana they can save.
2) The gain is the ability to cast spells in smaller "increments" and since you NEVER need to save damage, but only Mana, the use is simply to a) save mana, if you can afford it (spells dealing too much damage) or b) to afford to cast a DAMAGE spell you can't otherwise afford, but to cast it with less effect then.

2a) would be better served with an "automatic overkill mana-save" effect, practically while I simply don't like b: why allow casting DAMAGE spells the way you want them, but not the rest?

For me the only practical version of a perk like that would be the opposite of the Dungeon Empowered spells perk:

Cast damage spells for HALF the Mana and 75% of the effect.

Edit: Correction: Cast damage spells for half the mana and 67% effect.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 09, 2010 04:13 PM
Edited by Jiriki9 at 16:18, 09 May 2010.

Quote:

Split Spell
Not considering how this would actually stack with Mark Of The Wizard, I'm still against this idea because double casting is by default imbalanced in my book. MOTW is a very strong (and one über-magic racial only) perk, and this one is even stronger in that it a) doesn't require you to spend time to place and/or move mark, and b) does extra damage (albeit only 5 %). If this perk should work, for me it would meen that you could split the spell between two stacks but dividing the original damage (possible some minor bonus damage) - this would work, because it would allow you to not "waste" damage (i.e. if spell damage > total stack health, excess damage is wasted, and you could now channel this to another stack) - this would not be nearly as imbalanced, and would still be very useful.


I allready mentioned Mark of the Wizard. For the the extra damage, two spells, etc ... this costs double mana!!! You do a bit more damage, ok, but only on expert level. That's all. mainly, it does and should do something completely different than not wasting damage: it spares you time, on the cost of mana...If you'd remove the damage BONUS, you'd deal just the SAME damage as casting twice, for the SAME costs, only in one turn. I think this an obvious and useful perk. Powerfull, yes, but imba?...

EDIT:

Quote:
Dark Influence
Good grades for creativity here, I think this is a nice and original idea - again, I have issues with the balance, however. One glaring example: Implosion + FRENZY!? Ouch. At least, it should be a requirement that the hero actually KNOWS the dark magic spell being imposed (i.e. her must have learned Frenzy to impose this spell). Also, I would give this a trigger chance - i.e. the applicable Dark Magic spell MAY occur. I like how you match the general theme from the Destructive spell to the theme of the Dark Magic spell also.


Yeah, but the points are: 1st implosion will have the unit reduced very much, before it can go frenzy. 2nd implosion is very expensive, +50% is pretty a much mana more, so a powerful spell being added is, imo more sensefull, than having a cheap spell like ELDRITCH ARROW doing this...this would even be cheaper than just casting frenzy, wouldn'T it? OK, but I confess: my main reason was: I found it sooo fitting^^ I thought of Lightning Bolt+frenzy, but Lightning Bolt+Blind was too obvious...
I thought about both if the spells should have to be learned - now, it seems more logical indeed, but I was thinking that the caster ust sets the dark energies into teh spell and by that creates a dark effect that allready is INSIDE the spell.
The trigger chance was another thing I thought about. Just decided against it^^

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 09, 2010 04:35 PM

Apparently you haven't spent much time playing the game JJ because if you had you'd see how very true the arguments are. But that's fine, the perk doesn't suck if you don't understand that (doesn't take much just play the game a bit) or the game it's your loss. Well technically speaking it's my loss here but who cares.
____________
"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 May 09, 2010 05:14 PM
Edited by Fauch at 17:23, 09 May 2010.

Quote:
Master of Elements
While I think that the basic idea (reducing elemental resistancies) is sound and fits well into the overall theme, we are quite near to the Dungeon racial ability as well, so what we miss here is at least a mentioning, how those two combine, especially with Dungeon being a prime candiate to take the skill. Because of that I'd have wished for another thing than a percentage thing, some other mechanism, maybe based on the spell cast or the perks at work (Cold Steel, for example).

actually I don't even know if dungeon racial ability breaks elemental immunities?


Quote:
Solmyr's Apprentice

A fine and fitting name. Considering that Master of Storm will grant ONE stun effect only as the sole perk effect, albeit for two possible spells, I'll consider
a) Handing out the spell (which means you don't have to have a Destructive guild to take Destructive and Master of Storm) which makes it quite handy for Necro with their high power.
b) allowing to pick targets (which is a fine idea
c) stunning ALL targets
as over the top
How about ANY TWO for stun effect (pick four targets, pick two stun targets).

actually, I was considering decreasing the stun effect for each target the same way the damage is decreased. but the atb value being multiplied by 0.925 and 0.9625 seemed just ridiculous and useless.
and overall, it didn't seem too imba compared to a fireball that would decrease the defense of a whole group by 50% or a meteor shower.

Quote:
Master Of Elements
Ok, I must admit I'm not completely up-to-date on the details from Heroes 5 - how is it with the Dungeon special skill, does that one work with Resistance or Immunities - and will this skill stack with that one? Notice that this perk, combined with your skill levels in Magic Talent admittedly, seems significantly stronger than the Dungeon racial, which is a problem. The overall idea is good, however, but I think 25 % is too much - I think multipliers like 80 % / 65 % / 50 % (or perhaps 80/60/40) would be more reasonable.

of course it would stack with dungeon special, but I guess this one is for protection and total immunities while mine is for elemental protections and elemental immunities only. for the high percentage, I just thought, let's say you fight emerald dragon and have implosion, if the percentage is too low, you may as well cast lightning bolt, so there isn't much point. well, of course, if you only have magic arrow and implosion, then there is a point.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 09, 2010 05:19 PM
Edited by JollyJoker at 17:31, 09 May 2010.

@ Azagal
Says the guy who has no idea about actual game merchanics, for erxample how the hero attack works.
I've played Heroes 5 from the secret beta phase up to now - still playing, btw.
And an additional hint: just because you find yourself in a situation that makes you want to be able to do something, that doesn't mean you should be able to.

To give you an example, if DUNGEON cannot empower damage dealing spells the way they want (adding mana the way they want for the effect gain they want), why should it be possible the other way round?

It doesn't help, insulting the judge, because he disagrees with you, it doesn't help either to insult potential judges.

What WOULD actually help, would be spending a bit more time with the perks you create, check the manuals, think things through and be a bit more thorough, instead of insisting that your perks are perfect - especially when you find things yourself to make better.

@ Fauch

Quote:
actually I don't even know if dungeon racial ability breaks elemental immunities?

Yeah, well, don't you think you should check that, before you make a perk? Dungeon racial breaks ALL immunities, including the elemental ones.

You got two very good scores - for MY rating system, that is. For Solmyr's Apprentice, 4 stun effects is a bit like Area Slow. To get it straight: I appreciate that the perk hands out the spell; that makes it interesting without regard to the Mage Guild; I appreciate picking the targets: with a spell like Chain Lightning it's very effective to do that; and I would have appreciated even picking the (only) Stun target (which is not necessarily the first target hit).
So the last point (stunning them all) is just painting too broadly for the maximum points.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 09, 2010 05:59 PM

Quote:
Yeah, well, don't you think you should check that, before you make a perk? Dungeon racial breaks ALL immunities, including the elemental ones.

not necessarily, I knew my perk was different and I knew the gameplay mechanics made sense.

next round?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 09, 2010 06:33 PM

Round 30

You shall create two perks for the Art of War 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).

Art of War
Increases all hero's stats by a percentage for every 5 levels starting from level one. Stats from artifacts do not stack (unlike heros base stats, or granted by visiting locations, levelling or skills).
Basic : +5%
Advanced : +10%
Expert : +15%

Deadline is Saturday, May 15th.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 09, 2010 06:49 PM
Edited by Fauch at 00:17, 15 May 2010.

the every 5 levels thing is unclear. it should just be a + 5 / 10 / 15% bonus (unless you can get the bonus multiple times?)

Defensive strategy
Your army starts the battle in defensive stance. bonus from taking roots, stand your ground or preparation are taken into account.
of course, for the next rounds, your army won't be in defensive stance anymore, unless you click defend, so it's mainly to resist the initial enemy charge.

Advanced :
Skirmish
requires attack, archery
all your shooters, ballista and catapult will act 1st. it is a free action, given before the positions on the atb bar are calculated, not an actual atb boost.
this action can only be used to move, defend or attack. you can't wait or cast a spell with your range creatures.
damage dealt will be 1% x level of the hero. for the catapult it will be 100%

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 09, 2010 07:32 PM

Skills were made some 15 or so pages ago.

Vokial is the one who made that one, so he should clarify it.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 09, 2010 10:36 PM
Edited by VokialBG at 06:41, 16 May 2010.

It's like the creatures specialists. For every 5 levels you get bonus. So at expert you get + 15% bonus for every 5 levels. Let's say your hero is level 20 with expert Art of War, the bonus is 4 x 15% = 60%.

My skills:

Basic: Blade mastery

When your hero has sword, axe, knife, spear etc. (with a blade) equepped in the inventory, he always get 50% bonus for the weapons stats (only attack, denence, knowledge and spellpower, thing like protection from cold-based spells doesn't count). Example: you have  Runic War Axe, it's bonus is +2 spellpower, with this perk you get +1 more. Can't be picked if Shield mastery was picked first (the Shield mastery perk is not for the round, I post it for the fun, so this last sentence is not for the round).

Shield mastery

When your hero has shield equepped in the inventory, he always get 50% bonus for the weapons stats (only attack, denence, knowledge and spellpower, thing like protection from cold-based spells doesn't count). Example: you have Shield of the Dwarven Kings, it's bonus is +4 defence, with this perk you get +2 more. Can't be picked if Blade mastery was picked first.


Advanced will come later.

Advanced: Visual memory
Requires: Excpert Art of War, Arcane Intuition, One of the weapon masteries (let's say that all first cirle perks are weapon masteries)

Your hero feel the curiosity to know everything about the art of war and how his/her enemy use it. Knowing that the best weapon against the enemy is weapon of the enemy himself. The hero can use part of enemes hero abilities during the battle only (the do not stay after). When the enemy ability, gained by perk, is in effect, there is 100% chance that you'll get it too for not more than 3 hero turns, you can't have more than 1 enemy perks at once. Your hero must have the basic skill (to get Battle Frenzy from the enemy, you need Attack skill). If there are more than 1 obtainable perks at the moment, you can choose between them.
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 10, 2010 04:53 PM
Edited by Jiriki9 at 21:31, 13 May 2010.

Basic:
Training Discipline:
The hero knows exactly where he wants to get with his training, and how to achieve this. For every level the hero levels up, he may from now on choose which stat he wants to increase, instead of getting a random one. Additionally, the hero gets a one time chance to reduce one of his stats by 1-3 points and redistribute them FREELY on his other stats (so if he decreases his attack by 3, he may increase all other stats by 1, or defense by 2 and spellpower by 1, etc.). Stats granted by artifacts do not count here.

not for contest:
Strive for Perfection:
The hero strives for perfection - not only for himself but also for his troops. Because of that, he's really strict with them - causing a moral penalty of 1 for them, but increasing their by (max-damage - mindamage)/2, so that their new min damage is right in the middle between their normal minimal and their max damage. Additionally, their defense is increased by 1.

Advanced:
Perfection in (<skill name> :
Requires: Expert "Art of War", Expert >skill name<, Strive for Perfection, 3 perks in the chosen skill, at least one of them advanced.
The hero reaches perfection in one non-racial skill. Each class has 4 skills in which they can possibly gain perfection, but they can only have one (naturally, since this is a tier 3 perk). Perfection will increase the effect of the chosen skill and all of its perks by 25%.
List of possible skills per class:
-Barbarian: Attack, War Machines, Leadership
-Demon Lord: Logistics, Destructive Magic, Attack
-Knight: Leadership, Light Magic, Defense
-Necromancer: Dark Magic, Summoning Magic, War Machines
-Ranger: Luck, Logistics, Light Magic
-Runemage: Defense, Enlightenment, Luck
-Warlock: Destructive Magic, Sorcery, Dark Magic
-Wizard: Sorcery, Summoning Magic, Enlightenment

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 13, 2010 07:43 PM
Edited by blizzardboy at 19:44, 13 May 2010.

Whelm
Prerequistes: Basic Art of War
Factions: All
Enemy creatures deal -15% damage on retaliation strikes.

Not for competition
Exploiter
Prerequistes: Advanced Art of War, Whelm
Factions: All
The enemy hero suffers -2 to their class's lower secondary attribute, and -1 to their class's higher secondary attribute (I.E. the wizard class has a stat distribution % of Attack 10%, Defense 15%, Spellpower 30%, and Knowledge 45%, so they would suffer -2 attack and -1 defense)

Dread of the Abyss
Prerequisites: Expert Destructive Magic, Master of Fire, Secrets of Destruction, Fiery Wrath, Expert Art of War, Whelm, Exploiter
Factions: Inferno
The hero's spellpower is equal to their attack. [Even if their spellpower might otherwise be higher]

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

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 13, 2010 09:32 PM

@blizzard: ain't that quite weak for a oerk of the innermost circle?

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