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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 ... 50 51 52 53 54 ... 57 · «PREV / NEXT»
blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 13, 2010 10:33 PM
Edited by blizzardboy at 17:23, 15 May 2010.

It's an average of +7 spellpower at level 21, not counting bonuses from Art of War and whatever else. That's +70 damage from hellfire on top of having a good destructive Demon Lord. If anything it might be too much, but making perks for this skill was annoyingly hard so it will do.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 14, 2010 01:04 AM

@Jiriki
His perk may look weak because yours are so über man. Holy cow that can make for some insane stats with your perk. I mean it's really handy (I hate dwarfs for their irrational stat growth) but facing a 5 Attack 0 Defense 30 SP (without artifacts) 10 KN warlock just sounds imba.

Oh and how's the +25% thing suppose to work?Take Expert Attack for example does it give +50% damage now(basically a free retribution) now or 15% + 25% of 15% (so something arround ~18,5%?). And Warmachines have +25% more hp, etc. etc.?
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"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 May 14, 2010 02:34 AM

@blizzard: ...it CAN mean that...I was just thinking that it maybe should NOT also work when spellpower is already higher than attack? Why would you choose a perk which can easily make you weaker and not stronger?

@azagal: suppose you're right...I tend to make the perks too strong, seemingly...yet the 25% thing means, the Skill get's a +25% bonus ON ITS EFFECT = if the skill gives +15%, it will give the ~18,5% total bonus...which isn't too imba... for war machines...yes AND the other effects are enhanced, too (like damage for ballista)...yet the effect of the ammo card is too small, unless you have expert war machines (correctly rounded), but you need that nevertheless, so...
...i can see the problem that some skills will almost never be chosen (luck) for that...but frankly luck isn't the best skill, nevertheless...

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 14, 2010 03:18 AM

It's for Inferno, the odds of that happening are very unlikely.
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 14, 2010 08:11 PM

Added my other perk in the post on the previous page.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 14, 2010 11:13 PM

@vokia: Not quite sure how your perk should work...

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 14, 2010 11:46 PM
Edited by VokialBG at 23:56, 14 May 2010.

Example: You go in combat, you have basic attack, your enemy have basic attack and battle frenzy, you get battle frenzy for 3 turns. This way you can get even racial perks, like, lets say getting Imbue Ballista as knight for 3 turns, if the enemy have it (1), you have the perks it req. (2), another example in the last case, if the enemy have Advanced War Machines -> Ballista -> Imbue Ballista, but you have only Advanced War Machines, you can get Ballista and Imbue Ballista for 3 turns, since you can keep 3 enemy perks max, for 3 turns max, but you can get Imbue Ballista, only if you take Ballista as well (Imbue Ballista req. Ballista).
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Jiriki9
Jiriki9


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Undefeatable Hero
Altar Dweller
posted May 15, 2010 01:14 PM

SO you get the perks at the battle's beginning?

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Fauch
Fauch


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Undefeatable Hero
posted May 15, 2010 05:07 PM

it is random?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 15, 2010 11:56 PM

Quote:
SO you get the perks at the battle's beginning?


When the enemy perk is in effect, so it count as battle's start for most. For let's say... banish, the enemy must use it first. You get them for 3 turn, so after 3 turns you can get 3 new enemy perks.

Quote:
it is random?


You choose.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 16, 2010 01:09 AM

...so after three turns I just choose another perk?^^ seems imba...

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VokialBG
VokialBG


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Legendary Hero
First in line
posted May 16, 2010 06:41 AM

Yeah Hm... reduced them to 1 perk, not 3
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 16, 2010 12:46 PM


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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 16, 2010 03:50 PM
Edited by JollyJoker at 17:04, 16 May 2010.

Ratings Round 30

I'll simply assume that the skill is not imba, as it is now, and basically gives a couple of additional primary stats in a somewhat balanced way. Furthermore, I'll be a bit more lenient about the question, whether the perks fits to the skill.

Fauch

Defensive strategy
Correcting my mistake: I like the general idea to give units additional defense capabilities to survive an initial onslaught better. Starting the game in Defend mode is a good and solid way. (I assume you mean that and not the ability Defensive Stance of the Shield Guard). The only thing that bothers me is the start only effect - here a combination of weakened and modified Dwarfish creature abilities might have done the trick.
CREATIVITY/ORIGINALITY: 8
BALANCE/REALISM: 8

Skirmish
I like that one as well, still, as it is and since it is pretty reduced in effect while working for WMs as well, this might simply have been a basic perk. As it is, it's a bit too weak on the effect side (could be 2% per lvl) and the prereqs are not convincing.

CREATIVITY/ORIGINALITY: 8
BALANCE/REALISM: 5

Vokial BG

Blade Mastery
I like the underlying idea to strengthen the artofactss somewhat with a perk - but Blades are not that useful, since with the exception lof the Moon Blade this will only apply for ONE artifact. I furthermore miss whether the bonus is rounded up or down and how artifact set bonusses are handles (I assume they are ignored for this perk). I think, the correct perl would have been ARMOR mastery, applying the bonus for every artifact that is shield or part of an armor.
CREATIVITY/ORIGINALITY: 9
BALANCE/REALISM: 4

Visual Memory
A perk for a perk seems fair, but I miss, whether this is an active or passsive ability, what happens when a Magic perk is picked andf whether after 3 turns another perk can be picked or not. Lots of open questions.

CREATIVITY/ORIGINALITY: 9
BALANCE/REALISM: 5

Jirki9

Training Discipline
Ah, well, for me this is a too radical approach, since it tends to neutralize a couple of game mechanics. I would have appreciated a perk that would somehow have made a limited rearrangement available, but a free distribution of primary skill points seems to radical.
CREATIVITY/ORIGINALITY: 5
BALANCE/REALISM: 3

Perfection in...
That one ain't bad - explanation might have a bit more thorough, though, and I would have wished for INDIVIDUAL effects.

CREATIVITY/ORIGINALITY: 8
BALANCE/REALISM: 7

blizzardboy

Whelm
Very solid, rather useful and balanced.
CREATIVITY/ORIGINALITY: 9
BALANCE/REALISM: 9

Dread of the Abyss

I find that a very, very nice perk. It's brutal, but needs a lot. I won't give it full marks, because I'd probably liked a somewhat trickier mechanism, like making that an active ability, for example...
CREATIVITY/ORIGINALITY: 9
BALANCE/REALISM: 8

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veco
veco


Legendary Hero
who am I?
posted May 16, 2010 04:16 PM

regarding Fauch's Defensive Strategy:

0 reality/balance points? It's still a basic perk because it's primary role is to put the units in defensive stance from the start, it just so happens to work in synergy with other perks, they aren't needed.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 16, 2010 04:53 PM

Oh, dear, I messed that one up, didn't I? I simply didn't realize that Fauch means, that units begin battle as if pressed D, that is with 30% additional defense. Clarification would have been welcome, but it's still my fault.

Sorry, Fauch, my apologies; I'll edit it immediately.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 16, 2010 09:51 PM

Quote:
Perfection in...
That one ain't bad - explanation might have a bit more thorough, though, and I would have wished for INDIVIDUAL effects.


you are right, I am ashamed, should have done individual effects indeed.

I'm hungry for the next round

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 16, 2010 10:01 PM
Edited by VokialBG at 22:03, 16 May 2010.

About Blade Mastery, as it's in the perk's description, it's not only for the Moon Blade but for all swords, axes, etc. Just not for blunt weapons (clubs, maces, etc.). So this was already posted.

About Visual Memory, it was said that you can get ability, after the enemy hero use it. A perk become pickable for you, when in come in force (passice or active), that was already posted. After the 3 turns are over, you lose the picked perk, and you pick new one (was posted as well).

Maybe you can say what you think now, and fix the raiting eventually, since all these were already told.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 17, 2010 12:54 AM

Quote:
Correcting my mistake: I like the general idea to give units additional defense capabilities to survive an initial onslaught better. Starting the game in Defend mode is a good and solid way. (I assume you mean that and not the ability Defensive Stance of the Shield Guard). The only thing that bothers me is the start only effect - here a combination of weakened and modified Dwarfish creature abilities might have done the trick.

yes it's defense mode, not defensive stance

Quote:
Skirmish
I like that one as well, still, as it is and since it is pretty reduced in effect while working for WMs as well, this might simply have been a basic perk.  As it is, it's a bit too weak on the effect side (could be 2% per lvl) and the prereqs are not convincing.

at 1st it was supposed to be 100% damage, and then I remembered about the centaur speciality and thought that was way too imba.
yeah, this is a weak perk, the point is mostly to weaken a strategic stack before it can act (like crystal dragons which won't give your archers any chance)

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 17, 2010 07:18 AM

@ Vokial
For Blade Mastery I mean, that ALL Blade Weapons with the exception of the Moon Blade are worn in ONE slot, which means, you can always boost only ONE artifact in that slot, PLUS - if you happen to find it - the Moon Blade.
Armor Pieces - Shield, Greaves, Armor, Curass, Breastplate, Helmets - would have been the better pick here.

For Visual Memory I miss whether you
a) have to activate the ability (hero uses up ATB time)
b) it's a passive ability - you may just pick for 0 ATB time
c) what happens with specific perks, especially the MAGIC ones - do you get Mass spells, and if so, which ones? If you pick Magic Insight - will you profit from it? What about perks your faction cannot actually learn? Counterspell, for example, or Warlock's Luck, when you are a Ranger? Or Nature's Wrath, when you are nit? What if you already have 3 perks for a skill? can you pick a fourth one, can you pick one and temporarily lose one of your own or can you pick nonen then...?
You see, there are a lot of questions there tht you didn't think about.

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