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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 ... 4 5 6 7 8 ... 10 20 30 40 50 57 · «PREV / NEXT»
broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted December 22, 2008 05:10 AM

Edited my previous post.
Actually, with such pre-requisites (and Shout is difficult to get), I don't think my previous version of Magician's Bane is too strong.
____________
The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 22, 2008 08:17 AM
Edited by blizzardboy at 08:17, 22 Dec 2008.

Masterpost updated. A question was brought up, and I'd like to clarify that the perk must be under one of the general skills. It shouldn't be a racial or ultimate.
____________
"Folks, I don't trust children. They're here to replace us."

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 22, 2008 12:33 PM

Quote:
Odium to Ancestors is definitely too imba... numbers could be tweaked though.


the 2 abilities are imba.
what was more imba than town portal expert on big maps in homm3? (the necro combo maybe?)

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 22, 2008 01:31 PM

Quote:
what was more imba than town portal expert on big maps in homm3? (the necro combo maybe?)
But by your logic, isn't Town Portal imba then on maps with 1 town because you 'select' the town, so to speak?
____________

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted December 22, 2008 02:44 PM
Edited by Arcax at 15:01, 22 Dec 2008.

On big maps Rambler is not imba. Its hard to obtain and on small maps its clear as day that player wont pick it.
EDIT Ive edited Rambler

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted December 22, 2008 03:34 PM

I edited my second perk again, stating clearly the spells involved.

@Arcax,

Just my 2 cents worth of thoughts about your perks

(1) Odium of Ancestors
Inferno I understand, why haven and academy?  Why not sylvan and fortress as well?

25RP per enemy stack seems huge, especially when facing enemy hero's troops.  For neutral creatures, this seemed like an overkill.

(2) Rambler
Enlightenment is hard to get, but once the hero has it, even the increased mana of town portal seems insignificant to the extreme benefits thus obtained.  On large maps with lots of knowledge-increasing locations and artifacts, and wells, this seemed imba.

Also, judging from the pre-requisites, seemed like other factions can have this too.
____________
The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted December 22, 2008 05:15 PM
Edited by Arcax at 17:19, 22 Dec 2008.

@ Broadstrong

Odium to Ancestors
Why Inferno, Aca and Haven? - I think you know about events which occured in orcish history. Created by Wizards in a gruesome experiment including human flesh and demon blood.
Used as cannonfodder in wars between demons and wizards and later enslaved by humans to work at mines and farms. In orcish campaign Kujin speaks about demons as destroyers of life and orcs as defenders.
Theres also a little reference about dwarfs and elves but its insignifacnt. The main objects of orcs hatred were
-Wizards selfish creators,
-Demons destroyers of life,
-Humans slave drivers.
In this perk I wanted to express this piece of orc history.

Balance - Yes so we are facing... lets say 20 neutral Paladins divided in 4 stacks, it gives us +100 RP.If we are leading stronger army Paladins wont be divided so only +25 RP. Well I cant consider it as imba, because of requirements and the obvious fact that this perk is totally useless vs other factions.
Now, if finally we are facing full Inferno, Aca, Haven army we could get max 175 RP(7 x 25)(Power of Blood doesnt affect this perk). With Skull Pile and Memory of our Blood its powerful, I must agree.

Rambler  
Well it looks I have to delete it and come along with other idea. On the other hand i think it suits better Academy than Stronghold.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 26, 2008 02:33 PM

NOTE: Last Day for this round

At least that was the planned deadline.
____________

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted December 27, 2008 07:41 AM
Edited by Azagal at 08:38, 27 Dec 2008.

Initial Charge
The first War Cry of the Babarian will raise the initiative of all affected creatures by 1 for the first two rounds and gives double rage points (1.5 times in case of Call of Blood).

The adrenaline rushing through you the Warchiefs Cry pushes you ever forward! You long for the kill as you close in on your enemy!

Requirements: Expert LogisticsScoutingSwift MindInitial Charge
                      Basic ShoutShout of Rage
                      Advanced Leadership: RecruitmentAura of Swiftness


Bloodthirst
When a Stronghold creature kills a enemy it's initiative will be raised by 1 for the number of turns corresponding to the tier (killing a peasant the effect will last 1 turn while killing an Seraph will give you 7 turns). This only stacks once (maximum initiative gain is 2. The duration doesn't add up (so if you kill an Seraph and an crossbowman you'll have +2 initiative for 2 rounds (then you lose the point from the crossbowman) etc.)

As you pull your blade out of the corpse of the enemy your blood begins to boil. The feeling is exhilarteing!! Hungry for more, thirsty for more you charge!!

Requirements: Expert Attack: Battle FrenzyRetributionBloodthirst
                      Basic Enlightment: Bloodfire
                      Advanced Leadership: RecruitmentBattle Elation


EDIT: Sorry I'm late. I hope you'll still accept this but if you won't it's cool since I missed the deadline afterall.

EDIT:
I must say you guys come up with some amazing stuff.
Babarian Withstanding is really simple but the idea is good and it fits nicely with Stronghold
Recklessness is pretty hardcore^^. Mind of Might sounds kinda weired... imagine a 300-400ish gobo stack casting expert Meteorshower oO.
I love Goblin Cannon ball. And I think Magic Accomodation is really cool. Eventhough after 8 Implos there probably isn't much standing.
____________
"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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Blizzardboy
Blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 27, 2008 08:33 PM
Edited by Blizzardboy at 10:05, 04 Jan 2009.

Asheera

Power Hunger

This is a good perk and adds in an alternative to the possibly too popular Retribution build with stronghold. The prerequisites work fine, however I would bring the cap up to around 35% since, unlike retribution, rage points aren’t consistent and they can easily be lost depending on how badly a unit gets beaten down, so it’s not as though all of the units are going to be benefiting from the max all of the time anyway. Except for a few modifiers in the game, morale is always something you can rely on.

Creativity: 9
Realism: 7
=16

Barbarian Withstanding

This is a cool idea, but the name is kind of archaic. I know what you’re trying to say in the description, but what you mean to say is that the enemy’s special abilities need to roll twice to succeed. Also, this is the opposite of soldier’s luck, so I don’t see a need to have evasion as as prereq. You could simply have basic defense as a prereq and that would balance out better since for Soldier’s Luck you only need to have Basic Luck.

Creativity: 9
Realism: 6
=15

Total = 31

Mamgaeater

Morale - Boiling Blood

This is an awesome idea because it merges both morale and rage to make them synergetic. Getting high in the blood rages can be pretty difficult, so this actually isn’t a very strong perk, but if you consider it with retribution it has a lot of potential and doesn’t need to be very strong. The prereqs and the description all look fine.

Creativity: 9
Realism: 9
=18

Attack - Recklessness

This perk seems both terribly weak and terribly powerful at the same time because of how much potential it has to be either bad or good. I suppose that’s the nature of the Barbarian, but even so, I think it is a little bit too extreme for just one perk. This single perk could be massively game changing. I think bringing it down to 15% would be a little more sane.

Creativity: 7
Realism: 7
=14

Total = 32

Faunch

Mind over might.

This sounds like a cool concept, but it’s too specialized for a perk. Having a perk based around a specific upgrade is kind of awkward, and either way, this perk has too much potential to be extremely deadly. The point of Barbarian is that it’s meant to be non-magic based. They slide past this fact with the Shamans, but having your tier 1 witch doctors being able to cast level 5 spells is just too much.

Creativity: 6
Realism: 5

= 11

Barbarian machine

It’s nice to have an alternative enhancer to the ballista. It’s a nifty concept, but I have some issues with it. Barbarian already has both warriors and slayers that are affected by soldier’s luck, which already makes soldier’s luck more important for Barbarian than most other factions. So having the ballista being affected by it as well seems excessive. I also think this perk is a bit overpowered. With a triple shot ballista you’re going to successfully Wound a creature almost every time. That would make a lot of Wounded units after a few turns.  

Creativity = 9
Realism = 5
=14

Total = 25

Broadstrong

(1) Goblin Cannonball

This is a nice way to give Stronghold a more respectable ranged force. Throw Goblin is a pretty weak ability for a tier 7 creature, but this would make it pretty useful. The name fits in perfectly with the ability and the prereqs are perfect for the ability. My only criticism, which is a small one, is that if you’re going to add an extra effect to the damage, I would have done something besides moving back the initiative since that is oriented with electricity and cold.

I imagine the graphics for this action would be pretty funny

Creativity: 10
Realism: 9
=19

(2) Magician's Bane

This is a hard ability to get with having Distract as a prereq, but even so, it just seems like too much. You’re adding 20% extra magic resistance total from Magic Resistance and Luck of the Barbarian (that’s like the bonus from Armor of the Forgotten Hero, which is devastating with Stronghold), and then adding another 10% on top of Distract, which is a powerful ability just by itself. And then you have the different random immunities on top of it, which really aren’t that great since they’re so situational and random. Between Luck of the Barbarian, Might over Magic, and all of the Shatter Schools, adding in another anti-magic skill as powerful as this would just be too much.

Creativity: 7
Realism: 6
=13

Total = 32

Arcax

Odium to Ancestors - Enlightment

A skill that is specifically designed against Inferno, Haven, and Academy? This perk is extremely hard to get, but even so, having a powerful perk that only works against certain factions damages the balance of the game. It makes sense with the plot of the game, but the perks still need to be balanced with the game since the campaign is only one part of it. This would be a good hero ability to have in a campaign, but I don’t think it belongs as a perk at all.

Creativity: 5
Realism: 3
= 8

Magic Accomodation - Defense

This is all around an excellently conceived perk. It has the potential to be awesome against destructive heroes that are specialized around a certain spell (which isn’t at all uncommon since they only usually have 1 Master of Fire, Ice, or Storms), but it has steep prerequisites and it takes time for it to build it. It forces the hero to switch around their spells, which is a benefit in itself. Very nicely done.

Creativity: 10
Realism: 10
=20

Total = 28

Azagal

Initial Charge


I’m not a fan of the name. “Initial Charge” sounds like the name that a government intelligence agency would give to a special operation, not the kind of name that would go to a perk for the Barbarians. It’s too technical sounding. As for the ability itself, it sounds cool but I’m iffy about the balance since a barbarian with aura of swiftness and tactics is deadly as it is. If they had this ability on top of it they could just pave over the enemy on the first round.

Creativity: 8
Realism: 7

Total = 15

Bloodthirst

I went and poured a glass of cranberry juice before judging this last skill, and it went greatly with the name of this perk. This would seem like a well-balanced perk if you toned down the prereqs some. The ability is potent but limited to what unit kills what stack, so I think you can get away with just making this an attack skill. Overall a decent perk.

Creativity: 8
Realism: 7

Total = 15

Total = 30




Judge's Favorites:
#1: Magic Accommodation by Arcax
#2: Goblin Cannonball by Broadstrong
#3: Boiling Blood by Mamgaeater

FINAL SCORES:

Mamgaeater: 66 WINNER
Asheera: 64
Azagal: 62
Broadstrong: 62
Arcax: 59
Faunch: 57

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Blizzardboy
Blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 27, 2008 08:35 PM
Edited by Blizzardboy at 20:37, 27 Dec 2008.

Round 4

For this round you are to create two unique perks for the Academy faction.

The deadline is the end of January 3rd.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted December 28, 2008 06:48 PM
Edited by Arcax at 14:17, 04 Jan 2009.

Spark of Life - Summoning Magic

Requires :
Summoning MagicMaster of Life
LeadershipDiplomacyArtificial Glory

All elemental and mechanical units(Gargoyles,Golems,Elementals and Fire Dragons) owned by Wizard, now can be ressurected using Raise Dead spell.They can be also healed by First Aid Tent. Ressurected creatures dont dissapear after battle. Raise Dead however still decreases the hp of target by 20%.Note, that we cant "ressurect" War Machines.


Arcane Bond - Sorcery

Requires :
ArtificierMark of the Wizard
SorceryMagic InsightArcane Brilliance
Light MagicMaster of WrathRefined Mana

Spells casted by casters in heroes army are now affected by Wizards magic skills and "Master" perks(Summoning,Destructive,Dark and Light).From now on they also work with MotW.If Wizard has no magic skill the spell casted by creature works with original mastery.
If Wizard has some of the "Master" perks from Light and Dark school, in casters spellsbooks with Light or Dark spells will appear proper mass spells(ofc their cost is doubled)

Example
Fireball casted by Archmages owned by Wizard with Expert Destructive Magic, Master of Fire and Ignite will be casted with expert mastery,will reduce the defense of target(s) by 50% and will ignite them


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 28, 2008 08:58 PM
Edited by Asheera at 00:29, 01 Jan 2009.

Magic Cripple: Enlightenment perk, requires Arcane Exaltation
All enemy spells cast will have only an 85% effective spellpower.

(I balanced it with Weaken Dark in mind - for some reason Shrug Darkness is twice as better as Weaken Dark Nival and their balance... the problem is, I don't know which one is balanced )

Swift Casting: Sorcery perk, requires Arcane Training and Mark of the Wizard
The effect of Sorcery skill applies to Mass spells and abilities as well (this includes Counterspell, Mark of the Wizard and even Consume Artifact). All of those will make the hero's next turn come 10%, 20% or 30% faster, depending on the mastery of the skill.

This means, for Expert Sorcery (example), the Hero's ATB will be reset to 0.3 instead of 0.0 after using Counterspell, to 0.65 instead of 0.5 in case of a Mass spell or Mark of the Wizard, and to 0.825 instead of 0.75 in case of Consume Artifact.
____________

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 28, 2008 10:07 PM
Edited by alcibiades at 22:09, 28 Dec 2008.

**ROUND 3**


I have to agree with Azagal - this was an excellent round, and you all came up with some amazing suggestions. Round was very close, and even though one came out as the lowest overall score, that person also made the perk which received my highest individual score. Continue the great work in next round.



*ASHEERA*

Power Hunger:
The name is adequate but perhaps not perfect (what about Blood Frenzy? ), but the skill itself certainly fits the theme to the degree that it borders on overkill. In fact, like you say, Retribution and this skill WOULD be overkill, and with a skill like Retribution, do we even NEED this skill? Still, having an alternative never hurts, and even though Barbarians are somewhat cut down in their skill options, maybe you don't always want to go for Leadership (after all, Divine Guidance is a poor skill for Barbarians ... or ... anyway). Perhaps a skill besides Attack should be required - it seems quite powerful?
Creativity: 8 - quite close to Retribution, but fits theme nicely.
Realism: 8 - 375 rage point for maximum +25 % bonus is perhaps a bit low, but overall seems resonable.

Barbarian Withstanding:
Withstanding? Hmmm. Anyway, the description doesn't make sense, because the "twice more" wording only makes sense if you have a basic chance to resist, and as such you haven't - I guess you mean that if the ability triggers, another check will be made to verify. Apart from that, the idea itself is brilliant, this is basically anti-Soldier's Luck, and I love it. It fits right into the game, it doesn't seem imbalanced but is extremely useful. Perhaps some perk in Luck would be a likely secondary requirement, hmm?
Creativity: 9
Realism: 8 - I would probably add another prerequisite.

Total: 33



*MAMGAEATER*

Boiling Blood:
That's a simple yet excellent idea. This will hurt with Retribution, which you will almost certainly have since Battle Frenzy is a prerequisite, on the other hand you're cut off from Divine Guidance, so I guess that balances it. Bloodfire could have been another prerequisite, which pulls the focus slightly off Retribution?
Creativity: 9
Realism: 9 - this could go right into game, although it's a strong perk.

Recklessness:
I like this idea, it goes well with the theme, but 25 % is too much I think, even if it swings both ways. I think it would be better to simply move a number of Defence points to Attack points in creature stats when controlled by this hero - somewhere between 2 and 5 points, I'd personally choose 3. Requirements are fitting.
Creativity: 9
Realism: 7 - I'm concerned about balance here.

Total: 34



*FAUCH*

Mind Over Might:
This idea is very creative, but I don't think the name is good. It's an obvious pun on Might Over Magic, which is a bad choice, since these two skills are really not comparable (or reverse) in effect, as one would expect. Apart from that, the idea is funny and interesting, and might even make Defilers a rare but worthy pick. I'm not sure I understand why the Spellpower of the spell will be that of the previous caster instead of that of the Defiler stack? Is that to make ability better - or worse? You can't have only Basic Enlightenment as requirement, that would make it a fundamental perk, which doesn't do - you need to tie it on to either of the existing perks - for instance Blood Fire.
Creativity: 9
Realism: 8 - Good perk, apart from the requirement issue.

Barbarian Machine:
Another solid concept. The +100 HP and +25 Damage seems a bit superfluous - but guess it doesn't hurt anybody. Ballista gets Wound ability - is that the one of the Dwarven unit, which reduces Speed and Initiative by 40 %? If so, I'm not sure I find it to be quite logical - rather, I would give it the Stun effect of Stunning Blow, which would be natural with Battle Frenzy > Stunning Blow being prerequisite.
Creativity: 7 - maybe I'm dense, but the effect isn't entirely clear or logical to me.
Realism: 8

Total: 32



*BROADSTRONG*

Goblin Cannonball:
Sorry, but the name is silly. That being said, the skill is decent (if only marginally usefull, but I guess that in the case of sieges, it might make the Cyclops ranged attack somewhat more attractive). Prerequisits seem reasonable, although the only reason I think anybody would ever have to pick Goblin Support is to reach Absolute Rage, which naturally cuts of Archery and hence this skill ... duh! Oh well, you cannot be put to blame for the fact that Nival make silly skills.
Creativity: 8
Realism: 8

Magician's Bane:
Name's a bit flashy for me, and as for the skill ... well, it's difficult for me to put an exact finger on where the problem lies, but it seems to me that the Luck > Resistance offers a bit TOO many advantages forthe Barbarian with this. I mean, who ever goes Ressourcefulness anyway (and certainly not to get Tear Of Asha Vision or Spoils Of War!), and though Soldier's Luck has its uses ... it seems to me that Luck Of The Barbarian is already a pretty strong perk. Maybe if we want to boost his magic resistance, put it under the Defence > Protection or, better yet, Shatter Destructive Magic > Weaken Destruction. The latter seems like a perfect fit for me - and then you might add Luck > Resistance (or Defence > Resistance) as secondary prerequisite. The effect seems a bit complicated, I'd simply say: Adds 10 % Magic Resistance and immunity to a random element.
Creativity: 7
Realism: 7

Total: 30



*ARCAX*

Odium To Ancestors:
Great skill name! The skill is actually quite innovative and could well work within the game, although I think the bonus should be reduced to + 10 or 20 RP for each stack. The burning dwelling thing is misplaced here, that would be an advanced perk to Warpath, and could easily form its own perk (if some ressources were harvested on destruction). The idea of givin Haven, Academy and Inferno a special status here might be questionable, but could work well with the history of the Orcs, who harbor a special hatred for these nations iirc. Requirements are over the top - notice that with the new (TOTE) skill system, no perk requires more than two skills + racial skill (i.e. native skill, support skill + racial skill is max) unless it's absolute perk, obviously. Battle Elation + Blood Fire would seem fitting requirements.
Creativity: 7 - idea is good, but a bit over cluttered.
Realism: 5 - ballance issues and prerequisits subtract.

Magic Accomodation:
I love this idea! This is a great example of a skill that can be really usefull at times but is also quite situational, which saves it from being overpowered. In fact, I have doubts whether it's not underpowered, but then, with 5 castings resulting in a 50 % reduction (btw. make numbers additive, that's how it works in game, i.e. 3 castings = 30 % reduction, 5 casting = 50 %). Requirements seem fitting.
Creativity: 10
Realism: 9

Total: 31



*AZAGAL*

Initial Charge:
This is an interesting idea. I'm not sure if it's ballanced, but then, who ever gets Swift Mind and Shout anyway? Notice that as I mentioned above, Requirements are off, you have one skill too many on the list, so you should limit to Swift Mind and Shout Of Rage (only Ultimate Perks requires more than 2 skills beside racial). It adds in your favor that not many people dare trying to focus on magic-aspect of Barbarian.
Creativity: 8
Realism: 7

Bloodthirst:
Love the skill name. Also, I love the small skill description vignette you add (Heroes 4 style ). Initiative is a delicate property, +2 Initiative is significant, but then, Stronghold creatures are not the swiftest from nature's side ... and taken into account that there are only so many stacks you can take down in one combat, I guess it's ok. A more simple effect would be to add +1 Morale for each stack taken down. Again, you have too many prerequisite skills, and notice that Battle Elation is required already for Retribution, so you could simply put it in the Retribution branch without further ado.
Creativity: 9
Realism: 8.

Total: 32





Scores:
Mamgaeater: 34
Asheera: 33
Fauch: 32
Azagal: 32
Arcax: 31
Broadstrong: 30


My top-3 entries:
Magic Accomodation (Arcax) - 19 pts.
Boiling Blood (Mamgaeater) - 18 pts.
Barbarian Withstanding (Asheera) - 17 pts.
____________
What will happen now?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 28, 2008 10:35 PM

Quote:
Anyway, the description doesn't make sense, because the "twice more" wording only makes sense if you have a basic chance to resist, and as such you haven't - I guess you mean that if the ability triggers, another check will be made to verify.
Or you could just raise the chance value to the power of 2 (the chance value is between 0 and 1 representing from 0% to 100%)

So a 0.5 chance becomes 0.25, a 0.75 becomes 0.5625, etc
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 29, 2008 12:11 AM

Quote:
I'm not sure I understand why the Spellpower of the spell will be that of the previous caster instead of that of the Defiler stack? Is that to make ability better - or worse?


Quote:
The spellpower taken in account is the spellpower of the goblin stack


Quote:
Ballista gets Wound ability - is that the one of the Dwarven unit, which reduces Speed and Initiative by 40 %?

yes. why can't it be logical? dwarfs inflict wounds with ranged attack.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted December 29, 2008 12:42 AM
Edited by Arcax at 21:36, 29 Dec 2008.

Quote:
I love this idea!
Wooo Thank you Alc, I feel very honoured, its nice when somebody appreciate your work. Too bad Odium sucks but you cant have everything at one time heh. And now I know exactly how make good requirements Academy perk, here I go!

EDIT: BlizzardBoy abandoned his contest ?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 29, 2008 12:37 PM
Edited by Fauch at 21:52, 30 Dec 2008.

Eldritch shield under defense
requires defense advanced and protection

your creatures now suffer only 50% damage from the magic attack ability.

I think this one won't be an entry :
Eagle eye under enlightment
requires enlightment expert, scholar, arcane intuition

improvement of arcane intuition. the hero now has 50% chance to learn a spell definitely as soon as it gets cast (if he has enough mastery to cast it of course)
he will only learn a spell after the battle if he learned none during it and has the right level of mastery.


Eldritch storm under destructive magic
requires light magic advanced, master of wrath, stormwind,
destructive magic advanced, master of storms


Lightning spells from all sources deal 50% more damage(even if cast by an enemy). The creatures who can cast them now benefit from the master of storm perk. (titan, colossus, druid, elder druid, sky daughter) The colossus storm stuns all the targets, not only the main one.

(basically make your titans and colossi beyond awesome. not only their spells are much more powerful, but stormwind prevents flyers from blocking them at the 1st turn)




forgot to comment on that :
Quote:
Barbarian Machine:
Another solid concept. The +100 HP and +25 Damage seems a bit superfluous - but guess it doesn't hurt anybody

actually it slightly increases the chance of a wound, since it depends on the ratio HPs of the balista / HPs of the target after the attack (or something like that)

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Asheera
Asheera


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Undefeatable Hero
Elite Assassin
posted December 31, 2008 12:30 AM

Hey Blizz, you won't judge that round?
____________

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blizzardboy
blizzardboy


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Nerf Herder
posted December 31, 2008 12:07 PM
Edited by blizzardboy at 12:09, 31 Dec 2008.

Quote:
Hey Blizz, you won't judge that round?


Hmm? I was hoping to take the week off

I promise I'll judge them before the end of the next round, please excuse the delay (which you will excuse otherwise I'll send your soul to the Abyss since, as I recall, you didn't win last round, ergo your soul is now mine. It's all stated in the invisible contract on the first page).

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