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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 ... 5 6 7 8 9 ... 10 20 30 40 50 57 · «PREV / NEXT»
broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted January 01, 2009 10:51 AM
Edited by broadstrong at 04:12, 05 Jan 2009.

Pardon me for the long descriptions (note: those in italics are for explaining, not to be put in-game), I need to state the mechanics clearly (trust me, it is NOT that complicated, I am only trying to cover most queries/doubts).

(1) Mini-Elixirs

Under: Defense
Requires: Consume Artifact (Artificer), Power of Endurance, First Aid (War Machines)

For an additional cost, the forged mini-artifact also includes a mini-elixir, giving a +1 defense (in addition to the artifact's effects) and increased healing/resurrection power when artifact is consumed.  At most 3 units can have such elixir-imbued artifacts.

Cost is 2 of each resource (except gold) per artifact effect, can be recovered during dismantling, and reduced by half via Ultimate Artificer.
HP healed by mini-elixir is added to that obtained from consume artifact ability, and is equal to:
[HP healed by first-aid tent (1 + 0.04 x {hero_level - 1})], where hero_level refers to that at the point of forging.  There is no "automatic updating" even if hero level is higher.  After the artifact consumption the +1 defense buff disappears.
If, by troops exchange, a fourth unit in hero's army has elixir-imbued artifact, the elixir portion is lost (with a warning to allow hero to undo action).


(2) Alchemy

Note: replaces "Spoils of War"
Under: Luck
Requires: Resourcefulness, Estates (Leadership)

In every week, hero can "convert" (2 + Hero_level) units of mercury to gold whenever he/she captures enemy/neutral alchemist labs (or abandoned mines giving mercury), obtains mercury resources during adventuring and defeats "mercury" creatures in combat.

Captured alchemist labs/mercury-giving abandoned mines give 2/1 mercury respectively as a one-time bonus.
A "mercury-conversion" counter (1 mercury for 100 gold) is present for the cases below, to enforce the limit.  It is reset at the start of a new week.
Hero can choose to reduce mercury obtained during adventuring by 1 (a pop-up window allows a choice between, say, 3 mercury + 100 gold or 4 mercury).
"Mercury" creatures include all necropolis & stronghold creatures, djinns, brawlers, griffins, pit fiends, devils (and all their upgrades).  For the non-necro and stronghold creatures, it is because their dwellings require more mercury than other rare resources.  
Defeated tier 1-3/tier 4-6/tier 7 creatures add 1/2/4 mercury, respectively, to total possibly gained (number of same-tier stacks is irrelevant); hero can "convert" up to 4 mercury to gold after every victorious battle.


EDIT (2 Jan 09 my timing): made changes to requirements for Mini-Elixirs and description for Alchemy.
EDIT (3 Jan 09 my timing): made some more changes for Alchemy.
EDIT (4 Jan 09 my timing): sorry, tier-descriptions is not only for necro/stronghold creatures, forgot to change that.
EDIT (5 Jan 09 morning, my timing): stated meaning of "mercury" creatures for non-necro and stronghold creatures.  Still in time?  

____________
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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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 02, 2009 02:06 AM

Concentrate - Sorcery
Prereq: Counterspell, arcane exaltation
The hero may choose a spell of each circle in their spellbook. The hero loses all other spells until the end of combat. The active spellpower of those spells is increased by 25%.(1 use only)




Lightning rod - Defense
Prereq: Master of storms
Creatures you control aren't dealt damage by lightning bolt or chain lightning.

____________
Protection From Everything.
dota

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 04, 2009 10:07 AM
Edited by blizzardboy at 10:09, 04 Jan 2009.

Quote:
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 .


The standard punishment for tardiness is 100 lashes followed by being thrown in a cage of angry scorpions, but since I am over a week late to judge these, I will forgive you.

Don’t be too angry because of the long delay everybody . I wasn’t going to be this late at judging , but I unexpectedly was away at somebody’s house for a few days.

Round 3 results are up.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 04, 2009 02:19 PM

I edited my Academy perks

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 04, 2009 02:22 PM

The deadline for Academy round is 3rd? (that means it's over) Shouldn't it be 6th, or am I missing the pattern here?
____________

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 04, 2009 04:39 PM
Edited by blizzardboy at 06:11, 17 Jan 2009.

Round 4 Results

Arcax

Spark of Life

This perk is riddled with coolness. Although the prereqs are logical for the perk, they are still really hard to get for a perk that isn’t that amazing. Being able to raise elementals gives you some flexibility, but other than that, a raised elemental isn’t any more powerful than any other raised creature.

Creativity: 10
Realism: 7

= 17

Arcane Bond

I don’t see Light Magic as a logical prereq skill for this perk, since it applies to any magic school that the wizard has. Enlightenment and Sorcery would have been better since they don’t pertain to any magic school in particular. Apart from this, this would be a critical balance issue, not only in the final fight, but also in the creeping process. If a wizard got this skill fairly early on, then their multiple stacks of wizards they use for creeping would all be hitting the MotW unit as well as another stack, and the mass righteous might would essentially save a full turn for the hero in the beginning, which is also pretty major.

Creativity: 9
Realism: 4

= 13

Total = 30

Asheera

Magic Cripple

“Magic Cripple” or “Cripple Magic”? Magic Cripple makes sense, but all the same, I think it’s kind of lame sounding. The ability itself is simple, straightforward, and balanced.

Creativity: 5
Realism: 10

=15

Swift Casting

Don’t you just hate how sorcery doesn’t apply to mass spells? It makes me so angry I could punch a puppy. This is my dream perk. I don’t think allowing traditional mass spells would be too much of a balance issue, but reducing the speed of counterspell, mark of the wizard, and consume artifact is a big no-no for me. It’s absolutely essential that counterspell can’t have it’s timing reduced otherwise a wizard would be able to, for example, block out an enemy warlocks casting 100% of the time. That’s just cruel. Reducing the speed of mark of the wizard and consume artifact would likewise be a bit much since they are only partial actions as it is, albeit it only takes off 30% of 0.75 or 0.50 respectively.

Creativity: 9
Realism: 7

=16

Total = 31

Faunch

Eldritch shield

I know this probably sounds really anal, but “Eldritch” is a word for “weird” or “eerie” and it’s just more befitting for warlock or demon lord than it is for the wizard, since they are allegedly good guys (even though they sound incredibly evil to me based on their history). I’m also not entirely sure what this skill does. Does “magic attack” mean all forms of spells, or just certain ones like the Thanes ability? If it applies to all spells, then this is way overpowered, and if it applies only to special magical attacks, then it is underpowered. Either way, this perk needs some adjustment.

Creativity: 6
Realism: 6

=12

Eldritch storm

I already harassed you about the word “Eldritch” in the 1st perk, so I won’t do it twice in a row. And haha, I like how you make Stormwind a prereq for Eldritch storm; that single handedly excuses you from making light magic a prereq for this, and it will also perhaps encourage light magic from Academy more since it is probably, in general, the least useful school for them. Normally I would say that improving a destructive spell by 50% (as well as making chain lightning stun all targets) would be too much, but since lightning spells are sucky as it is, I’ll let it pass. Also, this makes the Storm Titans ability seem so much more juicy. I’m very pleased with this perk.

Creativity: 10
Realism: 10

=20

Total = 32

Broadstrong

Mini-Elixirs

As stated with Magma’s first perk, this ability is simply too involved to be a general perk. It would make a good replacement for Magic Mirror (curse that blasted perk!), but I don’t think it belongs outside of that. The balance itself seems decent, although as complicated as it is, it’s hard to have an accurate picture of that without some playtesting. I would also simply name the perk “Elixirs” instead of calling it “Mini-Elixirs”, which is kind of goofy even though it matches up with miniature artifacts.

Creativity: 8
Realism: 5

=13

Alchemy

What? Once again, this perk is way too involved to be a perk. I’m not even sure what you’re talking about in the 3rd italicized paragraph about “mercury creatures”. There’s a ton of little advantages this perk gives that are all related to mercury, and why the focus on mercury in the first place? Alchemy could apply to any of the rare resources.

Creativity: 5
Realism: 1

=6

Total = 19

Mamgaeater

Concentrate

Hmmmmmmmmm…
This perk should be a racial perk in the “Racial Perk contest”.
I’m just not feeling it as a general sorcery skill though. It’s too involved and specialized to be anything but a racial perk. Although it stripes wizard of their famous versatility, sometimes you only need a few spells to really dominate the battlefield and a flat 25% spellpower bonus is pretty darn awesome since wizard has fairly impressive spellpower as it is.

Creativity: 6
Realism: 5

=11

Lightning rod

I don’t understand the name at all. The ability nullifies your creatures damage by lightning bolt and chain lightning, but it’s called “Lightning Rod”? Maybe I’m missing out on the funky mamga-logic. The ability itself is useful and something that I would greatly want if I ever went lightning magic. Normally, I would never do that since it sucks! But this perk could make it more appealing indeed ; Master of Storms is direly in need of some good follow-up perks.

Creativity: 9
Realism: 8

= 17

Total = 28




Judge's Individual Favorites:

#1: Eldritch Storm by Faunch
#2: Spark of Life by Arcax
#3: Lightning Rod by Mamgaeater





Total Scores:

Arcax: 64 WINNER
Asheera: 60
Fauch: 57
Mamgaeater: 54
Broadstrong: 34

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 04, 2009 04:41 PM

Round 5

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

The deadline is the end of January 13th.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 04, 2009 08:13 PM
Edited by Asheera at 23:00, 05 Jan 2009.

Melting shots: Attack perk, requires Archery and Hellfire
All Succubus shots will apply a Master of Fire burning effect on the target(s)

(especially useful combined with Succubus Mistress' Chain Shot)


Combusting Strike: Destructive Magic perk, requires Mark of the Damned and Master of Fire
Any standard hero's attack applies a Fireball effect on the target as well

(The perk works with Mark of the Damned. Fireball has the same effect and damage as if cast by the hero. This includes the effect from Master of Fire. It does not drain hero's mana, pretty much like Weakening Strike)
____________

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 04, 2009 08:20 PM
Edited by Mamgaeater at 00:40, 06 Jan 2009.

Hell's embargo - summoning
Prereq: Hellfire, Consume corpse
The hero may activate ~ to negate the effects of the next raise dead or ressurection spell.


Plane of flames - destructive
Prereq: Master of fire, pathfinding
The hero may activate this ability to replace each gating area with a firewall. the firewall deals damage as if cast by the hero. the frewalls dimensions are equal to the gating area's dimensions
____________
Protection From Everything.
dota

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xerox
xerox


Promising
Undefeatable Hero
posted January 04, 2009 10:39 PM
Edited by xerox at 22:41, 04 Jan 2009.

Demonic Pact
The Demon Lords knowledge in destruction makes 20% of his attack convert into spellpower.
For instance, you have 20 attack and then you would also gain 4 spellpower through this talent.
So without the skill: 20 attack
With the Skill: 20 attack and 4 Spellpower


Requirements:

* Enlightmentment: Arcane Exalation -> Demonic Pact
* Expert Destruction


Useful for Demon Lords that plan on casting much spells.

Gating Tactics
Instead of calling for reinforcements, demonic creatures can once per battle teleport to a random location on the map dealing 30% increased damage and suffering no retailation. Only tier 1-4 creatures can teleport over walls.

Requirements:

* Leadership: Gatemaster -> Gating Tactics
* Consume Corpse

Fitting with Inferno and adds some extra utility to the pretty boring Inferno faction. Could be coupled with Teleport Assault perhaps?

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 05, 2009 02:26 PM

Can you believe it that I first wanted to make a similar ability to your Demonic Pact, only that use Knowledge instead of Attack?
____________

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 05, 2009 02:40 PM
Edited by Arcax at 23:00, 05 Jan 2009.

Hell Rush - Attack

Requires:
AttackBattle FrenzyPower of Speed
LogisticsPathfindingSwift Gating

The gated creature acts straight after being summoned to the battlefield

Demonic Defiance - Defense

Requires:
DefenseVitalityStand Your Ground

After performing Gate, gating creauture automatically turn into defense mode, till the next turn.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 06, 2009 02:34 PM
Edited by Fauch at 13:28, 14 Jan 2009.

Fire strike
Under attack
requires mark of the damned, attack advanced, excruciating strike, destruction basic, master of fire


The melee attack of the hero inflicts mark of fire (always, unless the target is immune to fire of course)
it also triggers with mark of the damned.

definitely useful with all the fire abilities the inferno creatures and heroes may get.

won't be an entry finally :

Doomsday
Under destruction
requires enlightment advanced, intelligence, dark revelation, destruction expert, master of fire, secrets of destruction


The hero learns meteor shower and armaggeddon and has a bonus of +5 spellpower when casting them. the pit lords also learn armaggeddon, and also benefit the +5 spellpower bonus.


Scorched earth.
Under summoning
requires summoning advanced, master of earthblood, Dark magic expert, Corrupted soil.


The hero and the pit lords learn earthquake. (at the advanced level for the pit lords)
damage inflicted to castle walls by the earthquake is increased by 10 x spellpower.
after a successful earthquake, damage dealt by corrupted soil is increased by 2.5 x spellpower (not cumulative)
pit lords get the bonuses too.
pit lords don't benefit the +4 spellpower from master of earthblood, unlike the hero.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 09, 2009 03:13 PM

Does the previous round (Academy) get judged at all?
____________

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 09, 2009 05:52 PM

Well Asheera, I dont want to be a Jinxer but this thread will be dead soon. One more faction and bye bye contest. Alcibiades lost his interest already and Blizzardboy seems to forgot about whole case.
A shame... I really enjoyed it

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xerox
xerox


Promising
Undefeatable Hero
posted January 09, 2009 06:34 PM

They could always take the H6 factions, like "Create a perk for the Naga sanctuary." or "Create a perk for the ashanian Temple".
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 12, 2009 04:40 AM
Edited by blizzardboy at 04:40, 12 Jan 2009.

My Academy scores are up for your viewing (dis)pleasure
____________
"Folks, I don't trust children. They're here to replace us."

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 12, 2009 12:15 PM

Still running behind ... Have been ill ... Hopefully will catch up later this week ... *pants*

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 12, 2009 12:24 PM
Edited by Arcax at 21:33, 12 Jan 2009.

Blizzardboy! Youre alive!
Quote:

raised elemental isnt any more powerful than any other raised creature.


And Golems, Fire/Magma/Lava Dragons and Gargoyels
And why raised elemental isnt powerful anymore? It has only 20% hp less.

Quote:
I dont see Light Magic as a logical prereq skill for this perk, since it applies to any magic school that the wizard has.


Originally it was without Light Magic but then Ive noticed that some of creatures wouldnt be able to cast those mass spells due to low mana so Refined Mana fits well. I didnt wanted to make a perk like

"Flaming Arrows"
Requires:
First Aid Tent+Plague Tent+Catapult

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted January 12, 2009 12:26 PM
Edited by broadstrong at 01:16, 13 Jan 2009.

@blizzardboy,

Go to Wikipedia on "alchemy", it is mainly about the transmutation of metals to gold, that is why I chose mercury.
Looks like my idea is poorly received

Anyway, my inferno perks:

(1) Scorching Blaze

Under: Destructive Magic
Requires: Secrets of destruction

Demon Lord's fire-based spells (includes Eldritch Arrow too), Pit Lord's fireball spell and Hell Stallion's Searing Aura does 20% more damage (rounded down) and has a 20% chance to inflict "Mark of the Fire" on affected unit for 2 turns.

(2) Transplanar Protection

Under: Defense
Requires: Resistance, Master of Conjuration (Summoning Magic)

Demon Lord's gated and summoned troops receive only half damage from enemy hero's "Banish" attack and direct damage spells, and barbarian-led creatures with "Back to the Void" attack.

Note: I use the word "transplanar" because in several games, summoned troops are considered to come from another realm or "plane".  
____________
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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