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


Honorable
Undefeatable Hero
Elite Assassin
posted January 12, 2009 02:49 PM

Good to see this is not completely dead (at least not yet)

Just one comment
Quote:
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.
At first sight it may seem cruel, but think of it like this: Sure, the Warlock will have higher spellpower and the difference between Warlock's spellpower and Wizard's will be a waste (since both of them don't use spellpower when Counterspell is active and cast every round). However, note that counterspell uses twice more mana to block the spell, which also wastes Wizard's higher knowledge this way. Also note that Warlock has higher might stats, so a battle between them two without any spell at all should be in favor of the Warlock. There's elemental chains and mini-artifacts as well, the latter being more powerful, so I think it balances out, at least IMO.

Also counterspell can be countered by the units in the army as well, which is another weakness of it.
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 12, 2009 04:40 PM

Inferno perks by me will be up tomorrow should the delay be pardoned and not result in futher selling of my sould to something even more sinister than the devil.
____________
"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 January 12, 2009 06:36 PM

Quote:
Faunch

it's Fauch

Eldritch shield

Quote:
I know this probably sounds really anal, but “Eldritch” is a word for “weird” or “eerie”

sounded like the name of some legendary wizard or enchantment to me

Quote:
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.


it's the ability to strike everything in a line by shooting of the mages. I first thought about a 100% protection, but it makes archmages better than battle mages.


Quote:
(as well as making chain lightning stun all targets)

never wrote that. only call of the storm stuns all the target, but the colossus can only cast it once.

Quote:
but since lightning spells are sucky as it is

yes

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 12, 2009 07:38 PM

Quote:
Quote:
I know this probably sounds really anal, but “Eldritch” is a word for “weird” or “eerie”

sounded like the name of some legendary wizard or enchantment to me
I thought Eldritch means mana in H5? After all, there's the Spring of Eldritch Renewal which doubles your maximum mana.
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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 12, 2009 09:12 PM

magic powers are weird and eerie



@blizzard.

A lightning rod is used to attract lightning and safely get rid of it.



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Protection From Everything.
dota

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 15, 2009 01:53 AM
Edited by blizzardboy at 01:53, 15 Jan 2009.

5th Round Results



Asheera

Melting shots

This is the kind of ability I always thought deserved to be in the game, but never was. It seems like a fairly balanced ability and will make the Succubus Mistress more competitive with the Seducer.

Creativity: 9
Realism: 9
=18

Combusting Strike

This is a more powerful perk than one might realize since Mark of the Damned has the potential to trigger quite a bit, but at the same time, that means that it could act as somewhat of a liability since you could end up torching your own units, so it’s probably fairly balanced. It’s appropriate with the faction, although perhaps a bit too similar to Deleb’s special ability.

Creativity: 8
Realism: 9
=17

Total = 35

Mamgaeater

Hell's embargo

Firstly, I just love the name! It fits in so nicely with the perk’s ability. However it is kind of a rip off of Counterspell except it doesn’t use mana and it’s specified for resurrection and raise dead. And being able to specifically counter 2 spells makes the perk pretty situational by itself (more than Banish).

Creativity: 6
Realism: 6
=12

Plane of flames

This ability sounds cool but I don’t think it would be very good for implementation. Firstly, would this cancel out the gated creatures, or would it just create a 1x1 firewall until the creature is gated? Either way, if it replaces the gated creatures than I can hardly see this perk ever being worth it, and if it doesn’t replace them, then the firewalls would only be there for a brief time and this perk would still hardly be worth it. Some elaboration is needed.

Creativity: 9
Realism: 3
=12

Total = 24

Xerox

Demonic Pact

Why is Expert Destruction needed for this perk? I don’t see that as necessary or connective with the perk itself. We need to be careful with this ability because Inferno can get pretty impressive attack (especially since they would have Enlightenment), and spellpower juices up both spells as well as hellfire. Just the same, it’s a steep ratio so I don’t think it would be too much a balance issue. I like it.

Creativity: 10
Realism: 8
=18

Gating Tactics

Completely replacing a racial with a different, much less involved ability is sort of an injustice to the gating skill. Also, this would make Inferno incredibly devastating against factions such as Dungeon or Academy that can have a hard time with Inferno’s high attack creatures as it is. Being able to instantly teleport somewhere and attack for 30% extra damage without retaliation is just brutal. It would create extremely short, tactless, uninteresting fights.

Creativity: 5
Realism: 2
=7

Total = 25

Arcax

Hell Rush

Simply put, this is too powerful. The price of gating is that it gives the other faction time to move forward and start attacking the original Inferno creatures, otherwise, in an even fight, the enemy should never be able to wipe out all of the gated creatures and all of the original creatures. I would almost consider this skill better than Urgash’s Call.

Creativity: 4
Realism: 2
=6

Demonic Defiance

This ability is useful and seems balanced. It’s a nice way to protect your gated creatures for the first round and fits in very nicely with the faction. Stand Your Ground is a very appropriate prereq, and is exceptionally useful in this case since you’re troops will automatically be gated in defend mode. It’s a shame you can’t fit in Preparation as well , but I can understand why.

Creativity: 9
Realism: 10
=19

Total = 25

Fauch

Fire strike

This is a good, solid, and useful perk. This will enhance the demon lord’s fireball, the pit lord’s fireball, hellfire, as well as Fiery Wrath if you get it, which wouldn’t be that hard since you’re already close to it if you have this perk. However , I have to criticize the fact that this would create even more bias towards using Deleb with her fireball ballista.

Creativity: 10
Realism: 7
= 17

Scorched earth.

There is sort of two unrelated abilities that this perk has, which makes it disconnected and it seems like you had two ideas and decided to smash them together into one perk. Inferno is already good with sieges due to gating and a high probability with war machines, so having a super earthquake to go with it is pretty redundant. The enhancement to corrupted soil seems useful, but it’s just playing off of an already existing perk and isn’t very original.

Creativity: 5
Realism: 4
=9

Total = 26

Broadstrong

Scorching Blaze

I like how you incorporate the extra damage into both the hero and the relevant abilities for the creatures. That alone makes it a decent perk, and the chance for Mark of Fire adds some extra incentive to it, both for extra damage on Fireballs as well as the hellfire ability. It’s a powerful perk, but so are most of the other perks that stem from Master of Fire (such as Fiery Wrath and Ignite). I almost wonder if there will be much of a desire to take this perk when you can instead get Ignite or Fiery Wrath. Also, adding in Mark of Fire for demon lord could create even more bias for Deleb due to her fireball ballista ability.

Creativity: 9
Realism: 8
=17

Transplanar Protection

This would be a good perk if it were just a basic perk to take under Summoning Magic, or maybe under Defense. But it’s a situational perk as it is; so making the prereqs so steep (summoning magic is a rare skill for Inferno) is overkill in my opinion.

Creativity: 9
Realism: 6
=15

Total = 32



Judge’s Individual Favorites:

#1: Demonic Defiance by Arcax
#2: Demonic Pact by Xerox
#3: Melting Shots by Asheera

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 15, 2009 02:03 AM
Edited by blizzardboy at 02:03, 15 Jan 2009.

Round 6

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

The deadline is the end of January 23rd.
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"Folks, I don't trust children. They're here to replace us."

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 15, 2009 02:46 AM
Edited by Mamgaeater at 03:15, 16 Jan 2009.

Shield Offensive - Defense
Prereq - Stand your ground, tactics
Creatures lose the wait command, but the defend command only takes up 50% of the units current initiative.


Chivalry - Defense
Prereq - Protection, evasion
Creatures the hero control's take 15% less damage from spells and ranged attacks.(this is cumulative with the bonus's from evasion and protection)
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Protection From Everything.
dota

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 15, 2009 02:25 PM
Edited by Arcax at 14:26, 15 Jan 2009.

Quote:
The gated creature acts straight after being summoned to the battlefield

Quote:
The price of gating is that it gives the other faction time to move forward and start attacking the original Inferno creatures, otherwise, in an even fight, the enemy should never be able to wipe out all of the gated creatures and all of the original creatures. I would almost consider this skill better than Urgashs Call.



OMG Blizzardboy you totally misunderstood me ...

GATED - Summoned demon by the original Inferno stack

GATING creature the ORIGINAL, NON-DISSAPEARING UNIT AFTER BATTLE ORIGINALFROM TOWN,NOT FROM THE GATE

Example

Hell Stallion use GATE he losses initiative , receive some hits from enemies after performin the racial skill GATE then after 1 whole turn, appears a Hell Stallion from the gate. And it can move INSTANTLY after appearing. He doesnt have to miss the whole another turn to act


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 15, 2009 03:11 PM

Imagine Arcax's skill combined with Urgash's Call: creatures gate and their summoned parts act immediately
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 15, 2009 03:24 PM

Well it doesn't really matter because when you're enemy has Urgash call it's pretty much gg already.

And I think Arcax skill would be a lot better if it ment that the creature that gated (the creature with which you press the gate button clear enough?) would act instantly and not lose initiative.
____________
"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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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 15, 2009 03:25 PM
Edited by Arcax at 15:41, 15 Jan 2009.

Hey Asheera, you understand how it works, so maybe you shall judge it

And it cant be combine with Urgash's Call, the requirements dont fit with each other to prevent imbalance

EDIT : @Azagal
Quote:
Well it doesn't really matter because when you're enemy has Urgash call it's pretty much gg already.

And I think Arcax skill would be a lot better if it ment that the creature that gated (the creature with which you press the gate button clear enough?) would act instantly and not lose initiative.


You think it would be a lot better?
Well I thought about it, but it kinda destroys the whole idea of performing gate - taking the risk to summon than attack.

Anyway, Azagal, if it would look as you propose... well, just look at my score for this skill, no comment

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 15, 2009 03:56 PM

What? Did I say something wrong?
I think it's a cool perk. And I think it would be cool to have your units act immediately after gateing. The "a lot better" wasn't ment to say that your idea was crap just that I personally find an alternative better. But I guess you're right that it does take the risk away. I still think it's cooler though.
____________
"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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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 15, 2009 04:01 PM
Edited by Asheera at 22:42, 15 Jan 2009.

Enhance Ballista: War Machines perk, requires Triple Ballista and Benediction
The Ballista under hero's command is enhanced with one of the following effects (you choose the effects after taking this ability, so it's only once per game unless you unlearn it)

1. -1 luck per shot
2. -1 morale per shot
3. -2 attack per shot
4. -2 defense per shot
5. -0.1 ATB per shot
6. 50% chance to dispel 1 random positive effect from the target, per shot
7. deal double damage against summoned creatures (useful to take out a troublesome Phoenix easier)

The effects are cummulative but last for only one round.


(not that overpowered considering that Knight's Ballista is one of the worst)


Bravery: Leadership perk, requires Diplomacy
All creatures in hero's army become immune to Fear and can't have negative Morale

(Fear includes the Nightmare's fear attack, Fear my Roar, Whitebear Rider's special attack, etc)
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 15, 2009 04:10 PM

Quote:
Knight's Ballista is one of the worst

I don't want to start a discussion with you... but just because you compare the Ballista to Inferno (who is made for a ballista) and Babarians (who have excessive attack growth) it may be the "worst" but it's definetly not bad oO. Take Vitorro and it's easily the best xD.
____________
"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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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 15, 2009 04:13 PM

Well it's as strong as Sylvan's and Dungeon's... don't tell me you'd take War Machines with Sylvan without aiming for Imbue Ballista...

Vittorio doesn't count Because that's his specialty.
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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 15, 2009 04:30 PM
Edited by Arcax at 16:32, 15 Jan 2009.

Quote:
What? Did I say something wrong?
I think it's a cool perk. And I think it would be cool to have your units act immediately after gateing. The "a lot better" wasn't ment to say that your idea was crap just that I personally find an alternative better. But I guess you're right that it does take the risk away. I still think it's cooler though.


Blah OFC you didnt, Im blaming Blizzardboy, because he mistaken my perk with something else

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 15, 2009 04:53 PM
Edited by Azagal at 16:54, 15 Jan 2009.

Ah ok^^

Well Sylvan doesn't count since Warmachines has a chance of 2% to pop up... so technically you see it twice in 100 levels so chances are farily low for rangers to get warmachines.
And you don't really see a Warlock going warmachines very often. But yeah I get your point.
____________
"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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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 15, 2009 05:42 PM
Edited by Arcax at 21:48, 23 Jan 2009.

Sacredness - Light Magic

Requires:
CounterstrikeBenediction
Light MagicMaster of Abjuration

Allied troops are Immune to direct killing attacks such as Vorpal Sword, Axe of Slaughter and Harmful Touch.

Zeal - Attack

Requires:
CounterstrikeBenediction
AttackBattle FrenzyRetribution

If an allied Haven stack makes 2 attacks, it gains Haste spell for free.What is more if it attacks another 2 times it gains Righteous Might spell for free.The spell mastery is based on hero Light Magic mastery, the duration of these spells is based on heroes spellpower. Zeal works with Cleave, ability of Vindicators(the first Cleave gives gives first bonus - Haste, the second Cleave - RM), however it doesnt work with Imperial/Battle Griffins, Dive abilities.Zeal wont work with counterattacks.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 15, 2009 05:51 PM
Edited by Fauch at 21:34, 15 Jan 2009.

it's like the opposite of hexing attack

Pitched battle
Under attack
Requires Attack expert, Tactics, Archery.


Ranged creatures in your army will shoot on whoever attacks a stack protecting them (that means, adjacent to them) dealing 50% of their normal damage (providing they aren't engaged in melee). It happens after the attack of the enemy stack.
If you have preparation, and your ranged stack is defending, it will happen before the attack of the enemy stack.

For example, a stack of crossbowmen is protected by a stack of squires. The squires get attacked, they retaliate, and the crossbowmen shoot the enemy dealing 50% of their normal damage.

Faithful
Under light magic
Requires light magic expert, master of abjuration, eternal light.


The hero learns the spell mass bless at the advanced level and can cast it for no cost.
Every alive creature in your army who isn't enemy with the haven (doesn't drop the morale of haven creatures) get the abilities "bravery" and "immune to weakness" (ability of the blood sister)

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