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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 ... 7 8 9 10 11 ... 20 30 40 50 57 · «PREV / NEXT»
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 15, 2009 07:01 PM
Edited by alcibiades at 19:03, 15 Jan 2009.

Damn, I'm so running behind here. My scores for Round 4, finally. Some of you got in serious trouble, here. For Broadstrong, all I can say is, while your idea for Alchemy makes perfect sense in terms of what Alchemy IS (in real life), in terms of game mechanics, it sucks (sorry) - it's overly complicated, and the bonus seems close to useless. Will try to look at round 5 soon.





**ROUND 4**



*ARCAX*

Spark Of Life:
Nice name, and good perk. Very useful, but narrow in application. The requirements are perfect both in terms of theme and difficulty to obtain.
Creativity: 9
Realism: 10

Arcane Bond:
The idea of this is excellent, but the ability seems overpowered to me. If you included the part with "Master Of" abilities applying to spells cast by unit in the army, that would make it quite powerful already - including the Mark Of The Wizard effect seems overkill, and as for units learning spells, that could easily be a perk in itself also. Requirements seem good, Refined Mana fits the theme, and Arcane Brilliance can work, alternatively, it could be coupled with Arcane Intuition (Enlightenment) or Scholar.
Creativity: 9
Realism: 6 - seems very overpowered

Total: 34



*ASHEERA*

Magic Cripple:
Hmm, yes, why not? Not really a spectacular perk in terms of originality, but would have its uses. Could be coupled with Defence > Protection also for synergy, I'm not quite sure I see the link to Enlightenment, but then, why does Distract couple with Sorcery, so in terms of game logic, I guess that's fair. Balance seems fine, bordering on underpowered.
Creativity: 6
Realism: 9

Swift Casting:
It had to pop up, didn't it? I guess this would make sense was it not for the fact that Mass Spells already use too little ATB - if we changed the standard ATB consumption for mass spells to 0.75, it would seem more appropriate. Notice that because Consume Artifact already uses very little ATB, bonus here is very small. Bonus on Counterspell, however, seems like both useful and reasonable.
Creativity: 7
Realism: 7

Total: 29



*FAUCH*

Eldritch Shield:
Hmm, if you really want to use your mages for attack, why not just go for Battle Mages? I think this perk is superfluous, I can see that you mind want to cover both options, but even at 50 % damage, would you really shoot your own units? Of course, it could work as protection against enemy mages?
Creativity: 6
Realism: 4 - I don't see this being a viable option.

Eldritch Storm:
I like the idea of something that would actually make Master Of Storms a viable option (except for modding its effect as I have). 50 % more damage is massive, but then, destructive Wizards focusing on Lightning seems ... less than optimal. Ironically, I fret this would end up being more than a pain to yourself than a help when fighting enemy creatures that has Lightning Spells. Of course, the boost to Titan's bolt or storm seems welcome.
Creativity: 8
Realism: 7

Total: 25



*BROADSTRONG*

Mini-Elixirs:
Ok, I'm running behind here, so I'll cut this short, as most has already been said. I think this perk is too complicated, and I think it fixes something that doesn't need to be fixed - or rather, makes an existing problem larger! I think Consume Artifact is already something that can be heavily exploited in certain game modes at least, and I don't think we need to make it stronger. The idea of crafting elixirs would basically be a racial for another faction / hero class.
Creativity: 7
Realism: 2

Alchemy:
Wow, this is even more complex, but more relevant: Why the hell would the Wizard want all this Mercury? It's not like he's having insane Mercury demands for his town, and it's not even because it will help him buy Titans. Making a skill that offers Hero a huge discount on Market Place prices (i.e. he transforms ressources!) would be awesome, but this ... Don't see it, sorry.
Creativity: 4
Realism: 2

Total: 15



*MAMGAEATER*

Concentrate:
Loosing all other spells in spellbook for entire combat seems a bit dire. You pretty much need to be at the point where there is only one outcome of combat anyway. Of course, a 25 % spell power increase can be nice, but I don't see this being an attractive choice in a lot of circumstances.
Creativity: 6
Realism: 4

Lightning Rod:
On bottom line, this makes all hero's creatures immune to Lightning Spells, right? Or do I miss something? The Chain Lightning thing seems good, I like that, would make a grossly over-leveled and underpowered spell a bit more usefull. Could also work against Thanes and Pao Kais ... nifty. As for general Lightning Immunity, not sure.
Creativity: 8
Realism: 8

Total: 26






Scores:
Arcax: 34
Asheera: 29
Mamgaeater: 26
Fauch: 25
Broadstrong: 15


My top-3 entries:
Spark Of Life (Arcax) - 19 pts.
Lightning Rod (Mamgaeater) - 16 pts.
Eldritch Storm (Fauch) - 15 pts.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 15, 2009 07:12 PM

@ Arcax: I read it correctly. When a creature is gated in, they immediately act. Yes?
____________
"Folks, I don't trust children. They're here to replace us."

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 15, 2009 07:37 PM

Exactly

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 16, 2009 12:36 AM
Edited by blizzardboy at 00:38, 16 Jan 2009.

I stand by my opinion that that would be too powerful. You might have better luck selling it to Alc. If you want to put it into perspective, Swift Gating saves all of the gating creatures 0.25 ATB, and yet that makes a surprisingly strong difference in combat. Urgash's Call (an ultimate) saves the gating creature's another 0.25 ATB to make it instant. This perk saves all gated creatures a full turn. Gated creatures aren't as important as your original stacks, but still, I think you could unfairly overwhelm your opponent too quickly with this.
____________
"Folks, I don't trust children. They're here to replace us."

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 16, 2009 12:56 AM

Quote:
Urgash's Call (an ultimate) saves the gating creature's another 0.25 ATB to make it instant.
What? I thought Urgash's Call makes the gated (summoned) creature appear instantly instead of after a full turn.

Can't believe I never seen it in action (Inferno ultimate ability, I mean), so I'm not sure, but I don't think it makes the gating creature instant, that would be too weak for an ultimate IMO.
____________

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 16, 2009 01:03 AM
Edited by blizzardboy at 01:05, 16 Jan 2009.

Quote:
What? I thought Urgash's Call makes the gated (summoned) creature appear instantly instead of after a full turn.

Can't believe I never seen it in action (Inferno ultimate ability, I mean), so I'm not sure, but I don't think it makes the gating creature instant, that would be too weak for an ultimate IMO.


Maybe I'm mistaken with that. I have never used any of the ultimate's in the game before, and probably never will. So I was just going off of the text. Hell Rush is still largely more powerful than Swift Gating, and that is a powerful perk in itself.
____________
"Folks, I don't trust children. They're here to replace us."

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 16, 2009 01:01 PM
Edited by Arcax at 14:56, 16 Jan 2009.

I achieved Urgash's Call only in one map,Battle of Honor, in a tournament vs human opponent.

I did use Gate ability, after that, appeared instantly summoned stack and it took whole 1 turn to act(read: it was killed before Id done anything with it).

You are wrong Blizzardboy, sorry.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted January 16, 2009 04:34 PM

Yes, Urgash's Call makes gated creatures appear instantly (i.e. good for blocking enemy!). An ability that makes them act instantly is overpowered, but giving them a +0.25 ATB boost would be excellent.

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 16, 2009 08:44 PM
Edited by Mamgaeater at 20:56, 16 Jan 2009.

iirc gating has a 2 turn cycle

after 1 turns the creature is gated in and then it has to wait another turn to act.

Urgashes call makes the first half of gating instant reducing it to a 1 turn process

Hell rush reduces it to a 1 turn process.(eliminates the "just gated in period")


IE:  

I gate with imps.
If i had urgash's call it would take 1 turns for the gated imps to act.
If i had hell rush it would take 1 turns for the gated imps to act.
IF i had both the gated imps could attack immediately.

But thats as the perk is worded currently.

Edit: thanks asheera.
____________
Protection From Everything.
dota

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 16, 2009 08:46 PM

Quote:
Swift gating makes it come 25% faster.
No. Swift Gating makes the creature who used gating (the original!) lose only 25% ATB when using gating instead of 50% as usual.
____________

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted January 17, 2009 05:04 PM
Edited by broadstrong at 02:40, 24 Jan 2009.

Ah, haven, my favourite faction:-

(1) Benevolent Priesthood

Under: Light Magic
Requires: Master of Blessings, Benediction (Counterstrike)

Inquisitors and Zealots gain Mass Divine Strength (8 mana) and Mass Cleansing (20 mana) respectively in their spellbook for casting once per combat.  Additionally, any inquisitor or zealot stack present increases resurrection (be it hero's spell or archangel's ability) hit points by 15% (not cumulative even with more stacks of inquisitors or zealots).

Note: Inquisitor's and Zealot's mana would be increased to 14 and 20 respectively.

(2) Cursing Armor of Manipulation

Under: Dark Magic
Requires: Master of Curses, Master of Mind, Empathy (Leadership)

When the knight chooses a target to protect via Retaliation Strike, the unit is also protected by a dark armor.  Enemy units attempting a melee strike (retaliations included) at the protected unit has a 20% chance of being inflicted with either Weakness, Suffering, Slow or Confusion (proficiency and spellpower as if cast by the knight), and the enemy hero's ATB will be pushed back by 0.1.

Really run out of ideas for new perks...can only hope for the best.

____________
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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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 21, 2009 01:38 PM

?

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 24, 2009 10:21 PM
Edited by blizzardboy at 06:06, 25 Jan 2009.

6th Round Results




I was overall disappointed with this round. Most of the perks seemed very bland and a lot of them were just awkward. I scaled the points somewhat.

Mamgaeater

Shield Offensive

Interesting. Potentially useful and potentially useless. This isn’t a perk that has me jumping up and down, but I guess it’s balanced and the prereqs aren’t’ that steep.

Creativity: 7
Realism: 8
= 15

Chivalry

I don’t think the name of the perk coincides with the bonus. The bonus itself is pretty meaty for a simple defense-only perk- an extra 15% reduction from ranged is almost as good as evasion, and then another 15% from magic on top of it makes it equal with protection.

Creativity: 5
Realism: 6
= 11

Total = 26

Asheera

Enhanced Ballista

Overpowered. Just kidding. I was going to give you massive point deductions until I saw that the effects only last for one round. I think the name of the perk is extremely bland considering the perk itself gives a variety of abilities. And plus as a unique perk, the name doesn’t seem themed with the faction at all, “Blessed Ballista” or something would work much better. The ability itself and the prereqs seem fine.

Creativity: 7
Realism: 9
= 16

Bravery

Decent perk. Potentially damning against Inferno and Fortress with Soldier’s Luck. Still, having to take Diplomacy as a prereq means you’re going to have a 3rd perk leftover for the leadership tree with no other good perks to take, so it comes at a cost. If anything, it may even be slightly underpowered simply because the chances of you having negative moral are very slim since you’re going to have +2 with this perk already.

Creativity: 9
Realism: 8
= 17

Total = 33

Arcax

Sacredness

If only a Summoning magic faction had this perk , it would do wonders for your Phoenix. I question the usefulness of this perk since those abilities don’t come up very often, and when they do, they tend to have situational purposes (such as vorpal sword and harm).

Creativity: 9
Realism: 6
=15

Zeal

I don’t like how this perk (and a lot of other perks I’m noticing) are making the ability centered around the hero’s mastery. It’s an attack perk, not a light magic perk, so I think it should by default be cast at advanced mastery (just like with power of endurance and power of speed). The ability is nice, powerful, but I still wouldn’t by any means call it better than retribution (which is fair).

Creativity: 8
Realism: 8
= 16

Total = 31

Fauch

Pitched battle

The description of this perk sucks, but I figured out what you meant by the example. It’s weird and very situational. How often do you have an enemy attacking a stack that is adjacent to a ranged stack that isn’t also adjacent to the ranged stack?

Creativity: 6
Realism: 7
= 13

Faithful

This is two separate perks that you meshed together into a single overpowered perk. The first ability of the perk seemed pretty nice incase you didn’t get bless as a spell. The second ability also looks pretty useful and balanced. Together, they make for a weird and disharmonious perk.

Creativity: 6
Realism: 5
= 11

Total = 24

Broadstrong

Benevolent Priesthood

I like it. Adding in the enhancement to resurrection may be a bit a much, but the bonus is fairly small so it’s not going to make or break you either way.

Creativity: 9
Realism: 9
= 18

Cursing Armor of Manipulation

The name is too long. The ability is disharmonious and weird. The prereqs are very steep. The ability itself is pretty crappy since a 20% chance is really low, especially with the prereqs being as steep as they are. And why the 0.1. ATB penalty for the enemy hero on top of it? That seemed like a really random extra penalty.

Creativity: 7
Realism: 4
= 11

Total = 29
---



Judge's Individual Favorites:
#1: Benevolent Priesthood by Broadstrong
#2: Bravery by Asheera
#3: Zeal by Arcax

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 24, 2009 10:31 PM

Round 7

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

The deadline is the end of February 2nd.

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xerox
xerox


Promising
Undefeatable Hero
posted January 24, 2009 11:44 PM
Edited by xerox at 23:49, 24 Jan 2009.

Cycle of Destruction: After casting a Destruction spell, the next spell cast will have a +10% boost in damage. Stacks up to ten times. After ten times, it goes down instead.
So first it adds up like this +10,20,30,40,50,60,70,80,90,100% in damage and then it goes down to 90,80,70,60,50,40,30,20,10% damage. An endless circle of doom.

Requiers: Advanced Destruction, Elemental Vision



Shadow of Doom: All enemy spell immunties are reduced in half. So "Immunity to Fire" becomes "Takes 50% less damage from Fire spells" etc. And "Magic Penalty 50%" becomes "Magic Penalty 25%" etc.
In addition, boosts damage then by all area of effect damage by 10%.

Requiers: Expert Destruction, Cycle of Destruction, Counterspell (Sorcery)



This is assuming the previous Destruction perks dont exist, in a possible HoMM6.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 25, 2009 03:20 AM
Edited by Fauch at 15:23, 25 Jan 2009.

Quote:
Pitched battle

The description of this perk sucks, but I figured out what you meant by the example. It’s weird and very situational. How often do you have an enemy attacking a stack that is adjacent to a ranged stack that isn’t also adjacent to the ranged stack?

how is it very situational? every time the squires defending the crossbowmen get attacked, the crossbowmen get a free shot. after all, melee attackers aren't supposed to attack the crossbowmen before they managed to kill all the squires.

btw, is there someone else who didn't understand the perk?

Quote:
Faithful

This is two separate perks that you meshed together into a single overpowered perk. The first ability of the perk seemed pretty nice incase you didn’t get bless as a spell. The second ability also looks pretty useful and balanced. Together, they make for a weird and disharmonious perk.


it's a bless from the gods (having the spell mass bless and being immune to weakness) being protected by the gods, your army becomes more confident and also gains the bravery ability.


for the dungeon :

Master of earth
requires destruction basic

The speed of every stack struck by an earth spell (stone spikes, implosion, meteor shower) is decreased by 20%

Mana flare
Under sorcery. Requires sorcery advanced, erratic mana, elemental vision
Each time you deal additionnal damage thanks to elemental chaining, the hero receives an amount of mana equal to 1/50 of the additionnal damage.

an example, since this is impossible to understand :
let's say a black dragon (element fire I suppose) attacks a water elemental (element water, right?) and deals 1000 damage. the elemental chain triggers and deal 40% more damage for example, that is to say 400. the hero (your hero, not the enemy hero) will receive an amount of mana equal to 400/50 = 8

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Mamgaeater
Mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted January 25, 2009 04:09 AM
Edited by Mamgaeater at 02:35, 29 Jan 2009.

Geomancy - summoning
Prereqs - elemental chains, master of conjuration, arcane excellence
When a hero succesfully casts an elemental chain he/she summons elementals of the same type as the spell cast for free.
(The number of elementals summoned is equivalent to the spell's level)



Dark chains - destructive
Prereqs - Elemental chains, dark renewal
When an elemental chain is successfully cast upon a unit a random curse spell from the hero's spellbook may also be cast on the unit. (this uses the hero's mana.
____________
Protection From Everything.
dota

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted January 25, 2009 05:15 AM
Edited by broadstrong at 05:16, 25 Jan 2009.

Quote:
Cursing Armor of Manipulation

The name is too long. The ability is disharmonious and weird. The prereqs are very steep, and although the ability deals with Retaliation Strike, Retaliation Strike is not a prereq. The ability itself is pretty crappy since a 20% chance is really low, especially with the prereqs being as steep as they are.


Retaliation Strike is a pre-requisite for Divine Guidance, which is required for Empathy.

I feel that it is not the perks, it is just that there aren't many haven players in HC (I am one of them but I still cannot say I master its intricacies that well still) and so haven is not as known as, say, dungeon or necropolis.
____________
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 January 25, 2009 06:06 AM

Quote:

Retaliation Strike is a pre-requisite for Divine Guidance, which is required for Empathy.


My bad. I adjusted your score up.

Quote:
I feel that it is not the perks, it is just that there aren't many haven players in HC (I am one of them but I still cannot say I master its intricacies that well still) and so haven is not as known as, say, dungeon or necropolis.


Maybe. I just didn't see very many exciting perks this time.

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted January 25, 2009 09:41 AM
Edited by broadstrong at 09:42, 25 Jan 2009.

@blizzardboy,

Thanks for adjustment.


For the dungeon perks below, note that I may tweak them a bit here and there, all the way until the due date.

(1) Postgraduate Studies

Under: Enlightenment
Requires: Graduate

Whenever visiting a library of enlightenment, warlock gains +2 spellpower, +3 (instead of +2) knowledge.

Three times per week, during tactics phase before entering combat, the warlock is able to translate the resilience obtained (during studies) in combat, exchanging every 3 points of knowledge for 1 point of defense for temporary use in battle.  There is no decrease in mana.

The warlock's stats return to normal after battle.

(2)Further Un-aid

Under: War Machines
Requires: Plague Tent, Master of Pain (Dark Magic), Elemental Visions (Irresistible Magic)

Whenever it is used to damage enemy creatures, the affected creatures is also hit by Decay and Vulnerability spell (spellpower and duration as if cast by the hero).  The Decay spell (an earth spell) can inflict additional elemental damage if target happens to be of "air" element during its turn to act.

The Decay spell will not apply against undead, mechanical or mechanical units, while Vulnerability spell will not apply against "Armoured" creatures (such as shieldguards)

____________
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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