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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Ability creation
Thread: Ability creation This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
rubycus
rubycus


Known Hero
-student of the mind-
posted December 04, 2008 03:21 PM
Edited by alcibiades at 15:24, 04 Dec 2008.

Ability creation

This thread is for creating and discussing new abilities (not old ones). Do you have an idea for a new ability on your mind? Then post it here and let the community rate and discuss it! Please spesify the acctual ability and underline it, so it will be easier to read



I have a suggestion for one new ability. It is for a creature with 8 initiative. I have not thought about how many times the ability can be used, or which creature this ability suits, or if it's overpowered or anything. Anyway, here it is:
When using "this ability", the creature spends its turn, but doubles its initiative for its next 2 actions. Additionally the ATB value and attack of this creature is increased for its next action, depending on the difference between its new initiative and the highest initiative value on the battlefield among all other creatures.

The ATB value and attack increases by 0,1 and 1 respectively if the highest int. value on the battlefield is 2+ higher than the creatures "new" int.(16) (the highest int. value must then be 18 or higher). The ATB and attack increase further increases by 0,1 and 1, up to 0,5 and 5 respectively if the highest initiative value on the battlefield is is 2+ less than the creatures new int. (the highest int. value (exluded the creature having this ability) must then be 14 or lower)

The 5 different cases:
The highest int. value is 18 or higher: The ATB value and attack of the creature is increased by 0,1 and 1.
The highest int. value is 17: The ATB value and attack of the creature is increased by 0,2 and 2.
The highest int. value is 16 (the same as this creatures new int.):The ATB value and attack of the creature is increased by 0,3 and 3.
The highest int. value is 15: The ATB value and attack of the creature is increased by 0,4 and 4.
The highest int. value is 14 or lower: The ATB value and attack of the creature is increased by 0,5 and 5.
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A prudent question is one-half of wisdom.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 04, 2008 03:32 PM

This seems like Dash + some extra. Interesting concept, I'm not quite able to say whether it's completely balanced or not, but guess it could work.
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What will happen now?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted December 04, 2008 03:42 PM

Some from my night elf faction:

Swift casting: Casting spell or using special abilities by this creature consumes no ATB value (unit gains bonus action).

Vampiric touch: once per combat, using this ability on friendly creature Spider Priestess grants it Vampirism spell applied (activated ability).
The Spell is casted without mastery and spellpower bonus, so 'damage dealt - life drained' ratio is always 2:1. Lasts for 2 turns.

Dragonslayer: Output damage dealt by Dragon Knights to tier 7 creatures and Phoenixes is increased by 25%.

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del_diablo
del_diablo


Legendary Hero
Manifest
posted December 04, 2008 04:01 PM

*sig* Could we just not kill the init and get over it?
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razor5
razor5


Famous Hero
Freezing...
posted December 04, 2008 04:19 PM

Intresting concept!

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rubycus
rubycus


Known Hero
-student of the mind-
posted December 04, 2008 04:26 PM
Edited by rubycus at 16:34, 04 Dec 2008.

@Del_Diablo: What do you have against initiative?

@Radar: Nice ideas, but don't you think the Swift Casting is a bit overpowered? I mean, then the Arch Mages can launch a fireball and shoot in the same turn, or Lich Masters use raise dead and shoot in the same turn... Sounds a bit to strong IMO. I think it is better if they spend for example 0,5 turn on casting instead of 0...
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A prudent question is one-half of wisdom.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 04, 2008 06:24 PM

I have just listed up my creature abilities created during the finding harmony competition (and was kind of surprised how many it are^^) and I found many abilities there which could be good, imo, but I won't list them all here, just some...first

First, here are some abilities I fidn interesting because they do not work in battle but on the adventure map (I do not see why people couldn't have abilities that have an effect on an entire scenario):

Adventure Map Abilities:

Beast Rage: At the beginning of every day, there is a chance of 5% that this creature's stack deals 10% of its total hp as damage to your army, randomly divided on all other stacks in your army. This ability never damages this creature's stack itself.
-May be used as a bad counterpart for rather strong (beast) creatures.

Far-Range Transport: This ability can be activated in the adventure mode. This Creature and a chosen stack of units in the army of this creature are directly moved to any heroe, town or garrison within this creatures’ moving radius (differs from creature to creature). Can only be used in a certain interval (which also differs from creature to creature^^)
-Definitely extremely useful!!!

Pathfinder: With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
-Nothing more to say, I guess...

Ransack: At the end of the combat, you gain an amount of gold according to the number of ransackers in your army and the number of ransackable creatures (mostly humanoids) in your enemies' army.
-Another extremely useful ability, IMO.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 04, 2008 06:36 PM

Hmm, maybe I'll come up with some abilities later, but for now I'll link you to a thread I made once with ideas to replace the 'dull' abilities of this game with much more interesting ones. Well, of course, those are just some ideas so they could be implemented as other, new perks, as well, if you like them.

Here it is
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Homer171
Homer171


Promising
Supreme Hero
posted December 04, 2008 06:50 PM

Double Casting: There is already double-strike and double-shot so why not double-spell?

Rejuvenation: Taking Defense stance regenerates some/full health.

Elemental Toughness: At lava terrain Fire Elementals have increased attack, Earth Elementals defense is greater on ground/muddy terrain, Air Elementals speed/initiative is increased on cloudy terrain (new) or determined by quantity of objects in battle and Water Elementals health (or damage) is increased on sea battles. Also some creatures could get these native terrain bonuses like Efreets on lava terrain etc.

Block: Similiar to magical damage resistance but redused damage from physical attacks.
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Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 04, 2008 07:05 PM

Double Casting is a pretty basic idea but very interesting at the same time

And for Block, what do you mean? Doesn't defense do that already? Or did you mean something like 15% chance to resist the whole physical attack? (similar to missing due to incorporeality)
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 04, 2008 07:15 PM
Edited by Adrius at 19:31, 04 Dec 2008.

This was my favourite ability in my Spiritualist faction, it's quite unique I think.

Prism (This creature is immune to the attacks of creatures using "Magic Attack", like Academy’s Mages. A creature using the ability "Magic Attack" to shoot through this creature gains a heavy increase to the attack’s damage. The damage increase is 25% and the attack will ignore 50% of the damaged creatures’ defence.)

This one was also a favourite, the enemy would really have to think before using an ability

Mimic (Activated Ability, this creature can mimic an activated ability last used by an enemy or a friendly creature. For example, Archangel uses Resurrection ability; The Phantom Mage uses Mimic and gets to use Resurrection on an allied unit. If an Archer’s Scatter Shot ability was used after the Archangel had used Resurrection however, Scatter Shot would’ve been the mimicked ability.)

EDIT: This one was from my Imp faction...

Shadowhunters (Whenever this creature suffers damage from an enemy unit it will split its stack, providing that there is enough space on an adjacent tile. Once the splitting has occurred, both creatures lose the Shadowhunters ability and instead receive the Pack Hunter ability. This effect only triggers once per stack and the creatures are reunited after the battle.)
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 04, 2008 07:37 PM

@adrius: Both are great abilities, especially mimic! Yet it can be a bit imba, combined with some other abilities...but it cannot mimic heroes can it?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 04, 2008 07:40 PM

Nope, but it can mimic spells used by creatures.
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MattII
MattII


Legendary Hero
posted December 04, 2008 08:40 PM

Fearsome Strike: Units of a lower tier don't retaliate.
Rapid Second Strike: Works with strike twice ability, second strike is delivered before enemy can retaliate.

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rubycus
rubycus


Known Hero
-student of the mind-
posted December 05, 2008 12:12 AM

Nice abilities from all
@Jiriki9: I have never thought of abilities affecting you on the adventure map, like you noted, but they are really nice. The pathfinder, ransack abilities are great I don't really know if I like the far-range-transport ability.. And I must say, I don't like you beast rage ability: The chance of loosing troops might the one reason of why you don't have them in your army. The creature itself must be really good, at least to compensate for the chance of creature losses.

@Asheera: I like all your abilities, and how you've changed the already existing abilities. Very nice indeed

@Homer171: I especially like your rejuvenation ability An ability I would love to see. I don't think I like the double spell ability. Imagine an Arch Mage launching two fireballs at you!! It's almost like double shooting with max range...

@Adrius: Those abilities are pretty advanced! I would never have thought of anything like those. They are really interresting, and I think they're pretty original as well

@MattII: Are you serious about that fearsome strike? This means that the 7th and 6th (even 5th and 4th) level creatures will almost never suffer retaliation... Though I don't like it, I'm sure you did a good job thinking it out
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A prudent question is one-half of wisdom.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 05, 2008 12:28 AM
Edited by Adrius at 00:35, 05 Dec 2008.

I like this thread, good for inspiration

Abilities from the Royal Guard:

From Creature: Crescent Priest
Divine Influence (This creature’s Spellpower increases by 25% if it’s affected by any Light Magic, the effects are cumulative)

From Creature: Purged Soul
Cleanser (Every time this creature is attacked, Cleansing is cast on the Purged Soul and all adjacent creatures.)

From Swamp faction:

From Creature: Wolfrider Captain
Executioner (If any enemy creature gets bad morale, this creature will immediately run up to it and attack it with 150% damage, providing that the creature is within range.)

From Creature: Raging Serpent
Rage (This creature’s damage is increased by 3,5 % for every turn the enemy’s creatures and hero acts. For example, after 10 enemy turns the Raging Serpent’s damage bonus is 35 %. If the damage bonus goes over 50% Frenzy is cast on the Raging Serpent with Expert Mastery. The frenzy spell remains until the Raging Serpent manages to kill an enemy stack, the damage bonus is then reduced to 30% again and the frenzy spell is cleansed. The frenzy spell cannot be cleansed in any other way.)
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I agree, Rejuvenation is an excellent ability

Beast Rage is also interesting... I like it

EDIT: Hmm... maybe I should come up with some new abilities rather than bringing up stuff from old factions of mine
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MattII
MattII


Legendary Hero
posted December 05, 2008 01:00 AM

@Rubycus: I realise that, I'm never planned to put it on less that a level 4, I just figured on toning down 'no retaliation' a little.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted December 05, 2008 03:41 PM

Rejuvination > Excellent ability! Really useful without being super powerful. Could easily be implemented.

Divine Influence > Another great ability. Would be great on the Priest units.
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einomida
einomida


Known Hero
posted December 05, 2008 05:24 PM
Edited by einomida at 17:24, 05 Dec 2008.

My personal favourite:

Fool`s Luck: regardless of enemy luck, attacks against this creature can be unlucky.
I guess it would work well on 1st or 2nd tier creatures.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted December 06, 2008 03:00 PM

Summon vortex : The creature may spend one turn to put 2 vortex wherever he wants on the battlefield.
every creatures (even enemies) can now use the vortex to quickly travel through the battlefield (it's a 2 ways vortex)

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