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Heroes Community > Age of Heroes Coliseum > Thread: Xhane Contest - Unique Perk Competition
Thread: Xhane Contest - Unique Perk Competition This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Carcity
Carcity


Supreme Hero
Blind Sage
posted June 22, 2010 12:05 PM

Okay, I'll work on it. Give me a day and I'll have fixed it.
____________
Why can't you save anybody?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 22, 2010 04:07 PM

one of you is confusing weakness with vulnerability and the other one weakness with forgetfulness or slow?

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veco
veco


Legendary Hero
who am I?
posted June 22, 2010 05:11 PM

I'm not confusing anything.
____________
none of my business.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 23, 2010 12:02 AM

ah. thought it was called curse (like in previous homm I believe?)

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted June 23, 2010 06:20 AM

what is forgetfulness?
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Heroes VI is here and Necropolis is serious trouble!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 23, 2010 09:02 AM

Confusion. I might have told you that it was H5 that changed the traditional names of spells as they were since the first game. Curse became weakness, weakness became suffering, disrupting ray vulnerability, magic arrow eldritch arrow,stoneskin endurance, bloodlust righteous might, bless divine strength,  dispel cleansing, frost ring circle of winter, landmine firetrap, berserk frenzy etc..
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2010 09:41 AM
Edited by Mytical at 09:43, 23 Jun 2010.

Quote:
Mytical I have a couple of questions for your perk!

1) In basic level, if it drains more mana but has standard damage, why should anyone choose to cast it?

2) In advanced level, you know that there is only the chain lightning in this category as the other lvl 3-4 spells are aoe? What kind of randomness is that?

3) Why doesn't it drain mana against immune enemies? Not all factions have immune creatures and it would be a little unfair. Especially from the time that the aoe spells don't work!




1) Because it also does normal attack damage, not to mention that if you don't have sorcery (shout) to speed up casting this can mean added damage.  This is not meant to be as good as Imbue Arrows, so it needs a penalty to use.

2) Actually I would count Chain Lighting as 'AOE-Like'.  Ie it affects more then one creature..perhaps I should change it to 'single target only' spells...hmm.

3) The reason it doesn't drain mana against immune (but does against resistant) creatures is simple.  When your hero attacks, the spell activates.  Since it couldn't target the creature, the spell will just fail to activate.  Thus no mana drain.


Next up is actually two that work in conjunction with each other. Still working on Names however.  Names are subject to change.

This Perk is actually under the Leadership skill..
'Dark Passion'
Requirement - Expert Dark, Expert Leadership
All undead units are able to gain positive morale at the rate of +1 morale per 10% damage they take (10% of their maximum stacks hp in damage as calculated at the beginning of any fight).  However, raise dead or other 'healing' will reduce the amount by the same (until neutral morale is achieved, will not send morale into negatives)

This perk is under the Dark Magic skill.
Frightmare - Dark Passion, Master of Sorrow
Any time a hero with this perk launches a regular attack, on of the following happens.
33% chance that the target is plagued by 'cowardice' and will run instead of retaliating.
33% chance that the target has two random dark spells cast on it (at no mana cost to the hero, but lasting only till that creatures next turn)
33% chance that the hero will gain a +2 to attack permanently for that combat.
1% chance that all 3 of the above happens.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 23, 2010 09:51 AM

Imbued arrows do target immune units and cost mana, they are just always resisted. I'd expect the same here.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted June 23, 2010 09:56 AM

Lol its all the same to me.  So, will go ahead and change it.
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Carcity
Carcity


Supreme Hero
Blind Sage
posted June 23, 2010 01:24 PM

There I changed mine into another idea I got, any better?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 23, 2010 02:55 PM

You will know when you have been judged
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Carcity
Carcity


Supreme Hero
Blind Sage
posted June 23, 2010 03:29 PM

Who's the judge? Just you Elvin or any more?
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Why can't you save anybody?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 23, 2010 06:38 PM

So you can bribe the judges? Begone!

You will all learn in due time.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 24, 2010 07:32 PM
Edited by Fauch at 00:46, 19 Jul 2010.

hum, it has to be unique for a faction

Dungeon
Magic training
Requires Sorcery Basic

Increases the level of mastery of creatures spells by 1
example :
the battle mage can cast magic fist basic and dispel advanced.
thanks to this perk, he can cast magic fist advanced and dispel expert.
the maximum level of mastery is expert.

the explosion ability of the horned overseer isn't affected.

the creature abilities "hexing attack", "blinding attack", "random spellcaster", "whip strike", "cursing attack","random curses", "random blesses" and "sorrow strike" are also affected, unless the spells are already cast at the expert level.

Dungeon seems a decent candidate for it, it fits the theme of the town, and matriarchs are a good target for this perk. Though, Haven might benefit the most from it, but it doesn't fit their theme that well. what do you think?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted June 25, 2010 03:43 PM
Edited by radar at 16:13, 25 Jun 2010.

My Entry

Magic Bond



Available for: Wizard
Skill: Sorcery
Requirements: Sorcery -> Arcane Training, Enlightenment -> Arcane Brilliance, Artificer -> Mark of the Wizard


Makes magic perks from the four Magic Schools work for casters in Hero's army.
Only the perks affecting hero's spells directly are taken into consideration (Master of Fire/Ice/Storms, Ignite, Cold Death, Master of Life, Exorcism, Dark Renewal, Eternal Light). Mass perks and perks boosting spells that no creatures in the game have are excluded.

____________

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dkolb
dkolb


Promising
Known Hero
Nay Nay and Aslan Protector
posted July 07, 2010 11:55 PM
Edited by dkolb at 23:56, 07 Jul 2010.

Haven
Destruction Magic

Holy Fire

The hero calls on holy fire to consume enemy casters. Anytime an enemy creature casts DARK MAGIC it receives fire damage 10 times the heroes level. In addition, the damage of Fiery Wrath is increased for 2 turns on that creature.

Prerequisites: Advanced Destructive Magic, Master of Fire, Training Expert Trainer
____________
"...once you bought your first green dragon, there was already a necromancer with six or seven boners out and about-Lord_Wook"

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted July 19, 2010 12:22 AM
Edited by blizzardboy at 16:41, 20 Jul 2010.

Abyssal Warding
Faction: Inferno
Skill: Defense
Prerequisites: Advanced Defense, Protection, Basic Sorcery, Mana Regeneration, Hellfire

Globes of translucent, unholy energy surround the hero's creatures, shielding them from harm.
Creatures in the hero's army receive a new attribute called 'Ward Points'. Ward Points are equal to 1/20th the HP of the stack. Only creatures with the "Infernal" ability may receive Ward Points.

Attribute: Ward Points
Wards are barriers of unholy energy that shield creatures from harm. The strength of a ward is represented with Ward Points. Ward Points are obtained through the 'Abyssal Warding' perk for Inferno. Magical attacks destroy 1 Ward Point per 1.5 damage, and physical attacks destroy 1 Ward Point per 1 damage. When a creature stack is dealt damage, Ward Points are the first points to be taken off, followed by Hit Points. A creature's defense is not taken into account when determining the amount of Ward Points lost. Ward Points replenish to maximum strength every 1 combat turn.

(Visually, when an Inferno creature with active Ward Points is attacked, a blazing orange barrier will show)
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted July 20, 2010 02:00 PM

Mana dust
Advanced Sorcery, Arcane Training

Grand the adventure ability to the hero to create mana dust - very concentrated product made of mana. Using the ability consume all the current hero mana and turn it into mana dust (formula: mana consumed/4 for might heroes and /4 for magic heroes) - very durable source of magic. The mana dust can be kept and used as reserve in combat, when the normal mana is over (example: you have 40 mana as necromancer, you dust them to 10 mana dust, you recover your 40 mana after time, go in combat, use your 40 there and after that you can use your 10 mana dust the same way, so basicly you have 40 + 10 mana in this case). Holding the mana dust also consume one of your inventory slots (one of the... were they pockets? I mean where the four-leaved clover go). You can't hold more than 1/3 of your normal mana quantity.

Mana dust leads to:

Destructor's secret
Requires: Master of fire, Secrets of destruction, Mana dust

The mana dust now count as 1,5 mana points for destructive spells only. But, in addition holding them grand you a bonus, for every dust point you get 0,2 spellpower for your destructive spells (So having 10 mana dust mean 15 points for destructive spells and + 2 destructive spellpower, but consuming the dust will consume your spellpower bonus, you can still count on it untill you are over with the normal mana you have). The minimum spellpower bonus is 1, no one can have more than 100% (doubling) your not granded by the perk spellpower (so havening 7 spellpower from skills, artifacts, etc, means you can have +7 spellpower bonus from mana dust max)
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veco
veco


Legendary Hero
who am I?
posted August 02, 2010 09:57 PM
Edited by veco at 21:59, 02 Aug 2010.

Greeting contestants!
In highest secrecy I was the one scoring your creations, stripping away my prejudice, thinking of possibilities, consulting second parties and endlessly altering the final verdict in accordance to what I believe was most objective and fair. The task took me 3 days to complete and today I can finally present it's results - there were some perks I'd love to see in the game, there were some that would make me grieve over their existance and finally there was one that made me ask myself "why don't I make the most absurd one win?".

As it is mentioned in the masterpost: perks were supposed to be faction-specifc as well as listing out the requirements - if any of those were missing then a penalty to Realism score had to be applied.
Only the first perk submitted was taken into account.

Without further ado, here are the scores!

Mamga:
Dark Chains
I like the Magic combo idea however I have a few problems with this proposition. All curses (including Frenzy/Puppet) are possible? That would be a major disadvantage seeing that the target stack, in most of the cases, severely damaged. Blind on a stack of 6 centaurs would be a waste and Last Stand would be a real mana killer. As for positive sides - this could work in late game, when Destructive loses it's impact making lower tier destructive spells preferable for their secondary effects (stun/armor damage) and low mana usage. Still, the random factor is a bit too high, where Warlocks need careful planning on their casts.
Originality 7
Realism 4


Mytical
Spellblade
So, which faction is it for and what skilltree is it on - Destructive or Attack or something else?
Basic effect simply sucks, that's all.
Advanced effect is not much of an improvement because the only single target spell in the 3th and 4th Tier is Chain Lightning.
Expert effect is constant Implosion/DeepFreeze, slightly boosted in damage and speeds up casting in case you don't have Sorcery. Nice, but only if the hero is a destructive spellcaster without, as mentioned, Sorcery. Warlocks are out of the picture since they need to plan their casts and mana usage (besides, the perk doesn't say anything about empowered spells) so a dwarf comes to mind as the best choice but since it excludes AoE spells (thinking: Fireball) I would never pick it.
Originality 6
Realism 3
(faction and requirements missing)

JJ
Defense is for Sissies
Well, this is undoubtedly an original perk but it's extremely tricky in usage - up to a point where I would never risk using it outside of creeping/playing vs an AI opponent. The thing is - Defense is vital vs charging factions and Dark Casters - therefore you need it to survive vs almost any faction. Dwarves will destroy you with retaliations and stuns, others will either charge or sit back casting Dark. If the ATB is not in your favour and you don't get enough Morale on key units it will be a short fight. This makes it clearly only a creeping perk which shoud be replaced by Defense before the final fight (about 3-4 levels before it) - extremely efficient creeping risking being obliterated if faced the oponent too quickly. Dungeon on the other hand will be instantly obliterated unless the ATB makes Dragons/Grims go first and score heavy hits. For that reason it would serve balance purpouse that obtainig this perk would block out Aura of Swiftness, leaving the Barbarian with only the easily counterable Tactics to choose.
What about Centaurs though?
Originality 9
Realism 6


Vangelis
Warlock's Nightmare
That's a whole lot of prerequisites (11 levels!) and you didn't considered them in your example:
Expert Fireball at 20 SP = 420 dmg
With the lvl 20 Barbarian having 6 SP, Expert Shatter Destr, Weaken Destr and Luck of the Barbarian (3 Luck) it's [14+14*((20-3)*0.75)]*0,85 = 163,625 dmg
Now, this perk decreases the damage accordingly:
163,625 - (6*20)/2 = 103,625 and costs the Barbarian 3 mana, rounded up.
That damage looks pathetic but if you look at the point where this perk starts to act you'll notice it negated only 60 of the initial 420 damage which is 1/7 and you pay mana for it while Corrupt Destruction has less requirements and has a lot bigger effect (50% extra mana cost decreases the casters destructive potential to 2/3 of the original state). The main problem is that Barbarians already have an abundance of protections from magic damage(contrary to curses) and with Rage included no more is needed. More often than not a pure might build will turn out superior. Overall it's a good perk that gives a flat damage reduction but given the circumstances - completely redundant.
Originality 5
Realism 2


Seddy
Refined Gating
Simple and effective, primary a creeping perk which can also make an impact in hero fights. There is only one down side - it's under the rarely picked Sorcery (epic Soulfire levelling block ) and apart from Magic Insight (when you have Phantom Forces available to learn) it would be pretty much the only worthwhile pick in that skilltree.
Originality 6
Realism 9


ebbafan
Catapult Creature
Now this is a fun idea even if severely limited in usage (sieges only). If I understand correctly, the Catapult can now move on the batlefield and has reduced initiative until it hits BloodRage level 1? Since it's "alive" does that mean it can be cursed with Slow/Confusion/Blind/Puppet etc or buffed with Light Magic? Basically this perk takes the role of Teleport Assault with slight disadvantages but only during siege battles. Cataputed Warmongers near the shooters could make a decent distraction but other than that it would be suicide to send in troops without breaching the gate/walls first. It also blocks out Triple Ballista which is a much more useful perk since you can use it in all battles.
Originality 9
Realism 3


Zenithale
Lure
A perk that will spare you the first griffin dive, nightmare/dragon charge (or if unlucky a pixie charge) in a hero battle which isn't all that impressive because this perk is designed for creeping and can buy some time to set up the formation before you get charged by one fast neutral (it will have little to no effect on slower ones anyway). At first I wanted to bash it because the description says that it has to be reached and can be shot at which would make it a game breaker vs neutral shooters but seeing as how ridiculously overpowered that would be I'm going to interpretate reached as hit. Interesting, even if a bit weak for it's requirements, oh and Magic Mirror will clog the levelling with the ever desired Banish
Originality 8
Realism 6


Carcity
Guardian Soul
This perk makes the Knight dry and out of mana after the first turn. I wouldn't pick it even if the spell cost was halved and not doubled since it makes possible recasting the same spells with previous retaliations or your Mass Spells. Having full mana would be difficult even during creeping, if your Paladins get hit by 2 Zombies that would be rather irritating.
Originality 6
Realism 2


Fauch
Magic Training
I like the idea, it's more versatile than Refined Mana since it affects a wider array of creatures and provides immiediate effect boost rather than sustianed casting. It's a great choice both for creeping and for hero combat so the requirements seem too low (realism score suffers here), Magic Insight would be a nice idea since it would force the Warlock to choose between it and Erratic Mana/Arcane Training - not an easy choice to make, at least in my opinion.
Originality 8
Realism 7


Radar
Magic Bond
The requirements make sense (I take it that you meant Arcane Exaltation because Arcane Brilliance is under Sorcery) even if they are a bit steep compared to the effects. While the perk doesn't give any bonuses of it's own but if combined with other skills the effects are solid. It's very flexible and can provide an abundance of interesting combinations depending on the hero build and the casters he manages to aquire which make the perk all the more fun to use.
Originality 8
Realism 8


dkolb
Holy Fire
There are 5 creatures (1 neutral included) this perk will affect, the damage is the same as for Mana Burst and it doubles the bonus damage from Fiery Wrath. Ok, first thing is that the last part is impossible to perform since Fiery Wrath uses 3 perks to get so there is no room for this perk in the Destruction skill tree. Second thing - Mana Burst, while not being a good perk, affects all enemy casters. Thirdly - the requirements are way too high.
Originality 3
Realism 0


blizzardboy
Abyssal Warding
This is a tough one to jugde so I'll start with some maths:
200 Familiars = 60(90 vs magic) pts
200 Grunts = 130(195) pts
30 Nightmares = 99(149) pts
15 Spawns = 105(158) pts
They will not hold out in melee for long but they can provide some protection againts Destruction Magic before engaging in combat - thus I consider this a replacement for Power of Endurance when you are facing Destructive Magic. Every 1 combat turn the Ward Points restore to maximum - which maximum, the maximum at the beginning of the fight or the 1/20 of creatures HP? If it's the first option then it can have an impact (when you're not facing ferocious melee), maybe by forcing the enemy to attack before casting to strip the shield in which case it might be worth it. If it's the second option then the perk will be redundant - it should be clearly specified which option you meant. Either way, even againts Destruction Magic, I'd still be reluctant to picking it considering that it requires Sorcery and blocks out Power of Endurance.
Originality 8
Realism 6


VokialBG
Mana Dust
A decent idea with fair requirements, it can potentially tip the battle in your favour if the enemy thinks you are out of mana while you still can cast a few more spells - the surprise factor builds up the power of the perk. It isn't described wether creating Mana Dust costs movement points so I take it that it doesn't - while probably it should costs at least part of it, considering that all other adventure map actions cost movement points. I also don't understand why would it hold an inventory slot, it would be fine without using it. Overall I like the idea but you failed to notice that perks were supposed to be faction-specific
Originality 9
Realism 7


As you can see, there is a tie for first place between Radar and VokialBG. This problem was hard to figure and made me focus even closer on their perks, finally asking none other than Elvin himself to break the stalemate and by a slight margin...


Radar came out victorious! Congratulations! Magic Bonds is the kind of perk that many would want to use, many would also mourn that it's aligned solely to Wizards but all would want to have more great perks like it to choose!

I also would like to point out that perks like blizzardboy's or JJ's were extremely hard to predict what impact they would have on the gameplay; Seddy's, Zenithale's and Fauchs were truly awesome ideas while ebbafan made a complete weirdo Finally, Vokial presented a very original solution to mana storage and consumption which could snatch away victoy if it wasn't for some minor technical problems. Thank you all for participating!





PS: Radar, this is where my part ends for I have no idea what exactly is the prize or how are you going to recieve it but I hope it will proceed swiftly and without any problems
Congratulations once more!
____________
none of my business.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 02, 2010 10:23 PM

Thanks veco, good job. And congratulations to Radar for achieving the first place Finally thanks to everyone for participating, it was an interesting read as I liked many of the ideas. Makes you wonder what other wacky ideas Nival had that got scrapped

It should be noted that veco was picked not only due to his good grasp of H5 balance - having had hundreds of duels in the temple tourneys - but also because he lacks the elitist attitude and has been known to enjoy many build variations. Qualifications aside he's a friendly and honest guy so don't give him trouble if you disagree with his results

(We get him on the count of three. One, two..)


Radar, please contact me so that I know where to send the prize.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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