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Nebdar
Promising
Supreme Hero
Generation N
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posted September 30, 2009 01:43 PM |
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Edited by Nebdar at 21:44, 30 Sep 2009.
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Stronghold
Name: Fresh Meat Wagon
Prereq: Goblin Support
Until Ammo Cart isn't destroyed the Cyclops/Bloodeyed Cyclops/Untamed Cyclops can use Swallow goblin ability 5 times per battle, anywhere on the battlefield (it doesn't have to be near the cart or goblin stack) using only half of the initative (correct me if i am wrong that this ability does take full turn normaly)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 30, 2009 02:25 PM |
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I guess I can score this round also.
Mamga:
Enlightenment - Primal Communal
I agree with Blizzie, this is a great perk. First off, the benefit is very useful, and scales nicely with the length of the game, which balances it well (i.e. early game you're unlikely to have many Treants, late game you'll have more Treants but also larger Mana consumption). Secondly, since Treants are not the most offensive unit, this will give them a nice side effect. Also will be extremely useful when leaving them behind in town defence.
Creativity: 10
Realism: 10
20
Mytical:
Enlightenment - Arcane Forsight
I think this is a good perk, but also one that's very powerful. I'm not sure I think it's well placed here in Enlightenment - as Enlightenment has more a flavour of Magic, even if it's (almost) as usual for Might heroes. Personally, I'd probably link it up with Scouting / Silent Stalker, and probably link that one with something in Sorcery also. I would like to emphasize that I think this is a sorely needed perk in game, and one that should not be faction specific but generally available.
Creativity: 8
Realism: 8
16
Xerox:
Enlightenment - Surge of Power
This is not a bad idea, actually. This would be a bit akin to Empathy for Leadership, and I like the parallel. Perhaps I'd rather have him gain a +20 % to his direct damage, since the bonus to his perks will come back to the creatures in case of Attack/Defence, which will be a bit overpowered. Also, like Blizzie says, I need some details on the nature of the bonus, and it's not specifically linked to any faction - nor do I see any faction specifically aligned with just this bonus.
Creativity: 9
Realism: 6
15
Shyranis:
Elightenment - Zealous Animus
I cnan see the basic thought of this perk, but I'm not as convinced as Blizzardboy. When you have lost 4 of your stacks, you'll gain a +4 Attack and +2 Morale on the remaining stacks, and I just don't see this being a very great perk. Ok, perhaps in creaping game where you enter a lot of small stacks of smurfs to absorb retaliation or something - but I don't like to encourage exploiting such things. As a final-battle thing, it might come in handy in tight quarters, but I'm not really convinced. Thematically it's good, but given how hard it is for Haven to learn Enlightenment, I simply think it's underpowered.
Creativity: 8
Realism: 6
14
Magmaeater
Enlightenment - Trial of Wisdom
Woopie - we like free XP. As an idea, I think it's pretty ok, it might be a loophole that someone could be bothered to exploit when Peasants spawn etc. etc., but given that a low-level Hero will be likely to only get little experience due to low mana, I think it's ok. I do wonder if it's something like Estates you'll never pick on your main, but then, it could be a handly way to gain your scouts a level or two extra - which is always useful!
Creativity: 8
Realism: 7
15
____________
What will happen now?
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 01, 2009 12:53 PM |
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Deadline this round will be the 4th. I'll judge on the 5th.
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted October 01, 2009 05:37 PM |
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Edited by Azagal at 23:14, 01 Oct 2009.
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Inferno - Succubi Nurses
prerequest: Hellfire, Succubi in your army.
Instead of healing the troops the Succubi Nurses do their best to revitalize their fellow Demons, as a sideeffect hurting them in the process (the damage is equal to the normally healed ammount) but in turn make their action arrive faster. Increases the ammount of First Aid tents actions by 2 but requires Succubi in the Heroes army, the skill still works even if the Succubi stack is dead.
The target's ATB value is increased by 0.2+0.75*Warmachine_Mastery
"We're Demons, you didn't really exspect us to heal you when you came here, did you Darling?" - Head Nurse Faraah Ashik
EIDT: It's basically Word of the Chieftan for Demons just a lot hotter. Not the most original idea I know but it's something Inferno could put to very good use if you ask me. And I had to make it strong in order to make it an option over Triple Ballista.
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"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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shyranis
Promising
Supreme Hero
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posted October 05, 2009 12:38 AM |
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Edited by shyranis at 00:40, 05 Oct 2009.
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Academy
Name: Mobile Workshop
Prereq: Advanced Artificer, Basic Logistics, Basic War Machines
As long as there are Gremlins in your army, at the start of their turn, any gargoyles and/or golems next to an ammo cart are automatically healed by as much as a first aid tent would normally heal at your level of War Machine skill. Also, any additional healing is not lost and resurrects destroyed gargoyles or golems in the stack. In addition, your first aid tent may repair gargoyles and golems as if they were not mechanical/elemental.
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Youtube has terminated my account without reason.
Please express why it should be reinstated on
Twitter.
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Fauch
Responsible
Undefeatable Hero
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posted October 05, 2009 07:59 PM |
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Edited by Fauch at 22:38, 05 Oct 2009.
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Academy
Enchanted tent
War machine - First aid tent
+
Sorcery - Mysticism
In addition to healing, the tent will also regenerate all the mana points of the stack as well as the activated ability points of the djinn and djinn master (for random spells).
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 05, 2009 11:36 PM |
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This was a fun round and I gave out quite a few high scores, perhaps because of my bias and enthusiasm for War Machines
Xerox:
Infernal Annihilation
Making use of catapults outside of a siege is an excellent and sensible feature. The 2x2 area effect makes it unique from the ballista and the prereqs for it also make perfect sense. However, I feel it's somewhat bland and/or redundant to call it "Infernal Annihilation" for the "Inferno" faction. Also, a specific formula would have been nice; looking up the formula for the ballista would have been a good way to get a ballpark figure for what to use for this unique perk. Finally, adding on the buff for the Earthquake spell is unnecessary and I don't see a very solid connection between the first and second benefit of the perk.
Creativity: 9
Realism: 6
15
Mytical:
Infernal Barrage
Again, "Infernal Barrage" sounds kind of bland/redundant for the "Inferno" faction. This ability is too crazy for a simple perk, and pretty devastating against several neutral stacks or during critical times in a big battle. The fact that it doesn't waste the hero's or the ballista's turn also makes it pretty deadly. Lowering the ballista initiative down to 5 afterwards is a strong counterbalance, but just the same the whole perk seems too drastic.
Creativity: 6
Realism: 7
13
VodkialBG:
Zombies' Last Attack
This perk has a lot of potential, and biological warfare fits Necropolis perfectly, unfortunately it's left pretty unclear in several areas, and a formula would have been nice.
Creativity: 8
Realism: 4
12
Mamgaeater:
Supply Wagon
A unique perk for the Ammo Cart would definitely be cool and appropriate, and Haven sounds like a great faction for it. Adding the +3 bonus for melee units as well is sweet, although the 2nd ability is just scary for me. Logistics is usually critical, and another +10% movement speed seems too dangerous no matter how steep the prereqs are. An additional benefit for the perk would be good, but just not that.
Creativity: 10
Realism: 8
18
Nebdar
Fresh Meat Wagon
Again, a unique perk for the Ammo Card is definitely needed, so this would be a nice addition. Swallow goblin can be a pretty circumstantial ability, but this boost makes the Cyclopes even better during it's early creeping days. However once the armies get huge the ability can become pretty worthless, which makes this perk likewise pretty worthless in late game.
Creativity: 10
Realism: 7
17
Azagal:
Succubi Nurses
"Revitalize their fellow demons" eh? Awesome ability, and fits with Inferno excellently as a means to speed them up after gating, particularly those fat pit lords. Normally I would say too powerful of an ability, especially with the 2 extra uses, although at the same time it deprives Inferno of the ability to heal and more importantly dispel negative effects like Frenzy, which is a make or break in a big battle, so I suppose the power comes at a price.
Creativity: 10
Realism: 9
19
Shyranis:
Mobile Workshop
Healing for golems and gargoyles: awesome and appropriate with Academy's other set of skills. Relying upon being adjacent to the Ammo Cart is kind of awkward and it makes your set-up predictable, but it compliments Academy's turtle-tactic in the big battles very nicely. The ability to heal mechanical units offers some nice versatility as well.
Creativity: 10
Realism: 9
19
Fauch:
Enchanted Tent
This one wins the banana. I love the peculiar combination of Sorcery and War Machines. The prereqs make sense to me and it has an awesome ability that greatly suits Academy. It's noticeably more powerful than Refined Mana, but with heavier prereqs and the fact that the First Aid tends can always be destroyed, I'm okay with that.
Creativity: 10
Realism: 10
20
----
Scores:
Fauch: 20
Azagal & Shyranis: 19
Mamgaeater: 18
Nebdar: 17
Xerox: 15
Mytical: 13
VodkialBG: 12
The scores will be finalized once I find out if Alcy is going to judge.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 06, 2009 08:48 AM |
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Quote: The scores will be finalized once I find out if Alcy is going to judge.
I am. On a sidenote, I took care to judge this without looking to what you wrote and how you judged the skills, and I think the level with which we agree on most skills this time around is almost scary.
Xerox
Infernal Annihilation
I’m not always keen on mixing apples and oranges in the same bag. If you think Tremors is too week a skill, rather boost Tremors and keep that a separate story of this one. That being said, this could work as Tremors is also in the catapult line, so you have Catapult > Tremors > Infernal Annihilation. As for the ‘main’ perk idea, I like it. It’s simple but useful, and the 2x2 attack works well with the concept of the catapult hauling huge blocks, it adds a tactical aspect, and it separates it from normal creatures. I think for completion that you ought to include some sort of damage formula.
Creativity: 8
Realism: 8
Total score: 16
Mytical
Infernal Barrage
I think this skill might be imbalanced. First of all, notice that Ballista + Archery also is prerequisite for Flaming Arrows, so potentially you have the Ballista fire seven shots at once – but on the other hand, I take it that you loose the double shot you would normally have from Ballista skill? Still, this would seem like almost 4 Ballista turn in one turn … Of course, sometimes doing a little damage to a lot of units is not as useful as doing a lot of damage to a single unit, so I guess that might be the catch. As this is activated on Hero turn, I think this would be abusable by letting Ballista have first turn (possibly wait action or other minor ATB consuming action) and then activate this right after, for an all-out Ballista approach – and sure, Ballista might be spent for combat, but result could be rather devastating. Not sure that would benefit the tactical aspect of the game either.
Creativity: 7
Realism: 4
Total score: 11
VokialBG
Zombies' Last Attack
I like this ability. It’s a lot like the Goblin toss option, but that’s good fun. Since Zombies are pretty much useless in most combats and completely useless in siege actions, I think a good twist to this would be to have the requirement that Zombie stands next to Catapult (similar to the Goblin toss thing) and then it will consume a number of Zombies - say, 3 for each throw or maybe even just one.
Creativity: 9
Realism: 8
Total score: 17
Mamgaeater
Supply Wagon
Ugh … I think this perk is boring. Basically, you offer a War Machines perk that offers another level of Logistics and 3 levels of Attack – I don’t think that’s creative nor balanced. I like the idea of having an upgrade perk for Armo Cart, and I can follow the reasoning behind this approach, but I think it can and should be executed in more interesting and balanced ways.
Creativity: 5
Realism: 5
Total score: 10
Nebdar
Fresh Meat Wagon
The idea behind this perk is good, but maybe you went too far. Then again, maybe you didn’t – but it’s going to make the Cyclops practically unbeatable by small stacks, as it can heal itself every half turn. Then again, in the big picture, Swallow Goblin is not that good an ability, so maybe it’s not really that much of a problem.
Creativity: 8
Realism: 6
Total score: 14
Azagal
Succubi Nurses
Good call on the thematic, and the name is right on. Sounds scary as hell! I think numbers need tweaking, however, because your formula is ATB = 0.2 + 0.75 x mastery. This means No Mastery = 0.2, Basic = 0.95, Advanced = 1.7, Expert = 2.45. However, as ATB can’t go past 1 (acts instantly), this doesn’t make much sense. Having a level modifier of 0.25 would have been more meaningful, since bonus would have been 0.2 / 0.45 / 0.7 / 0.95 for almost instant action with expert level – which is still very powerful! Notice that prerequisites don’t make absolute sense, you much have at least Basic War Machines in the list of pre-requisites for this to be a War Machines perk – I don’t know if that was supposed to be obvious, but as it stands, this perk belongs to no specific skill. I’d add First Aid as prerequisite btw.
Creativity: 10
Realism: 7
Total score: 17
Shyranis:
Mobile Workshop
This is an interesting perk. Very creative, perhaps also powerful, but then, First Aid tent does not heal by *that* much. I’d definitely say you must put First Aid Tent as a prerequisite, I don’t understand what Logistics has to do with this, it makes it virtually impossible for Academy to get this skill, plus requirements are out of line with how it works with Heroes 5 (you never need Advanced in a skill to get another perk, you’d have to link from a specific perk from Artificer like Mark Of The Wizard, and also, no simple perk requires three different skills to learn). Thus, better requirements would seem to be War Machines > First Aid Tent and Artificer > Consume Artifact (for instance).
Creativity: 9
Realism: 6
Total score: 15
Fauch:
Enchanted Tent
Lovely, very creative and quite useful. Since First Aid is not exactly a late game life-saver, I think this is great, because it adds more use to this skill in late game. The idea itself is simple but goes well with the idea of Academy. Notice that Mana Regeneration (as it is now) is not the most useful perk for Academy, and further it cuts you off from very useful perks like Distract and Counterspell – I’m not saying that’s wrong, I agree that Mana Regeneration is the right thing to put there for thematic reasons, but it does mean that depending on whether you value your army or your hero magic the higher, this might not be the most commonly picked perk.
Creativity: 10
Realism: 9
Total score: 19
____________
What will happen now?
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted October 06, 2009 08:52 AM |
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Yep I actually agree with both of you. It was meant to be drastic . Thus the name.
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Message received.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 06, 2009 10:17 AM |
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Quote: Yep I actually agree with both of you. It was meant to be drastic . Thus the name.
I think drastic can be ok, if it adds a tactical element. Problem is, I didn't really see a tactical element in this skill - quite the opposite, it seemed a bit of a no-breaner for me, you made first shot with Ballista and then afterwards went all-out with this skill, which would be a winner in almost every face-up (except perhaps vs. single stack or double stack armies). I think if something is very powerful, it should come with an equal powerful cost - like, say, Armageddon spell - and I didn't really see that apply here.
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What will happen now?
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted October 06, 2009 10:22 AM |
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Initially I was going to have it 'destroy' the Balista once used. Sort of a 'hail mary' thing. Meh, I will do something more interesting next round.
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Message received.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 06, 2009 12:47 PM |
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The final results are in.
Final Scores:
Fauch: 19.5
Azagal: 18
Shyranis: 17
Nebdar: 15.5
Xerox: 15.5
VokialBG: 14.5
Mamgaeater: 14
Mytical: 12
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"Folks, I don't trust children. They're here to replace us."
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 06, 2009 12:50 PM |
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Round 12
Create a unique Light Magic perk for a faction of your choice.
Deadline pending.
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"Folks, I don't trust children. They're here to replace us."
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xerox
Promising
Undefeatable Hero
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posted October 06, 2009 02:36 PM |
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Edited by xerox at 03:10, 10 Oct 2009.
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HAVEN
Celestial Shield
Requires Refined Mana
When a creature in the Hero's army suffers an attack that would otherwise kill it, the creature automatically gains a Celestial Shield which protects 10% of the stack and casts the Regenration spell. The Regenration spell scales with the Hero's spellpower. A creature can only gain Celestial Shield once a battle.
Example.
I have 100 Peasants. The enemy has 10 Cyclops.
The ten Cyclops attacks the peasants for 100 damage.
Normally, 100 Peasants would die of this but not with this perk.
Celestial Shield automatically procs so 10 Peasants survives.
If the Peasants survive to the next turn they will also get regenrate some health or ressurect some in their stack due to the Regenration side-effect.
Obviously this doesnt affect raised or ressurected stacks since they have already died once (and thus, the Celestial Shield has already procced on them once).
edit: Also how do you expect me to do complicated caculations and lots of numbers and stuff. Im 14 years old and its called make a Unique Perk. You just need to have an unique idea because its not like Ubisoft will look at this thread and put it in H6. Atleast Alciblades didnt seem to care about that.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted October 06, 2009 05:20 PM |
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Quote: you much have at least Basic War Machines in the list of pre-requisites for this to be a War Machines perk – I don’t know if that was supposed to be obvious, but as it stands, this perk belongs to no specific skill. I’d add First Aid as prerequisite btw.
Yeah I just forgot about that. War Machines and First Aid tent should have been preq. too and for some reason I got the Math wrong.
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"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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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted October 06, 2009 09:49 PM |
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Sylvan
Light - Luminescent Calling
Prereqs - Master of life
Master of life also gives a +4 spellpower bonus to Resurrection and Regeneration. In addition the hero can cast Resurrection on troops that are still alive to have the effect of Resurrection trigger when it dies.
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Fauch
Responsible
Undefeatable Hero
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posted October 06, 2009 11:23 PM |
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Edited by Fauch at 23:06, 11 Oct 2009.
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Necropolis
Corrupted light
Requires master of blesses
The necromancer can cast the following light spells and their mass version on enemy stacks with no effect : bless, haste, regeneration, righteous might, stoneskin, deflect arrows, antimagic.
From now on, and until the end of the battle, that spell can't be cast anymore on any of the targetted enemy creatures
Note : Enemy stacks may resist light spells cast by a necromancer thanks to their magic resistance. In that case, nothing special happens.
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Nebdar
Promising
Supreme Hero
Generation N
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posted October 08, 2009 08:48 AM |
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Edited by Nebdar at 20:05, 09 Oct 2009.
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Necropolis
Betrayal of the Light
Prereq.: Twilight + MoTN + Master of Mind
The Necromancer can cast Regenaration and Resurrection on Undead Creatures with 66,6% effective spellpower. The Cleansing spell cast by enemys has base effectivnes reduced by 33,3%.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 09, 2009 11:41 AM |
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Deadline on October 14th. I'll judge on the 15th.
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"Folks, I don't trust children. They're here to replace us."
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Fauch
Responsible
Undefeatable Hero
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posted October 11, 2009 11:05 PM |
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it's kinda dead
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