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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted October 17, 2009 06:56 PM |
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Blizz, please recheck my perk. I'm not sure if you noticed i was forced to change it (alci marches to a different tempo) since you didn't mention the second part of it.
Academy
Sorcery - Arcane Lens
Prereqs - Erratic Mana
Arcane crystals reduce the mana spent by offensive spells targeting units next to them by 25%
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 17, 2009 06:59 PM |
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You can already cast resurrection on living stacks, so I just ignored that since it doesn't affect the rest of the perk.
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"Folks, I don't trust children. They're here to replace us."
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted October 17, 2009 07:06 PM |
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ahh, i must've worded it wrong then.
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JollyJoker
Honorable
Undefeatable Hero
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posted October 17, 2009 07:17 PM |
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Perk for FORTRESS
Runic Feedback
Prerequisites:
Expert Sorcery, Arcane Training, Arcane Excellence
Effect:
Each time a rune is used, the hero gains 1 SPELLPOWER per rune level for his next turn ONLY. Edit: Err,the effect is of course cumulative. "Rune Level" means 1-3, as in building it in town, NOT 1-5!
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Fauch
Responsible
Undefeatable Hero
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posted October 17, 2009 10:47 PM |
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Inferno
Demonology
Advanced sorcery, mana regeneration (mysticism?), hellfire
Hellfire doesn't cost any mana point.
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted October 18, 2009 01:23 PM |
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Edited by Mytical at 16:19, 19 Oct 2009.
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Gah all I can think of is...
Academy
Eternal Arcane Empathy
Prereq - Expert Sorcery, Mana Regeneration, Expert Light, Abjuration, Eternal Light
The Casters in your army share both your increase in speed for casting and regenerate 2 spell points per 'turn' they take. When a caster stack dies, a mass deflect missile is cast for free.
Very powerful, but a lot of prereqs may balance it out.
____________
Message received.
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Fauch
Responsible
Undefeatable Hero
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posted October 18, 2009 03:12 PM |
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archmages with initiative 14?
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Azagal
Honorable
Undefeatable Hero
Smooth Snake
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posted October 18, 2009 11:42 PM |
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@Mytical
Well I think that with adding another prerequest to your perk (since you're not making too much of a sacrifice in the Sorcery branch) it's a great idea. Preferably something that'd prevent the perk "refined mana" since the damage could quickly become outrageous considering that you can pair them with elemental gargoyles, morale, initiative and even split stacks (unlikely but still). The Mages are fragile but from my experience you usually have other priorities than taking them out fast (unless you face Narxes), so making them a priority is also useful since your key units, like Titans and Rajas, get more lifetime.
It's kinda hard to establish a connection between your perk and say "Eternal Light" or "Fire Resistance" but if you don't cut it of from refined mana I'd try something else, so that in the end you'd sacrifice something of similar power or something that, in addition with it, makes it even more powerful. Just my thoughts on the subject, I'm sure if you give it some thought you'll find something should you not be completely happy with it as it is now.
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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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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted October 19, 2009 02:59 AM |
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Edited by Mytical at 16:25, 19 Oct 2009.
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Quote: archmages with initiative 14?
Hmm, well they would get the bonus from Sorcery, so that would be only when casting a spell. Yeah, it is way too strong for the current prereqs. Throw some init mini arties on them and...
Changed name/effect. Stiffened prereq.
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Message received.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 20, 2009 08:19 PM |
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Deadline October 25th.
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"Folks, I don't trust children. They're here to replace us."
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Nebdar
Promising
Supreme Hero
Generation N
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posted October 20, 2009 08:22 PM |
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Edited by Nebdar at 19:33, 25 Oct 2009.
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Necromancer
Black channels
Prereq: Arcane Exellence + Master of Mind + MoTN
The Necromancer is able to use the power of darkmind to leech to the mind and soul of enemy hero. Whenever it cast normal spell it will use only 60% of its ATB (30% from E. Sor. + 10% from the skill), the enemy hero will suffer 10 % ATB penalty when casting spwhenever the ell(if normal spell without sorrcery skill it will take 110% of ATB. Whenever the Necromancer will cast mass spells it will only use 40% of its ATB the enenmy hero will use 60%.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted October 21, 2009 05:33 AM |
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Ok, here are the rest of my scores.
Edit > Once again, after writing all this, I notice how much me and Blizzie notice the same things. I would like to emphasize that I did not read his feedbacks before giving mine, so if you feel like we're hitting hard on some specifics, it's not because I just copy what he said. But it's nice that we pretty much agree (except with some numbers, lol).
Mythical
Blood Moon
Love the name. Effect is pretty good, who ever picks Shatter Light? But ok, if you want to go that path, it's useful. Guess it might work against Fortress. I like the idea with more Bloodrage when attacking 'lighted' units, that's a nice twist.
Creativity: 8
Realism: 8
Jolly Joker
Oscillating Reality
I love the name, but that's about what I love. First off, requirements are steep, and notice that H5 TotE no longer match up 3 normal skills in requirements. This skill seems to marginal for me - it's virtually impossible to get (Leadership AND Light Magic?) and it only affects one unit, if with great effect (bordering on overpowered). That makes it hard for me to see this skill really finding it's way to the game.
Creativity: 7
Realism: 3
Violent Cleansing
Again, excellent name, and this time a much better perk. This is both useful and seems pretty balanced to me, the idea is quite creative, and I could deffinitely see this in game. I like the synergy with Irresistable Magic, perhaps 60 % chance is too much, but on the other hand, Light Magic as Warlock is both rare and marginal in its use, so this deffinitely offers an interesting edge against certain factions (*cough*Sylvan*cough*) should Light pop up. I think perhaps requirements ought to include Destructive Magic and Irresistable Magic - in fact, Sap Magic would seem natural, but then, who ever picks Master Of Storms, so maybe that's making it useless.
Creativity: 8
Realism: 8
Shyranis
Focus Lens
Wow, this is very creative, even if the name is a bit so-so. I think the requirements are good, as an alternative, you could have had Magic Mirror and Suppress Light. I love that you put something behind Suppress Light, which could need some incentive to be used more often. As Light Magic spells are pretty mana efficient, damage output is not too big, maximum will be with Mass Cleansing as 30 x Power, which is pretty tough, but still, Academy is not that Power focused, so think that might be ok (and normally, it will be around 4-18 x Power). I like the chaotic aspect (like Magic Mirror) and personally, I don't think you should be able to choose the target - simply make it a random enemy unit, or even distribute damage over all units affected by spell.
Creativity: 10
Realism: 8
Azagal
Machine Spirit
I'm not to keen on the name, but the rest of the skill sure is perfect! Not only is this useful, it's also perfectly in line with Academy portefolio (goes great with Artifical Glory) and is a nice boost for Light Magic, which is perhaps not currently the most obvious choice for Academy.
Creativity: 9
Realism: 10
____________
What will happen now?
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JollyJoker
Honorable
Undefeatable Hero
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posted October 21, 2009 08:00 AM |
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@ Alci:
Well, it's fun to construct weird perks; Oscillating Reality was meant to be that. Having speed 9 incorporeal Archdevils not affected by Stormwind would of course be a killer; I'd go for it as a Luck breaker against Sylvans - Emerald Dragons hit favoured enemy Devils with Luck... Missed.
Anyway, the serious perk was the Violent Cleansing. Get Haste in the guild, and Light becomes a pretty good skill for Dungeon with that: Master of Wrath, giving you Mass Haste, Master of Blessing plus Violent Cleansing giving you an opportunity against all the mass-spelling Light factions to keep the effects in check.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 21, 2009 04:35 PM |
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Results from last round are posted on the previous page. *drums*
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"Folks, I don't trust children. They're here to replace us."
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Shyranis
Promising
Supreme Hero
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posted October 23, 2009 06:14 AM |
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Edited by Shyranis at 00:17, 24 Oct 2009.
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Necropolis
Channeled Skull Duggery
Prereq - Sorcery, Corrupted Soil, Bonewarding
Each time an opponent casts a destructive spell, you gain a randomly placed stack of Skeletons (or Skeleton Archers if you have full stacks) with HP equal to your sorcery % based on the damage dealt and the % reduced by Boneward. These stacks are integrated into your army at the end of combat.
____________
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 26, 2009 02:32 PM |
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JollyJoker
Honorable
Undefeatable Hero
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posted October 26, 2009 03:24 PM |
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Right, so let me put amnother one in:
Perk for SYLVANS
Imbued Sorcery
Prerequisites:
Expert Sorcery, Magic Insight, Arcane Brilliance, Deadeye Shot, Imbue Arrow, Advanced Ebnlightenment, Arcane Intuition, Know Your Enemy.
Effect:
If the Ranger uses Imbued Arrow (combines a spell with Deadeye Shot) this is viewed as casting, so that the Ranger's turn will come 30% faster due to expert Sorcery.
Just pick the perk you like best - or just rate both and give an average rating.
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Nebdar
Promising
Supreme Hero
Generation N
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posted October 28, 2009 12:26 AM |
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Snowball it is time for results and next task
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 28, 2009 03:59 AM |
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Azagal:
Malassas favour
This perk has an innovative and fun concept, but I feel it's substantially underpowered for such steep prerequisites. Among the other prereqs, you need Expert Sorcery to get it as it is, which means you'll already be casting spells 30% faster. With this perk, even at a max morale of 5, you'll be casting another 20% faster 50% of the time, which mathematically averages out to casting 40% faster, or the equivalent of another level of mastery with sorcery, and you have to spend 20% more mana when it does trigger on top of it, with every single drop of mana being precious for a warlock as it is. Compare it to a perk like Warlock's Luck, which is easier to get than this perk, and it's no contest.
Creativity: 10
Realism: 3
= 13
Mamgaeater:
Arcane Lens
Spiffy! Sounds like a fun, unfortunately Academy is a horrible choice for this perk. They have such a high amount of mana as it is that using this perk would be uncommon and frequently unnecesary. I also think this perk should give the hero the Arcane Crystal spell as an extra incentive.
Creativity: 10
Realism: 3
= 13
JollyJoker:
Runic Feedback
So we're looking at anywhere from a +1 to around +20 (very rare) increase in spellpower for a turn, with it probably averaging to around +9 each turn while all the units are still using their runes. It's a powerful boost, however there are certainly other perks out there with the same number of prereqs that can contend with it (Ignite). I admit a perk like this would need some playtesting to get a better idea of how balanced it is, but on paper it seems to be decently balanced. My only reservation is that I think it should be capped off at a certain amount (maybe +12, or no more than double your current spellpower) because shooting off Dungeon-level nukes with Fortress is just scary, even though you'd have to throw down a lot of high levels runes to do it and Fortress can only do that for the first few turns.
Creativity: 10
Realism: 9
= 19
Fauch:
Demonology
Meh. Demon Lord already has a solid 30% knowledge gain, Consume Corpse, and plus Familiars in the final battle to shoot up their mana even more, making them the best mana reservoir in the game. This could be useful with early game creeping, but it can become obsolete in no time. I'm also not that wild about the name because "Demonology" is such a vague term that could have anything to do with the study of demons.
Creativity: 8
Realism: 5
= 13
Mytical:
Eternal Arcane Empathy
This perk is funky and not cohesive. You get a +30% speed boost for your casters when they cast, and they regenerate 2 mana a turn. Okay, that's fairly cohesive. And then... you get a free and automatic mass deflect missiles when a caster stack dies? That came out of nowhere and seems very random. I suppose it's a solid perk, but it just doesn't make very much sense, plus the name is a mouthful.
Creativity: 8
Realism: 3
= 11
Nebdar:
Black channels
So you get an additional +10% casting speed, and the enemy gets a -10% casting speed, and mass spells are included. It's a powerful perk, and rightfully so with the major prereqs, which make enough sense to me. It's pretty bland since it's sort of a half-Distract/half-Sorcery fused together into a perk, but it's solid on the realism end of things.
Creativity: 5
Realism: 10
= 15
Shyranis:
Channeled Skull Duggery
Having a major perk like this all based completely around one school of magic is just too selective again. It would either be an amazing perk or completely worthless depending on what the enemy does. Also, does this apply only to enemy heroes or to creature casters as well? Also I'm not entirely clear how the perk works:
"with HP equal to your sorcery % based on the damage dealt and the % reduced by Boneward."
I picked through this sentence a piece at a time, and I'm still not sure what you're saying. I think you accidentally omitted part of your description or something.
Creativity: 7
Realism: 3
= 10
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted October 28, 2009 04:06 AM |
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FINAL SCORES:
JollyJoker: 17.5
Fauch: 14.5
Azagal: 14.5
Mamgaeater: 13.5
Nebdar: 12
Mytical: 10.5
Shyranis: 10
____________
"Folks, I don't trust children. They're here to replace us."
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