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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 10 20 ... 28 29 30 31 32 ... 40 50 57 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 06, 2010 11:04 AM

Mytical, it's not the perk that needs an explanation - the perk is rather simple. I'm just wondering about the FACTION analysis, Stronghold.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted January 06, 2010 01:51 PM

Jolly with all due respect I do think you're a bit out of touch with the reality of the game. Because Blizzards argument about gearing the offense incarnation that the orcs are even further towards damage output is a valid argument. When Orcs hit you (especially if you're Academy, Dungeon and Inferno) usually very little is left standing. 45 Executioners take out ~5-6 Dragons, ~20 Hydras ~10 Rhakashas, etc. and that isn't counting luck. With your perk practically any stack can be taken out with one hit. Of course not getting defense is a drawback but a Babarians Defense growth is I think only second to that of an Knight. With this perk you'll just have position your units so that they can reach within the second turn and it will technically be game over for many factions with that 3rd blow. From my experience games against Stronghold is either all about charging them while they have no bloodrage (for example if you were sylvan with some nice iniative boosts) or about stalling them for as long as possible to either buff,debuff or cast destruction spells. Your perk dramatically reduces that time aswell as letting bloodrage levels reach berserk hights (Executioners will have ~ 400 Bloodrage and with morale they're good to go fast which is another +300 Bloodrage in just 1,5 or 2 turns...). Sure they don't retaliate that's a help but it doesn't do much for you if you bring down 2 stacks without retal while the other 5 massacre you. That's where the drawback lies if you ask me.
This is different from gearing Academy towards Magic as you say mainly for two reasons in my oppinion:
If you gear Academy towards Magic with for example Sorcery or a magic school perk you boost their Hero so either his magic gets boosted or his units will get boosted/enemies suffer an effect after the hero casts. While your perk works instantly. The other difference in my oppinion is that magic oriented perks have a much bigger strategical value. They are a lot more specific in their effects and applications than your all arround massacre perk ergo you're not gearing Academy more towards Magic but more towards a specific Strategy/Situation (compare your Perk for example to Elemental Balance, you should see the difference).
____________
"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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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 06, 2010 03:00 PM

Azagal, Blizzard's line of thought is different - it's not about the perk being overpowered or not, it's about other things.

For the question of being overpowered or not, if it was too strong, yoo might cancel retaliation from the start with that perk, so that Stronghold units led by a hero with that perk wouldn't retaliate at all, not even before having attacked the first time.

Furthermore you are overstating things - Executioners have two hits anyway; adding a third one doing half damage adds 25% of additional damage; this means, if your 45 Executioners take out 5-6 Dragons regularly, it would be 6-8 with that perk, hardly "every stack".

Moreover, overpowered or not isn't the question here, with the exception of rather obvious things, and this certainly isn't one.

If Stronghold is overpowered anyway, this is certainly not a contest to find Stronghold perks that make the faction weaker.

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted January 06, 2010 03:29 PM
Edited by Zenithale at 20:49, 06 Jan 2010.

Feasting ravens

Round 20:
Create a unique Dark Magic perk for a faction of your choice.

EDIT: not for the competition.

Necropolis
Feasting ravens
Prereqs: Necromancy Eternal servitude + Dark Magic Master of pain Corrupted Soil
Each time an enemy living (except gating and invocations) stack is killed, all other enemy living stacks gain -1 Moral (cumulative) till the end of the battle.
Moreover all resurrections/animations/... casted on an enemy dead stack of living creatures are 5% less efficient (the creatures will have5% less HP).
____________
TWITCH|YouTube | NewArenas2023 MOD

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted January 06, 2010 04:32 PM

er, umm, sorry for polluting this thread but...
@Mytical: pierce perk pre-reqs sound like haven can get retrib AND pierce...woot [I like]!...while retrib is potential +25%dmg, pierce is even better for overall army [c'mon, work it out via atk-def formula]...so don't worry about low realism score altho adjustment woulda fine-tuned it (but some hate haven anyway)

@JJ: orcs don't pick defence skill in certain matchups & adding extra 100 rage on each action will kill other factions that lack defence skill or if led by hero with low defence stat...so very OP in some cases [ie. what Azagal said: gotta play the game]

Dark perk: guardian demon: exactly like guardian angel except pre-reqs are Master of curses & Master of pain & consume arti PLUS except for lvl 7, a dark evil angel is summoned which is same stat & ability as archangel but aligned for inferno...needless to say it's very hard to get this perk due to other advanced perks getting in the way during natural demon levelling plus miss out of Master of mind.

{yah I naturally lack creativity...gimme lowest score so others feel better [actually no need to scrore mine]... well gotta accept judges decisions which are always gonna be subjective, but heck it's not that bad}

Thread has interesting ideas anyway
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 06, 2010 05:10 PM
Edited by Arcax at 13:54, 07 Jan 2010.

@#!$%@$

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 06, 2010 07:13 PM

Quote:


@JJ: orcs don't pick defence skill in certain matchups & adding extra 100 rage on each action will kill other factions that lack defence skill or if led by hero with low defence stat...so very OP in some cases [ie. what Azagal said: gotta play the game]


Nah, that's only the "special-MP-map" picture which is just one special part of the game, not the whole game. Typical MP maps are too rich and are not played  on highest or even second highest diff. Consequently town building differences are insignificant which is a clear advantage for Stronghold since they have a VERY difficult town building process.
So if you change the picture to poorer maps and higher dificulties Stronghold will have a hard time building their creature dwellings and not falling behind other factions.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 06, 2010 07:14 PM
Edited by Fauch at 23:03, 11 Jan 2010.

Quote:
Round 20:
Create a unique Dark Magic perk for a faction of your choice.

Necropolis
Feasting ravens
Prereqs: Necromancy Eternal servitude + Dark Magic Master of pain Corrupted Soil
Each time an enemy living (except gating and invocations) stack is killed, all other enemy living stacks gain -1 Moral (cumulative) till the end of the battle.
Moreover all resurrections/animations/... casted on an enemy dead stack of living creatures are 5% less efficient (the creatures will have5% less HP).


that is funny, because I think someone created almost exactly the same perk for the leadership round

Quote:
Master of Death

Necropolis

Requirments:
NecromancyEternal Servitude
Dark MagicMaster of PainCorrupted Soil
Summoning MagicMaster of Life

Necromancer can now raise as his own troops opponents dead stacks, either by Raise dead or Resurrection, adding to the list of their skills "Undead". All the abilities like Channeling or casting spells are still available.The raised troops,however, dissappears at the end of battle.

A lil explanation of the requirments (so maybe Ill get a better score...). Eternal servitude - obvious. Master of life - to be a good death master you must know what the competition has to offer. I was wondering aboud Master of the undead perk, but I wanted then raise dead spell is left without any support. Corrupted soil ofc influences the dead bodies so they can be raised as a core of new evil army<yes!>

lol It has nothing to do with Dark Magic

this idea too. got already posted twice XD

not for the competition

Stronghold
Strength of the mind
Requires Shatter dark basic
Your army gets 50% resistance to mind spells.

You know your untamed cyclops will love it

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted January 06, 2010 07:26 PM

Quote:
that is funny, because I think someone created almost exactly the same perk for the leadership round

Which page?
Thus I will create a new one.
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TWITCH|YouTube | NewArenas2023 MOD

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 06, 2010 07:28 PM
Edited by Fauch at 23:03, 11 Jan 2010.

By veco, page 26 :
Quote:

Necromancer - Reaper's Shade
Prerequisites:
Expert Enlightment (ScholarArcane ExaltationLord of the Undead)
Advanced Leadership (Herald of Death)

For every enemy living stack killed, the enemy army suffers a -1 Morale penalty. Killing a ressurected stack increases the penalty however killing mechanical/elemental/undead(also vampiric and raised) stacks doesn't.



Quote:
Fauch:

Everlasting winter

A nice concept and extension to Cold Steel, and I like how it plays off of Chilling Bones (even though Chilling Bones sucks), though -5% initiative is pretty weak for an advanced perk unless it stacks. If it does stack (with a cap perhaps) I can buy it as useful, though I don't know if it does.
Creativity: 10
Realism: 8
= 18

yes, it does stack. it's why the values are very low. not sure it needs a cap. it would probably not be worse than casting wasp swarm at a high level.

not for the competition

Haven
Tamed familiar
Requires Dark magic expert, Master of mind, seal of darkness
When the enemy hero casts a dark spell, your hero receive 50% of the mana used to cast it
(of course, anything that may reduce or increase mana cost is taken in consideration, including seal of darkness)

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 06, 2010 07:49 PM

Quote:
Call of the Dead - Necromancer Ultimate (same requirements)
Every time an upgraded undead friendly stack dies, the non-upgraded version of the stack is raised to replace it, but their number is only 50% of the original amount. After this non-upgraded stack is also killed, the corpse will be of the upgraded stack - if you raise it with Raise Dead spell, it will summon back the upgraded creatures, and when they die, the ability effect repeats (but the original amount for the calculation will now be the total raised number instead of the full creature stack)


Found only that one to be similar. Phew, Ive almost deleted my perk

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veco
veco


Legendary Hero
who am I?
posted January 06, 2010 07:53 PM

Sorry, Arcax
(Azagal's first post)
____________
none of my business.

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Arcax
Arcax


Promising
Famous Hero
Its quite hot inside...
posted January 06, 2010 07:59 PM
Edited by Arcax at 20:00, 06 Jan 2010.

F@#$*&^! edited

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veco
veco


Legendary Hero
who am I?
posted January 06, 2010 08:14 PM
Edited by veco at 12:12, 07 Jan 2010.

Atrocious Assault
Requirements:

Basic GatingMark of the Damned
Advanced Dark MagicWeakening Strike


Hero attacks now have the Hexing Attack effect (same as Earth Daughter) stacked on the normal Suffering Strike ability.
Furthermore, the SoulFire perk gets an additional boost: when the corpse is consumed a random level 1-4 curse (advanced mastery, hero spellpower) is placed on every adjacent enemy unit after the initial Fireball effect.
____________
none of my business.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 06, 2010 08:21 PM
Edited by Fauch at 20:22, 06 Jan 2010.

an additional boost? you meant an use?

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veco
veco


Legendary Hero
who am I?
posted January 06, 2010 08:26 PM

It gives SoulFire another ability while not requiring it. If you don't have SoulFire it just improves Suffering Strike.
It boosts it
____________
none of my business.

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted January 06, 2010 09:18 PM
Edited by Zenithale at 02:37, 07 Jan 2010.

Round 20:
Create a unique Dark Magic perk for a faction of your choice.

EDIT: not for the competition.

Inferno
Submission to Urgash
Prereqs: Gating Consume corpses + Dark Magic Master of mind Shrug darkness
Give to all Demonic creatures X% Magic Resistance against Frenzy and Pupett Master spells casted by an enemy, where X = 35 + [Demonlord level - Enemy hero level]x2.

Fauch, give me a noose...
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TWITCH|YouTube | NewArenas2023 MOD

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 07, 2010 01:43 AM

once again that's funny, I posted almost the same perk for stronghold above.

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted January 07, 2010 02:05 AM

Sylvan Dark Magic Perk

Natural Dark.
Requires Dark Magic, Master of Pain, Corrupted Soil, Attack, Battle Frenzy, and Nature's Wrath.

Natural Dark gives all Sylvan creatures in the Ranger's army a 50 percent chance to inflict a first circle dark magic spell on an enemy at advanced level once. They will also have a 25 percent chance to resist any basic to advanced level dark spell. They will have a 5 percent chance to resist an expert level dark spell.
____________
Skyrim RP? YES!
Here it is!

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 07, 2010 12:04 PM

COMPETITION ENTRY

Perk for Demon Lord

Jumping At Shadows

Prerequisites:

Mark of the Damned, Basic Attack, Excrutiating Strike, Advanced Dark Magic, Weakening Strike.

Effect:
For one full round the hero attack of the Demon Lord inflicts a magical fear in the victim of the attack, that an attack of gating (i.e. out of nowhere appearing) demonic creatures is imminent. This has the effect that the target is withholding possible retaliations for gated units, not retaliating against the regular demon troops. This affects even units with unlimited retaliation capability.

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