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Mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted December 17, 2008 01:25 PM |
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you forgot me to grade me alci
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Protection From Everything.
dota
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 17, 2008 01:26 PM |
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About the Death Runes, I'm not so sure it is so overpowered. For one, you said yourself that Corrupted Soil sucks, and that was my plan, to make the prerequisites a little 'useless' so that it won't be too strong. And second, don't forget that the Hero loses an entire turn to select a target for this, and considering that he has Dark Magic it may be a huge loss not casting a spell, and the bonus of the ability must also take this into consideration.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 17, 2008 02:42 PM |
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Quote: you forgot me to grade me alci
Sorry - I simply didn't notice your entry. Grades added.
Quote: About the Death Runes, I'm not so sure it is so overpowered. For one, you said yourself that Corrupted Soil sucks, and that was my plan, to make the prerequisites a little 'useless' so that it won't be too strong. And second, don't forget that the Hero loses an entire turn to select a target for this, and considering that he has Dark Magic it may be a huge loss not casting a spell, and the bonus of the ability must also take this into consideration.
Well don't get me wrong - I still rated your ability pretty good, I just don't think balancing an overpowered ability with adding an overpowered ability in extension is the best solution. Also, what is a realistic Spellpower for a Runemage - 15? That would correspond to 150 damage, and if you have stacks of Defenders that start spamming Runes of Charge or Runes Of Excorsism, this quickly adds up. But yes, there is a ressource cost to consider, so like I said, I'm concerned about the balance.
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What will happen now?
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broadstrong
Promising
Known Hero
Level 20 Vassal of Light
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posted December 17, 2008 03:08 PM |
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Thanks for your comments (especially for combat engineers perk), but if all dwarven units get berserker rage/battle rage, wouldn't it make them even more imba, especially in late game and against those "tough garrisons" guarding passes or important items? These troops typically consist of tier 5-7 units, most of which are large units.
That is the reason why I choose the +3 attack/-1 defence ability and added the other unit-specific abilities.
Anyway, where possible, please *try* to be accustomed to my long submissions which I have a penchant for (when I am in the right mood, that is)
Remember my super long analysis in post 9 and 10 of this thread?
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The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted December 17, 2008 03:29 PM |
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Berserker Rage for all units would probably be over the top, but Berserker Rage is a tricky ability - I'm not sure how often you'd actually use it, seeing that it reduces your Defence to 0. Not sure you'd want that to happen to your Magmas at least. Battle Rage would probably be a safer pick, and while very good, wouldn't be game breaking as I see it - Dwarven units already being pretty slow as it is.
And of course you are at your liberty to write long posts, but I need to rate your skill by how clear the description is and how likely I see it to be in the game, and then there's a risk that writing super complext suggestions will work against you.
____________
What will happen now?
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted December 17, 2008 03:57 PM |
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A lot of identical scores for me once they were all totaled. I was surprised.
SCORING:
CREATIVITY:
1. Is it original? 0-4 points
2. Is it nifty, interesting, spiffy? 0-4 points
3. Does it go well with the faction? 0-2 points
REALISM:
4. Is everything efficient and correctly explained? 0-3 points
5. Is the perk logical with the prerequisites? 0-3 points
6. Is it balanced? 0-3 points
7. Sloppy or Neat? (less than 3 basic errors) 0-1 points
Total = 20 points
---
In the order that they were presented:
Mamgaeater:
Flanking
1. 2. Too vague to determine how interesting it would be.
2. 1. The perk doesn’t make sense with the ability. Flanking means that your units encircle the enemy.
3. 2. The dwarves already have a formation-based perk, so having a follow-up Attack one fits in nicely as well.
4. 0. No description is given about what the specifics of the perk are. We are only given a vague idea.
5. 3. Fits in perfectly with the skill.
6. 0. I have no idea since I don’t know what the skill does to begin with.
7. 1. Neat.
= 9 points.
Scavenge Runes
1. 3. A luck-based resource preserver for Rune Magic fits in nicely.
2. 3. Pretty spiffy, although the perk is slightly redundant since Finer Rune is already a resource conserver for Rune Magic. How much conservation do you need?
3. 2. Fits in just fine.
4. 1. We have no idea how much a ‘small portion’ of the resources is. Giving a percentage would be critical here. Also, shouldn’t the percentage be increased based on what your hero’s luck is?
5. 3. Fits in perfectly with the skill.
6. 0. Not at all. There’s only a 10-15% chance to recover a ‘small’ portion of resources from the fight. Considering you will already be saving resources from Fine Rune, there is very little you will gain out of this skill.
7. 1. Neat.
= 13 points
Total = 22 points
Lexxan:
Rune of the Lucky
1. 3. Fairly original idea, although it’s not something that got me jumping up and down.
2. 3. “Rune of the Lucky” is kind of a long and slightly corny name. “Runic Fortune” or something may have worked better.
3. 1. It does, but the whole point of Rune Magic is that it comes at the cost of resources, so turning them into a free power is kind of ‘meh’.
4. 3. I have no questions at the end of reading it. Everything seems properly explained.
5. 2. I don’t think Soldier’s Luck and Magic Resistance were the best-suited perks. Magic Resistance and Dwarven Luck would have tied in better with the skill since it’s specifically a unique dwarf perk. Either that or just making Soldier’s Luck a prereq.
6. 2. It’s a powerful perk when it’s triggered, but having a lowly 20% chance even after the 50% or less chance you would have to trigger luck seems very rare. I would have either upped the chances somewhat, or upped them big time and then decreased the power of the perk.
7. 0. Sloppy.
= 14
Runic Channel
1. 3. Pretty original, although this puts a strong bias on light magic for the Fortress Faction.
2. 3. Again, I’m just not big on the name. ‘Runic Channel’ implies that you’re channeling something, and getting runes for creatures when casting light magic spells doesn’t really fit in good with that
3. 2. Fits in perfectly.
4. 2. This perk is overly complicated and would be too convoluted for the player to effectively control since it’s so random.
5. 2. I won’t be too picky for this since none of the light magic perks for Fortress fit in perfectly for this, but I would have just chosen two basic perks (master of abjuration and wrath, for example) instead of choosing Eternal Light as a prereq since it really doesn’t add up to this ability at all.
6. 1. It’s too random to tell really. You randomly get one 5 different runes on creatures, based on a percent chance in the first place, and even then you have to pay for them. It’s a wild card to the extreme.
7. 0. Sloppy.
= 13 points
Total = 27 points
Asheera:
Dwarven Stubborness
1. 3. I love the name, but it seems to ‘specialized’ to really deserve to be it’s own perk. Although it is refreshing to read a perk not based around Runelore.
2. 3. It seems too specialized.
3. 2. Goes in nicely with the theme of stubbornness common among dwarves.
4. 3. Everything is adequately explained and the perk doesn’t feel too dull or overly complicated.
5. 1. I would have ditched Swift Mind completely. This isn’t a good enough perk to deserve multiple skill prereqs.
6. 1. Not really. It’s far too specialized such that it’s a hit or miss based entirely on what the enemy does. I would have expanded its use somehow.
1. Neat.
=14 points
Death Runes
1. 3. I’m not big on the name. It’s an activated ability that the hero uses, so I would have based the name around the hero ability rather than the runes themselves. Such as “Runemage’s Hex” or something.
2. 2. This would have worked better if it had been a perk for Runelore itself, but since this contest is based around the general skills, I think a different ability would have been better suited.
3. 1. I don’t see a ‘hexing’ based perk fitting in very well with the faction.
4. 3. Everything is properly explained and it doesn’t seem too static or overly complicated.
5. 2. Master of Pain as a prereq would have been enough.
6. 1. This perk could really do a lot of damage fast since a runemage can get a pretty hefty amount of spellpower, and since in the hero vs hero fights, the units will probably be using a rune every single turn most of the fight. There’s no conceivable way to counter it either.
7. 1. Neat.
= 13 points
Total = 27 points
Faunch:
Runes of Light
1. 1. Waaaaay too involved to be just a perk. It’s just expanding off of the rune magic abilities that already exist, so not very original.
2. 2. Not really. It’s just adding on more runes.
3. 2. Despite it’s other problems, it fits in fine.
4. 0. Does this ability use the Runemage’s ‘turn’ in battle, or does it use up the Runemage hero’s entire turn outside of combat and then the rune is permanently available to the hero’s army? Also, this is far too involved to be a perk.
5. 1. You need to list what the other prereqs are. If you need to have expert light magic, then you need to fill in 2 perks to go with it as well. That’s how the perk system works.
6. 2. It’s hard to tell since I’m not sure what the conditions of activating the perk are.
7. 0. Sloppy.
= 8 points
Wrath of God
1. 3. What does ‘Wrath of “God”’ mean in the context of Heroes 5? The world of Ashan is polytheist. “Wrath of Arkath” would have worked better.
2. 4. This perk is just downright awesome. It works absolutely perfectly since Fortress has the ultimate ‘tank’ unit with the Fire Dragon.
3. 2. Fits in perfectly.
4. 3. I have to take a point off since “Arkath” is the Dragon of Fire, and if the dwarves summoned a dragon god to the battlefield it would be an automatic victory. “Avatar of Arkath” would have worked better. Otherwise everything is thoroughly explained. Normally I would deduce points for making this too ‘involved’ for just a perk, but it just suits the dwarves so perfectly that I’m going to make an exception. If anybody deserves to have an ultimate summoned unit, it’s Fortress.
5. 3. Prereqs are perfect for the perk.
6. 3. I think so. It will be powerful, but then again, it is a level 5 spell. So Summon Phoenix would be pretty powerful either way.
7. 1. Neat.
= 18 points
Total = 26 points
Arcax:
Striking Formation
1. 2. Name doesn’t fit at all. ‘Striking Formation’ belongs as an Attack perk. This perk is based around mobility.
2. 3. It’s spiffy, I’ll give it that.
3. 2. Fits in fine with the dwarves ‘formation’ perks.
4. 1. What does placed ‘near’ mean? Does that mean adjacent? Within 2 tiles?
Also, do these benefits stack? When you’re placed near two units that both have higher speed, does the unit benefit from the highest one or the lowest one, or both?
5. 1. I don’t see why the other two formations are necessary for this one. Although this perk does deserve to have very steep prereqs, if it should even be a perk at all.
6. 1. This perk seems brutally powerful. If you include it with Rune of Charge, you could have Magma Dragons running around the map wherever they want.
7. 1. Neat.
= 11 points
Mark of the Runemage
1. 3. Give it a different name. There’s already a perk called “Mark of the Necromancer’ and ‘Mark of the Wizard’, but those are both racial perks.
2. 4. This is actually a really cool perk. It deserves to be a racial perk.
3. 2. Fits in perfectly.
4. 3. I’m going to take a point off simply because overall it is poorly described. I had to read everything very closely.
5. 3. Works for me.
6. 2. This ability seems kind of *shiver* potentially devastating. I would have made the prereqs a little steeper.
7. -1. Very sloppy.
= 16 points
Total = 27 ponits
Broadstrong:
Dwarven Blade of Fury
1. 3. Drop the “Dwarven” from the name. It’s a mouthful. “Blade of Fury” would be better. Associating the skill somehow with ‘fire’ would have been in even better.
2. 2. The first part of the skill seems kind of like a rip off of Fiery Wrath only with an attack bonus/defense penalty with it.
3. 2. Dwarves deserve a unique destruction perk. I think it suits well.
4. 1. You would have scored a 3 here if you left out the 2nd half of the skill. All that extra stuff just makes it too convoluted for a simple perk.
5. 1. It’s a pretty beastly perk, so it deserves to have some more prereqs added to it. Basic Attack and Frenzy would have worked perfectly.
6. 1. Not really. It would have been fine if you left out the 2nd half, but all that extra stuff on top of it makes it seem pretty powerful.
7. 1. Neat
= 11 points
Combat Engineers
1. 4. Very original. Having combat engineers suits well for dwarves.
2. 3. Pretty spiffy, but I don’t see why you need to duplicate Mountain Guards for this skill. Where do they come from?
3. 2. Suits fine.
4. 1. Too complicated. Not much else to add.
5. 2. Perks add up just fine.
6. 2. I think so, although I don’t see why you need to duplicate a stack of combat engineers. Adding in an extra stack can be potentially powerful. Can’t you just give certain units the repair ability? Or maybe allow war machines to passively repair themselves over time?
1. Neat.
= 15 points
Total = 26 points
Judge’s Individual Favorites:
#1: ‘Wrath of God’ by Faunch
#2: ‘Mark of the Runemage’ by Arcax
#3: ‘Combat Engineers’ by Broadstrong
FINAL COMBINED SCORES
Lexxan: 57 WINNER
Asheera: 55
Faunch: 52
Broadstrong: 51
Arcax: 51
Mamgaeater: 49
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted December 17, 2008 04:11 PM |
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ROUND 3
For this round you are to create two unique perks for the Stronghold faction.
The deadline is the end of December 26th.
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Fauch
Responsible
Undefeatable Hero
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posted December 17, 2008 07:45 PM |
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Quote: Runes of Light
1. 1. Waaaaay too involved to be just a perk.
I don't really understand
Quote: 4. 0. Does this ability use the Runemage’s ‘turn’ in battle, or does it use up the Runemage hero’s entire turn outside of combat and then the rune is permanently available to the hero’s army?
one turn in battle. well, maybe it could use only half a turn.
Quote: 5. 1. You need to list what the other prereqs are. If you need to have expert light magic, then you need to fill in 2 perks to go with it as well. That’s how the perk system works.
there are no other prerequisites.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 17, 2008 07:52 PM |
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Edited by Asheera at 23:11, 17 Dec 2008.
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Power Hunger: Attack perk, requires Battle Frenzy, Memory of our Blood and Archery (to prevent the Power Hunger + Retribution deadly combo)
All creatures in the hero's army deal increased damage depending on their Rage Points. The formula is +(rage_points / 15)% extra damage, which means every 15 rage points they deal +1% more damage. The value is capped between 5% and 25%. Also, Wyverns do a fixed 15% extra damage.
Barbarian Withstanding: Defense perk, requires Evasion
All creatures in hero's army have twice more chance to resist enemy creature abilities (like Bash, etc)
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Mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted December 17, 2008 10:25 PM |
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Quote: Considering you will already be saving resources from Fine Rune, there is very little you will gain out of this skill.
Well i figured a higher chance would imbalance the creeping (Free runes...)
And also consider the fact that some perks are static and never improve with higher masteries...
Placeholder:
Morale - Boiling Blood
Reqs: Battle Elation, battleFrenzy
Orcish creatures in the hero's army get a morale boost equal to their blood rage level.
For example, A centaur with level 2 blood rage gets a +2 morale bonus.
Attack - Recklessness
Reqs: Bloodfire, Battle Frenzy
Orcish creatures deal 25% more damage and are dealt 25% more damage.
(Errata : this effect is applied after normal damage calculations are finished but before damage is applied. Damage dealt by any source is increased by 25%)
____________
Protection From Everything.
dota
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Fauch
Responsible
Undefeatable Hero
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posted December 17, 2008 10:50 PM |
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Edited by Fauch at 23:16, 17 Dec 2008.
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it's funny, each judge liked one of my entry and disliked the other one. but they didn't like the same entry.
Mind over might. (Only when needed of course )
Requires enlightment basic. (Doesn't require much, but enlightment is hard to get)
Goblins witches doctors in the hero's army gain the ability to copy the last spell cast in the battle so far. (Activated ability)
The spell drains the mana of the hero.
Spells from heroes, creatures with spellcaster, random dark spell and random light spell abilities may be copied.
The chances of success are the same than with the ability "defile magic" and the possible outcomes are :
-The spell is cast with the same mastery as the previous caster
-The spell is cast with the same mastery as the previous caster but with half the spellpower
-The spell is cast with the same mastery as the previous caster but the mana cost is doubled
-The spell fails and the ATB of the goblin stack is set to 0. The mana is still drained.
The spellpower taken in account is the spellpower of the goblin stack
Barbarian machine
Under war machines. Requires warmachines advanced, balista, attack advanced, frenzy, stunning blow (you can't get flamming arrows)
The balista gets + 100 HP and each shots inflicts 25 additionnal damage. Moreover, the balista gains the wound ability.
The chance of a wound is affected by soldier's luck.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted December 18, 2008 12:49 AM |
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Must have missed the last round...Stronghold? Maybe I'll concoct something...
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Fauch
Responsible
Undefeatable Hero
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posted December 19, 2008 04:03 PM |
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we are only 3 this round?
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 19, 2008 04:10 PM |
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So far... I hope more will join
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broadstrong
Promising
Known Hero
Level 20 Vassal of Light
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posted December 20, 2008 02:11 PM |
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This is tough, I am not a stronghold player...
(1) Goblin Cannonball
Under: Attack
Requires: Archery, Goblin Support (War Machines)
Goblins thrown by Untamed and Blood-eyed Cyclops, after hitting the main target and disintegrating, also hits all creatures/war machines etc. on the surrounding 8 tiles for half damage (that is, the aimed square would be the centre of a 3 x 3 square of area effect)
All targets (main or secondary) also have a 10% chance to have their ATB pushed back by 0.1.
(2) Magician's Bane
Under: Luck
Requires, Luck of the Barbarian, Might over Magic (Blood Rage), Distract (Shout)
Increases the percentages of these abilities: magic resistance, luck of the barbarian and distract, by 10%, and also gives barbarian's troops (non-stronghold creatures as well) a random immunity to enemy hero's lightning, fire, ice, earth or non-elemental spells (this immunity to re-define when enemy hero acts).
(Note: Spell classifications:-
(a) Lightning: Lightning bolt, Chain lightning;
(b) Fire: Eldritch Arrow, Fireball, Firewall, Armageddon (the fire part), WoL;
(c) Ice: Ice Bolt, CoW, Deep Freeze, CotN;
(d) Earth: Stone Spikes, Meteor Shower, Implosion, Decay;
(e) Non-elemental: DV, Armageddon (physical part), all the summoning school of damaging spells (includes arcane crystal and blade barrier)
____________
The queer part of the Carcity/Broadstrong/Zamfir[
/b] threeway, equipped with sailing, summon allies, spatial travel and supermover.
Many current projects on hand.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 21, 2008 03:46 PM |
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Isn't Magician's Bane a little too strong?
____________
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Arcax
Promising
Famous Hero
Its quite hot inside...
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posted December 21, 2008 05:34 PM |
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Edited by Arcax at 00:46, 25 Dec 2008.
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Odium to Ancestors - Enlightment
Requires :
BloodrageMemory of our blood
EnlightmentPower of Blood
AttackBattle FrenzyRetribution
LeadershipRecruitmentBattle Elation
At the beginning of combat Stronghold units with demon blood gain +25 RP for every enemy Haven,Inferno and Academy stack.Moreover Barbarian gain a special adventure skill which grants him possibility to destroy Haven,Inferno and Academy dwellings after occupying them
Dwellings can be rebuilded by previous owners by paying 1ooo gold for every level of creatures who dwelled in them
Example
Barbarian with Odium To Ancestors with Goblins ,Centaurs and Warriors fights with Knight who has Peasants, Archers, Footmens and Griffins(Total 4 stacks)
Goblins, Centaurs and Warriors gain +100 RP at the beginning of combat
Barbarian destroyed Archers tower, if Knight wants to rebuild it, he has to pay 2000 gold
Magic Accomodation - Defense
Requires :
BloodrageMight over Magic
DefenseProtectionResistance
Shatter DestructionCorrupt Destruction
Any damage dealing spell casted on orc units will be decreased by 10% each time it was casted again.It works only when exactly the same spell was casted.The damage amount can be decreased max to 20% of the basic power of spell.(After 8 Implosions, this spell will only deal 20% of original damage).
Example
Ice bolt deals 300 damage to Warriors. It's casted:
1st time - dmg = 300(original damage)
2nd time - dmg = 270(10% reduction),
3rd time - dmg = 216(20% reduction),
4th time - dmg = 152(30% reduction) and so on
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Fauch
Responsible
Undefeatable Hero
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posted December 21, 2008 08:30 PM |
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted December 21, 2008 08:44 PM |
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Odium to Ancestors is definitely too imba... numbers could be tweaked though.
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Arcax
Promising
Famous Hero
Its quite hot inside...
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posted December 21, 2008 08:57 PM |
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Heh ok Ill edit them, Odium is certainly imba
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