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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 2 3 4 5 ... 10 20 30 40 50 ... 53 54 55 56 57 · «PREV / NEXT»
JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 17, 2010 09:37 AM

Round 31

You shall create two perks for the Illusion skill. One perk must be a basic perk (i.e. inner circle, no other perks required), the other must be an advanced perk (i.e. second or third circle, requires other perks within this skill and possibly outside).
Note: Summoning Magic is a Prereq for this skill to become available, so the basic Illusion perk may have ONE Summoning Magic perk as a prerequisite (but of course this isn't necessary).

Illusion
Cost for Summoning Spells is decreased.
Basic : -20%
Advanced : -35%
Expert : -50%

Deadline is Monday, May 24th.

IMPORTANT NOTE: We face the end of this circle as well, so we should think about what's next: suggestions please.

I would have a suggestion myself, that comes with this skill, which is somwhat uncommon, since it's something like a "secondary" skill that depends the original one.

After this round, we may try and "reorder" the Summoning Skill which is less than satisfactory - we could use or develop, what has been done for Summoning so far, but keeping the Illusion Skill in mind (which would create real specialists).

For that matter (only) I would suggest to change the illusion skill to:

Cost for Summoning Spells are decreased and Casting Spell Power for them is raised.
Basic : -20%, +2 SP
Advanced : -35%, +4 SP
Expert : -50%, +6 SP

This kind of secondary skill could be done with (nearly) every other skill as well, with the Magic secondaries being like this one.
Note, that the altered Illusion skill makes the basic +4 Power perks for Summoning obsolete, which would allow manevering room.

I would like you to make suggestions on how to proceed.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 17, 2010 11:00 AM

just for fun, not reversal for the contest,  I do individual bonusses for perfection...

Perfection in Attack:
The damage-bonus is increased to 20%.

Perfection in Defense:
The Damage reduction is increased to 40%.

Perfection in Luck:
The Luck bonus is increased to +4.

Perfection in Leadership:
The Moral bonus is increased to +4.

Perfection in Logistics:
The Movement bonus is increased to 40%.

Perfection in Enlightenment:
The Movement bonus is increased to 20% (no bonus on stats)

Perfection in War Machines:
-Catapult gains 70% chance to hit.
-Ballista stats are further increased

Perfection in XYZ magic:
Increases effect of spells of the chosen school.

Perfection in Sorcery:
The bonus is increased to 40%.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 17, 2010 11:32 AM

For how we shall proceed:

this reorganize thing sounds okay...but could be difficult to find advanced skills for attack and such...also I'm not sure how, on the whole, I like having "advanced skills" for one topic...imho, there are still many possible secondary skills to be done...perhaps we could do another round of that? Or how 'bout a round of alternative perks for racials? Or what about perks "merging" skills - you can learn the perk in two different skills...an example could be a perk called "Veteran": It can be learned as Attack or as Defense perk and it's effect is that it eqalizes the attack and defense values of all your creatures by making both of them into the average of both in the creature. f.e. a devil would have 26 attack and defense then. Just as an example...

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 17, 2010 03:15 PM
Edited by Fauch at 14:02, 20 May 2010.

Basic perk :
Power Flare
summoned units on the battlefield (includes arcane crystal, blade barrier, phantom forces, summon elemental, summon hive, summon phoenix) increase your spellpower for next casting of summoning spells by your mastery in summoning magic (O,1,2,3) X the number of summoned units actually present on the battlefield.

that means, when you cast a summoning spell, the spellpower used will be spellpower of the hero + (number of summoned units on the battlefield (even partially destroyed) x mastery in summoning magic)

The power of summoning spells previously cast isn't affected.

blade barrier counts for one unit, whatever its size between 1 and 3 squares.

maybe for competition :

Advanced perk :
Barriers master

Your hero learns blade barrier

Improves the spells Blade barrier and Fire wall. they will be 4 square wide instead of 3.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 17, 2010 04:30 PM

Might make Arcane Crystal a two-squarer.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 17, 2010 05:29 PM
Edited by blizzardboy at 18:27, 17 May 2010.

Phantom Node
Prerequisites: Basic Summoning Magic, Basic Illusion
Factions: All
The hero learns the 'Phantom Forces' spell.
Activated Ability: The hero spends 0.25 ATB and 5 mana to summon a Phantom Node, a small glowing turquoise orb that floats around the hero for the rest of combat. The Phantom Node cannot be dispelled in any way.
The node allows a 2nd Phantom Force to be present with you in combat.

Shadow Node
Prerequisites: Basic Summoning Magic, Advanced Illusion, Phantom Node
Factions: Necropolis
Activated Ability: The hero spends 0.25 ATB and 5 mana to summon a Shadow Node, a small glowing black orb that floats around the hero for the rest of combat. You must have a Phantom Node summoned to summon a Shadow Node. The Shadow Node cannot be dispelled in any way.
With the node, the ethereal miss chance for Phantom Forces and all other ethereal creatures in your army is increased by 10% and now applies to all magical attacks.

***
Summoned Unit: Node
Nodes are small, insubstantial floating orbs that the hero may summon in combat through the perks in the 'Illusion' skill, and each grants its own bonuses. They are depicted as floating around the hero, and are not an actual creature on the battle grid. For each friendly node in combat, the hero's casting speed for Summoning spells is increased by 5%. You may not summon more than one of each type of node.
____________
"Folks, I don't trust children. They're here to replace us."

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 17, 2010 10:22 PM
Edited by Jiriki9 at 23:54, 20 May 2010.

Basic perk:
Ethereal Armor:
The hero gains the spell "ethereal armor". The spell costs 8 mana and grants the unit the chance to block damage. When it would be dealed physical damage, there is a 50% chance that the ethereal armor reduces the damage by 50%. If it does, its duration is decreased by 1 ( so the spell vanishes quicker the more damage it absorbs).

Not for contest, but analogue to  Ethereal armor:

Ethereal Weapon:
The hero gains the spell "ethereal weapon". The spell costs 8 mana and grants the unit the chance to deal more damage. When it attacks in melee or retaliates (in melee), it has a chance of 50% to deal +50% damage.

Not for contest:
Mysticism:
Sorcery Perk!
Requires Magic Insight
The hero pays less mana for any spell. (1*spell-level mana less)

Not for contest:
Willforming:
The hero gains the battle ability "Willforming". With this ability he can spent his turn to reduce the moral of an enemy creature by 1 or increase that of a friendly unit by 1 for 3 turns. The ability costs p/2000 mana, when p is the power rating of the target stack. (so, for a stack of 100 imps you pay 4 mana).

Not for contest:
Calling:
Requires: Willforming
Available for Demon Lord, Necromancer, Ranger;
Each day, a few creatures of the lowest level of the hero's faction join his army.

not for contest:
Will Summoning:
Requires: Willforming
Available for Knight, Runemage, Warlock, Wizard;
When casting Summoning spells, the hero pays only a reduced mana cost of 50% - but this mana comes with a prize: a random unit of the hero which is effected by moral gets its moral reduced by the mana reduction for 1 turn. If the mana reduction is bigger than 6, another unit of the hero is targeted until each point reduced mana is divided. Points which cannot be divided will be payd as mana. (so for example casting arcane crystal reduces a random units moral by 4 for 1 turn. Casting "Conjure phoenix" reduces the moral of 3 units by 6 for 1 turn; if in the second case there were only 2 units effected by moral, the mana cost would only be decreased by 12). The effect does not come into action with the "riddle" ability.


Advanced Perk:
Riddlemaster:
Requires: Mysticism [Sorcery], Willforming; Calling or Will Summoning (depending on the hero class);
Hero gains the ability "riddle". With this ability, the hero casts a random summoning magic spell from his own or the opponent's spell book on a random position of the map - for free. The effect of the spell is randomly reduced by 30%-50% (after heroe's spellpower or any other modifications were concerned). If the hero uses "Riddle" again, the spell costs 1 mana, a third time 4 mana, afourth time 9 mana, then 16, 25, etc.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted May 17, 2010 10:28 PM

You mean, for zero initiative? As a free action?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 17, 2010 11:03 PM

I? I mean as a regular move. When the hero is at turn he can use this ability...it should be listed in the area of the spellbook where, f.e.banshee howl is to be found, too...

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 18, 2010 01:31 AM
Edited by Fauch at 01:32, 18 May 2010.

Quote:
Summoned Unit: Node
Nodes are small, insubstantial floating orbs that the hero may summon in combat through the perks in the 'Illusion' skill, and each grants its own bonuses. They are depicted as floating around the hero, and are not an actual creature on the battle grid. For each friendly node in combat, the hero's casting speed for Summoning spells is increased by 5%. You may not summon more than one of each type of node.


we can question the usefulness to spend 0.25 atb to be able to cast 5% faster

jiriki : does the spell have to be in your spellbook?
that would be sweet if your only summoning spell is the phoenix XD

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 18, 2010 01:42 AM

Quote:
we can question the usefulness to spend 0.25 atb to be able to cast 5% faster

Why would you? If I understand him correctly the summon will have payed off when you've cast your sixth spell (assuming it works with mass casting as well?). But it's more of a supplementory bonus to what it already does I guess.

Oh and not to mention that it is absolutely awesome to be able to atb-dance with your hero. If you're just ahead of the enemy hero you pop this spell and taadaaa you're behind him.
____________
"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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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 18, 2010 01:53 AM

well, by being behind you can counter his spells.

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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted May 18, 2010 02:09 AM

...? That was my point yes. Or what were you driving at? Do you mean it gets you even further behind if you're already behind?
Oh and I just saw that the bonus stacks so it'll be +10%. Then again it will still first pay off after the 5th cast. Then again you don't take summoning unless you exspect a long match with lots of casting so it'll pay of in due time.
____________
"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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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 18, 2010 03:10 AM

The description on Nodes was just to introduce a new 'unit' in the game, since the Illusion perks would all be based on them. The max +15% speed is a secondary passive bonus. The perks themselves show the special power each Node gives you.
____________
"Folks, I don't trust children. They're here to replace us."

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 18, 2010 03:49 AM

no, I meant, if you act after the enemy hero you may counter his spells right after he casts them.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 18, 2010 10:45 AM

Quote:
does the spell have to be in your spellbook?
that would be sweet if your only summoning spell is the phoenix XD


hmmm, I'd normally say "yes", but your comment seems to be reasonable...though it seems very unlikely to happen, except in a duel preset especially designed for this. I mean, it will have a lot preferences, on an ordinary map, it practically won't happen, will it?

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veco
veco


Legendary Hero
who am I?
posted May 20, 2010 03:24 PM

Will of the Maker
basic perk

Randomly grants Arcane Crystal OR Blade Barrier to the hero's Spellbook.


The hero can implement a fraction of his will into his creations, allowing them to do their master's bidding much more efficiently.

Effects:
-Arcane Crystal and Blade Barrier are now subject to initiative (calculated as "Summon Hive" initiative)
-Arcane Crystal now can either wait or detonate upon it's turn
-Blade Barrier (3 segments treated as one creature) can either wait or attack an adjacent creature when it's turn comes (the damage calculated is as if the opponent attacked the barrier)

Binding Shards
Requires Will of the Maker

Mana cost for Arcane Crystal/Blade Barier isn't reduced by the Illusion skill anymore


The Summoner enhances his creations with materials of incredible stopping power which bind for a short time any creature that made contact with it.

Effects:
-Arcane Crystal upon detonation reduces the movement of all struck creatures down to 0 for 1 turn
-Blade Barrier reduces movement down to 1 for 1 turn while attacking or returning damage

____________
none of my business.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 20, 2010 11:53 PM

added my basic perks and "some" prequisites for riddlemaster^^

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Fauch
Fauch


Responsible
Undefeatable Hero
posted May 21, 2010 04:18 AM

Quote:
Willforming:
The hero gains the battle ability "Willforming". With this ability he can spent his turn to reduce the moral of an enemy creature by 1 or increase that of a friendly unit by 1 for 3 turns. The ability costs p/2000 mana, when p is the power rating of the target stack. (so, for a stack of 100 imps you pay 4 mana).

lol, come on, even soulfire is better than that


Quote:
Will Summoning:
Requires: Willforming
Available for Knight, Runemage, Warlock, Wizard;
When casting Summoning spells, the hero pays only a reduced mana cost of 50% - but this mana comes with a prize: a random unit of the hero which is effected by moral gets its moral reduced by the mana reduction for 1 turn. If the mana reduction is bigger than 6, another unit of the hero is targeted until each point reduced mana is divided. Points which cannot be divided will be payd as mana. (so for example casting arcane crystal reduces a random units moral by 4 for 1 turn. Casting "Conjure phoenix" reduces the moral of 3 units by 6 for 1 turn; if in the second case there were only 2 units effected by moral, the mana cost would only be decreased by 12). The effect does not come into action with the "riddle" ability.

lol, that must be the crappiest perk ever. the only perk which helps your opponent more than it helps you XD

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted May 24, 2010 08:40 PM
Edited by VokialBG at 08:06, 25 May 2010.

Basic: Arcane Wings
Summoning the acane wings the hero use his new ability to make one of his units flyer for 3 turns during the battle. Can be used once per combat. The action is mana free, so the cost is 0.

-----------------------------
Not for the round:

Basic: Gift of the Summoner
The hero grand the ability to one of his caster units to cast 1 summoning spell from his (hero's) spell book. The unit also get the same spell mastery as the hero. The hero can change subjected unit, whenever he wants (except in battle). If the unit already has the spell, it applies again with the new spell mastery, if the spell mastery is the same as well - there is on effect.

------------------------------------------------

Anvanced: Light over darkness/Darkness over light
Prereq: At least one first circle perk from light or dark magic perks (light for good, dark for evil race), Expert Illusion, 2 other illusion perks.
The hero use all his magic talent to summon all the light/darkness he can, and make it to prevail agains the darkness/light. The light/darkness is so pure and concentrate, that the darkness/light don't even exist on the battlefield. The effect continue for 3 turns.

Summoning the light: the effects of all dark spells are cleaned, no dark spell can be casted untill the effect of Light over darkness is over. Applies special blessing on your friendly units that increase the initiative and morale by 1. Light over darkness can not be despelled. All summoned (friendly AND enemy) creatures from the evil races are frozen and can't take any action untill the effect is over. If Darkness over light is casted the effects are nulated.

Summoning the darkness: the effects of all light spells are cleaned, no light spell can be casted untill the effect of Darkness over light is over. Applies special curse on your enemy units that decrease the initiative and morale by 1. Darkness over light can not be despelled. All summoned (friendly AND enemy) creatures from the good races are frozen and can't take any action untill the effect is over. If Light over darkness is casted the effects are nulated.
____________

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