View Full Version : Create-an-ability
aatamix
11-20-2007, 11:37 PM
I made this thread so that we coud make our own Abilities and Skills. Maby ubi will take them in if they make a third expansion or HommVI.
Name: Elemental call.
Type: Ability/Summoning Magic.
The hero learns a new spell: Summoning of elementals. When casting Summoning of elementals, It summons 2 elementals instead of 1.
aatamix
11-20-2007, 11:37 PM
I made this thread so that we coud make our own Abilities and Skills. Maby ubi will take them in if they make a third expansion or HommVI.
Name: Elemental call.
Type: Ability/Summoning Magic.
The hero learns a new spell: Summoning of elementals. When casting Summoning of elementals, It summons 2 elementals instead of 1.
Infiltrator-SF
11-21-2007, 04:10 AM
I know there's only place for 3 basic perks in the Destructive tree, but earth spells should get their perk as well.
Master of Quakes - Earth spells cause targets' attack to be reduced by 50% (opposite of master of fire).
st14z
11-21-2007, 04:30 AM
I want negative abilities to add personality for heroes, for example cautious hero: he/she runs away from battle if half of his/her troops are dead.
Infiltrator-SF
11-21-2007, 05:18 AM
Why make it an ability? It would be better as an AI setting on the start of a map, or each hero having a "personality" by default.
Phoss
11-21-2007, 06:31 AM
With Nival not even bothering to give the heroes individual appearences, I think we're quite a long way from individual personalities, but I like the idea. Anything to make the different races even more unique.
Moragauth
11-21-2007, 07:17 AM
This already exists, FYI. The heroes each gain certain special traits. It wouldn't take much for Nival to flesh it out more.
I'm going to make a suggestion thread for HVI a bit later on. I'll add my ideas there.
Inferno015
11-21-2007, 09:14 AM
Knights Unique
Category: Leadership
Aura of Inspiration: Morale boosts increases unit's initiative by an additional 10%.
Xenofex_086
11-21-2007, 09:54 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Infiltrator-SF:
I know there's only place for 3 basic perks in the Destructive tree, but earth spells should get their perk as well.
Master of Quakes - Earth spells cause targets' attack to be reduced by 50% (opposite of master of fire). </div></BLOCKQUOTE>Two of the earth spells are currently among the most devestating in the game and thus they're effective enough on their own. I mean - a Meteor Shower hits 3-4 targets and lowers their Attack by 50%... too nasty. Or Implosion kills 4-5-6-7-9 Tier 7 creatures and what survives is crippled for one round. http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif Overkill. I think the general idea was the earth spells to deal "pure damage" and IMO there's nothing wrong with that.
An ability... one ability... how about something like this: Supreme Tactician (Ok, it's lame, but I'm in a lame mood today anyway...) - when one creature executes the "wait" command, it loses only 30% of its accumulated Initiative.
Or whatever...
Inferno015
11-21-2007, 01:27 PM
They should tone certain abilities to a Heroe's level.
For example, Elven Luck, increases damage from lucky attacks by 1% (or 2%) per hero level.
Moragauth
11-21-2007, 02:28 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Infiltrator-SF:
I know there's only place for 3 basic perks in the Destructive tree, but earth spells should get their perk as well.
Master of Quakes - Earth spells cause targets' attack to be reduced by 50% (opposite of master of fire). </div></BLOCKQUOTE>
Sounds good to me, and so long as it is correctly balanced, it'd make the earth spells more attractive.
edwinrobinsonjr
11-21-2007, 04:02 PM
Currently finishing ToE. First time I've had Arcane Omnisience. It killed me to give up Dark for it because I lost the area effects. I can imagine that, had I taken Destructive, I wouldn't miss Master of Fire. Having every spell may not be all one might think. If you could keep the mass effect spells, that would be great!
Inferno015
11-21-2007, 06:13 PM
Its why its not worth getting Arcane Ominessence. You can just specialize in different magical skills and probably be more effective. With Wizards, I choose my own skills rather than go with their ultimate.
H5forem
11-22-2007, 03:06 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Inferno015:
Its why its not worth getting Arcane Ominessence. You can just specialize in different magical skills and probably be more effective. With Wizards, I choose my own skills rather than go with their ultimate. </div></BLOCKQUOTE>
For me is even better to take all magic skills and hope to learn tons of spells (if you target Arcane Ominessence will have to be a large map, a map filled with shrines, mage vaults, utopias, pyramids), and you can make use of your skills any time... http://forums.ubi.com/images/smilies/sleepzzz.gif
H5forem
11-22-2007, 03:10 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Moragauth:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Infiltrator-SF:
I know there's only place for 3 basic perks in the Destructive tree, but earth spells should get their perk as well.
Master of Quakes - Earth spells cause targets' attack to be reduced by 50% (opposite of master of fire). </div></BLOCKQUOTE>
Sounds good to me, and so long as it is correctly balanced, it'd make the earth spells more attractive. </div></BLOCKQUOTE>
For Implosion is OK, but is too much for meteor shower (even for stone spikes)
Or at least to have somme wierd request like: "Need Power of Endurance"
Moragauth
11-22-2007, 06:01 AM
Yeah, I also thought it would be a bit excessive in the case of Meteor Shower. Perhaps the added effect could halve in its effectiveness? Eg -25% attack with Meteor Shower, -50% with Implosion.
Infiltrator-SF
11-22-2007, 08:53 AM
Yea it should be 50% for implosion, 25% for meteor shower and spikes.
aatamix
02-12-2008, 12:13 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Infiltrator-SF:
Yea it should be 50% for implosion, 25% for meteor shower and spikes. </div></BLOCKQUOTE>
I think it should be; 50% for implosion and stone spikes and 25% for meteor shower. After all, Stone spikes is a weak spell.
glenn.makin
02-12-2008, 01:43 PM
In view of a recent discussion with Xenofex086 regarding the use of Destructive Magic vs Dark Magic by Inferno.
Faction: Inferno
Name: Infernal Rage/Power of the Underworld
Benefit: Increases hero's spellpower by 4 or 5 when casting Destructive Spells.
An Inferno hero should be linked to Destructive, but due to their low spellpower it is completely ineffective, so I chose Dark Magic (Frenzy is kind of in keeping). But then you choose it for Necro as well...it would be nice to keep in character with Inferno by choosing the most obviously "characteristic" school of magic.
Phoss
02-13-2008, 06:49 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Infiltrator-SF:
Why make it an ability? It would be better as an AI setting on the start of a map, or each hero having a "personality" by default. </div></BLOCKQUOTE>
That would be great, at least it would prevent the AI from running IMMEDIATELY without as much as trying to do any damage to your army, which is what happens now ALL the time. http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif
PhoenixReborn06
02-13-2008, 09:55 AM
I'd like a creature to have the same defensive ability that the minotaur in heroes 4 had.
Phoss
02-13-2008, 10:38 AM
I think all the current skills are pretty cool. It's awesome that there are different sub-skills or perks for the different races.
The only thing I'd like changed is the routes you have to take to get the ultimates. For Sylvan I'll always go for ultimate cause the skills you have to choose are awesome, but for most of the other races the skill tree really sucks. E.g. for Barbarians you have to take War Machines and all the catapult perks...that's really useless. And you need the Attack perks that boost your hero's melee attack...that's pretty useless too.
I don't know how it could be changed, though.