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Are you just saying you'll have to roll after the first use of Reroute? I think I misunderstood your original statement but as I typed this I think I got it...
Thats exactly what I'm saying as the potential for it to be a game changer without that is too great IMO.
My only counter would be that those feats are both no-brainers and should both cost more and a tenet I have is to make no no brainer feats.
Sure, I agree with your policy, however this is over double their cost, which makes it a 'why bother' feat instead. I'm not saying make it cost only 3 points like those feats. But maybe 5 points, or else keep it at 7 with a +2 bonus instead.
Christ did not come to condemn the world, but to save it.
With countless discussions about ways to protect those expensive damage reducers, I thought I'd share my answer to this problem. Behold Durable.
I wrestled with this one for a while, trying to find the careful balance between being a viable alternative for Fortitude while avoiding the must use category (like "Lunge"). I think it works nicely. I added a little extra mojo for Giants, my reasoning being Giants are always highly durable being able to knock over buildings and step on cars without cutting their feet or hands. I wanted to shop that durability even when a giant is saddled with Defend, Barrier, or nothing at all.
Awesome picture. Gladiator's mohawk isn't bending for the column. Song lyrics come to mind "Just so long, just so long as it don't mess up his hair"
When approaching feats one thing I may have mentioned before was getting as much bang for the buck on top of comic accuracy. How many times has this happened to you - you have a figure with Psychic Blast ready to cut open some beat stick's mind and that beat stick just bases you.
Suddenly your 2 Damage Value is completely useless and you are struggling to break away to reposition to push to assault said figures mind.
But wait, why would someone who attacks the mind need to be at a distance? Isn't the mind just as vulnerable to these Psychics as up close?
I thought so, so I give you Mental Assault:
The first gripe many have is the 1 damage. Why couldn't it be your unmodified base damage? 1st Answer: Exploit Weakness. Second Answer - because Bricks need to still have a reason to base said figure. By making someone able to deal 3 straight whether close or away is just too game-breaking potentially. But characters like Chamber, Cassie Nova, Jean Grey, etc SHOULD be able to hurt someone close to them.
So I made this cheap utility Feat to give a little nudge to those 2 and 1 damage Psi-Blasters. And even figures with 4+ damage and Psi-Blast may consider the guaranteed 1 over the chance an opponent might Imperv out of it.