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i like the prob now in that it is only attack and breakaway, but i don't like it not interacting with support now. if i miss my support "attack" thats not an attack roll, it misses. that's it.
Good discussion on the new rules. Regarding Jeremiah's point on pre-emptive Outwit, I think you guys got around to it eventually as being necessary to the current meta precisely because of the current glut of Pick-A-Power figures. They need a Silver Bullet for them, and letting Outwit effectively stop them from picking at least one power is kind of it. Granted there are still a few dozen other powers they can pick instead, but you can at least limit them from picking that one that will totally wreck you now.
I think if there's one thing they took too far it's Mind Control. It's become horribly bland and generic now. It was never a game breaking power, but it was always fun to see how you could turn your opponent's strengths against them. I think of everything that's the one part of the old rules that I will miss the most.
Good discussion on the new rules. Regarding Jeremiah's point on pre-emptive Outwit, I think you guys got around to it eventually as being necessary to the current meta precisely because of the current glut of Pick-A-Power figures. They need a Silver Bullet for them, and letting Outwit effectively stop them from picking at least one power is kind of it. Granted there are still a few dozen other powers they can pick instead, but you can at least limit them from picking that one that will totally wreck you now.
I think if there's one thing they took too far it's Mind Control. It's become horribly bland and generic now. It was never a game breaking power, but it was always fun to see how you could turn your opponent's strengths against them. I think of everything that's the one part of the old rules that I will miss the most.
That's fair. I like the new Mind Control, but there will certainly be times where I'll find myself wishing it was still the old way.
We were both SUPER pissed at his post office that it didn't get delivered. It was then sent back to me as a "Return to sender" package. A week later I finally got it back. I was ready to take a picture of the package and show it to Dylan to show him that it was properly addressed...and that's when I saw it...I forgot to put the apartment number on the box. Not a bad penmanship problem (Even though it's not the GREATEST penmanship), it was a me problem. I suppose I was bound to make a mistake after about 300 trades on HCRealms, Facebook, etc.
At least this one is easily rectifiable and is going back out in the mail as of today!
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
I think if there's one thing they took too far it's Mind Control. It's become horribly bland and generic now. It was never a game breaking power, but it was always fun to see how you could turn your opponent's strengths against them. I think of everything that's the one part of the old rules that I will miss the most.
Quote : Originally Posted by theavengerthor
That's fair. I like the new Mind Control, but there will certainly be times where I'll find myself wishing it was still the old way.
I am mixed about this one also. My first reaction was positive. After using it in practice, it limits the effectiveness so much I have found it worthless in many situations. If the character could MOVE then RANGE/CLOSE, it would be great. My problem is that there are many characters who damage output becomes insignificant if they can't use their P/PB, EW, CCE, RCE, etc. The power became weaker in offense and board control.
I like the change to HSS and Super Strength EXCEPT.
IMO any character with HSS should also be granted Charge. This way they can still use Super Strength, Blades, or Exploit weakness.