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Mad Hatter (midget who even Robin says is a complete wimp) - 16 defense
Batgirl (great martial artist trained by Batman) - 17 defense
Despero - 17 defense
The Flash - 18 defense
Saturn Queen - 16 defense
The Joker - 16 defense
Firefly (dude with a flying suit) - 16 defense
Scandal Savage (crazy good fighter, tough too) - 17 defense
Floronic Man (you can't kill a vegetable by shooting it in the head) - 17 defense
Chang Tzu - 15 defense
Lashina (bulletproof, dang fast) - 17 defense
Ghost Fox Killer - 17 defense
Johnny Sorrow (can phase, you can't risk looking at his face) - 16 defense
Captain Gordon (pretty tough cop) - 16 defence
Ventriloquist (wimpy guy with a puppet) - 16 defense (toughness? )
Manhunter (super tough robots) - 17 defense
Street thug - 15 defense
Now some of these people also have toughness or super senses but even considering that...shouldn't some of these characters not have the same defenses?
Should a guy who gets beat up by a cripple and another guy who gets beat up by a kid in a cape really have only one less defense than a guy who beats up on the entire Justice League and a goddess?
Should a guy who gets beat up by a cripple and another guy who gets beat up by a kid in a cape really have only one less defense than a guy who beats up on the entire Justice League and a goddess?
uhmmmm...and now for something completely different: confuse the cat :cross-eye
Quote : Originally Posted by Grappler
Your lyrics are greatness! They definitely go into my HC Realms Hall of FAME list
I've said it in a few posts, this set is alot like sinister as spidermans villians are similar in power level to batmans. Also the set is full of second string attackers and support figures.
Out with the old, in with the new. Higher D values mean more players will go out and try and buy these up, often w/o looking at the bigger picture - Attacks/Powers. Throw a couple of GC Cops out to chew up attacks for cheap?
I don't care what you have to say, it makes no difference anyway, whatever it is, I'm against it!
Why does everyone in this set start with a 16 or 17 defense?
'Cause most folks start with a 9 attack. You need figures to work around an average chance to hit, as otherwise, they aren't worth playing. Currently, the most common starting attack number is 9. Which means you need a 7 to hit someone with a 16 defense (~58%, which is not horrible) and an 8 to hit a 17 defense (~41%, which means you will miss more often than not).
If defense numbers were much higher, all those 9 attacks would be essentially unplayable; if your opponents all have an 18 or 19 defense, your 9 attack means that you'll miss most of the time. Which is bad.
That everyone has a 16 or 17 defense also means that you can judge higher attack numbers as more useful--a 10 attack is pretty good; an 11 attack is fantastic (which is why folks tend to rely on figures with 10-11 attack as their main hitters). If everyone had a 19 defense, say, 11 attack wouldn't even be that good.
So you can certainly give folks a higher or lower defense, but as, like, 16.5 is the average defense number, you know that a 14 defense is really low and going to mean that everyone and their mom is going to hit you while a 19 defense is incredibly high and most folks are going to miss you the majority of the time (until they get their attack Perplexed up 3 times, which is why Perplex is so ridiculously strong).
So you can certainly give folks a higher or lower defense, but as, like, 16.5 is the average defense number, you know that a 14 defense is really low and going to mean that everyone and their mom is going to hit you while a 19 defense is incredibly high and most folks are going to miss you the majority of the time
I agree. Except if you give characters like Mad Hatter and Calculator who deserve 14 defenses 16 defenses and you give characters like Zoom and Cersei that deserve 19 defenses 17 defenses, you can't tell which character is supposed to be the one everyone and their mom could hit and who is the one that is going to be missed the majority of the time.
They all end up being the same, dodging about half the time, which is silly imo.
This set, it seems, is all about a downturn in power, an ebbing of the creep so frequently complained about. JL sported a fair deal of 18 DVs, M&M's trademark DV was 17 with ES/D (all the X-Men had it, it seemed) and Crisis... Well, Crisis was just nutty. SI was similarly nutty, with plenty of 18 DVs just hanging out, and it looks like AA is attempting to affect a slight downgrade.
I haven't seen the dials yet, but I'm happier with 16/17 defenses than 18 defenses.
The real annoyance for me is when using figures that have Attack values that drop like rocks, and then facing figures that (if not stealthed) routinely have 17/18 defenses. I recently played a pretty bad team (Marvel's Unrestricted "Animals") in which the key to winning was essentially Perplexing Devil Dinosaur&Moon-Boy's defense up each turn.