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I understand that WizKids is revising powers this year and that currently their idea for Super Strength is to generate knockback. Considering SS characters will no longer be unique in their ability to use Light objects (a thematically good idea in itself), this is not good enough nor comic-accurate enough.
Super Strength in HeroClix has always bothered me. Let's say I have 6 SS characters on my team but there’s only 2 heavy objects on the map. What good is this power then?!
My idea for a fix is that SS characters should have minimum damage 3. So a character with 2 damage and SS could be Outwitted to effectively perplex their damage back to the printed value. My reasoning for the 3 damage is that it is ridiculous for a SS character to get stuck behind a wall or be unable to harm an Invulnerable or Impervious character.
Or, perhaps since soon light objects will be able to be picked up by any character, Super Strength gives characters a straight up +1 DaV when making a close combat attack
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FREE: Destroy an adjacent square of blocking terrain.
POWER: Destroy an adjacent square of printed blocking terrain. If the blocking terrain was a wall, place a light object adjacent to this character. Otherwise, place a heavy object adjacent to this character.
I've been asking for a SStr revison for years. It's getting revised this year but....
To generate KB. Not bad but now this detracts from Force Blast.
Here it gets a bump but it loses out to the generic "anyone can pick up a light", a detractor for SStr.
Some will say it is great for that alpha hit, but this isn't good enough. What if, I push and lose the power? Get hit? Outwitted? Run out of objects? Never get to one? The power is completely redundant or a one trick pony.
We are talking about Super Strength here WK, one of THE staple powers of the superhero genre and it goes unloved in our great game.
My biggest issue is that beyond objects it serves no other purpose, it needs something passive like a +1, can always break walls, stuns an opponent (put a token on), you lift up/throw friendlies or opposers, Rip-It-Up lite/ carry two things at once, carry characters bigger than you. Some figs have traits and SPs that SStr could use permanently and not break the game.
I agree that adding knockback still isn't quite there... I agree there are two objects. With the advent of items like Weapon Drop or the Symbiote, it's better to include them than 2 objects. I've even used Batman's Surfboard more than regular objects!
When WK was talking about powers and rules changes, I actually submitted a suggestion that if all available objects are no longer on the map, then a character with Super Strength got +1 to damage.
This way, there is more incentive to use those objects, and regular characters can use those light objects... but if ther aren't any more to use, then you can still get SOME benefit from having the power.
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I like the knockback addition, because it helps replicate comic book battles.
I'd have made this change to Super Strength: "this character MAY choose to knockback a hit target, and this knockback CANNOT be ignored by Charge or Combat Reflexes".
(I'd also like to improve Invulnerability to include "this character cannot be moved, placed or knocked back by opposing characters under 200 points").
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I dunno about inherent wall-busting as a Super Strength aspect, because some characters who should have Super Strength (I.E. Spider-Man) are not particularly known for busting walls. The big bricks, sure, they should be able to do it, but not all characters with super strength are wallbusters.
I honestly feel like maybe Super Strength should incorporate the old Rip it Up feat card as part of its inherent abilities. It's a common tactic of superhuman strengthers to tear a chunk of asphalt up or what have you and use it as a weapon, so why not bring that back?
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I like the knockback addition, because it helps replicate comic book battles.
I'd have made this change to Super Strength: "this character MAY choose to knockback a hit target, and this knockback CANNOT be ignored by Charge or Combat Reflexes".
(I'd also like to improve Invulnerability to include "this character cannot be moved, placed or knocked back by opposing characters under 200 points").
This, but I'd say the knockback cannot be ignored by anything.
It might also be nice if there was an additional clause that stated "Knockback damage caused by this character's attacks cannot be reduced below 1."
This, but I'd say the knockback cannot be ignored by anything.
It might also be nice if there was an additional clause that stated "Knockback damage caused by this character's attacks cannot be reduced below 1."
So, I like SS the way they have it, BUT I think they should change rules to Knockback.
A character who is knocked back ignores characters it would move through during the knockback. And if a character is in the square that character would land in put the character in the square before it and take one damage. Something like that.
I like the knockback addition, because it helps replicate comic book battles.
comic accurate, yes but as a game mechanic, most of the time I don't that player to be KB'd, Hulk want SMASH!
Quote : Originally Posted by No-Name
I honestly feel like maybe Super Strength should incorporate the old Rip it Up feat card as part of its inherent abilities. It's a common tactic of superhuman strengthers to tear a chunk of asphalt up or what have you and use it as a weapon, so why not bring that back?
This is probably my go to improvement for the power, may a die roll to limit it a tad, like Imperv. or X-Men TA.
When WK was talking about powers and rules changes, I actually submitted a suggestion that if all available objects are no longer on the map, then a character with Super Strength got +1 to damage.
This way, there is more incentive to use those objects, and regular characters can use those light objects... but if ther aren't any more to use, then you can still get SOME benefit from having the power.
I wouldn't want to make it too overpowered, especially for how common it is. A simple addition of:
POWER: Roll a d6, on 2-4 character is holding light object, on 5-6 character is holding heavy object. Do not place any object tokens when this object is dropped.
This gives reason to still use objects, as they will be free to pick up, but provides alternatives if there are no objects present, or within the line of your attack. The limitations prevent overpowering and abuse.
what If SS characters who are 100 points or more. With out object, roll a D6. on a result 5-6 modify the characters attack by +1:After action, roll anoter D6. on a result of 5-6 modify the attacked characters defense by -1.
I also believe they should make a point system.
characters less then 100 points may roll for the attack bonus.
characters 100 points or more may roll for both bonuses + knock back.
We don't want to dedicate a whole chapter of rules to SS, tweaking things to such fine degrees with so many options/conditions detracts too much from the game. It needs to be something simple that will fit easily on the PAC.