You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
The full cost versions would be useless if my opponents could look at their dial layouts during the game.
I hadn't thought about this before. Maybe on figures like this (which I think are awesome. Jimmy olsen is great), they could not show the dials? It seems a bit convoluted and unnecessary but something should be done so these kind of figs wouldn't just be hit for heavy damage.
Exactly! Figuring out how to modify/apply damage is really a significant part of the game. One that is being completely disregarded by those who are against "guessing" what is on their opponent's dials.
I'm torn. I don't know whether or not it would be good to go through the process of (ultimately) guessing how much damage to apply to a character or not. I can see how it might not be necessary or the opposite.
Let me say that over time i've learned how many clicks a figure has 95% of the time.
So I guess, for newer players, they don't have that luxury and are at a pretty decent disadvantage just because I "know" what it probably takes to KO the figure. Thats a factor, at least, in why a player should be allowed to see the dial.
I hadn't thought about this before. Maybe on figures like this (which I think are awesome. Jimmy olsen is great), they could not show the dials? It seems a bit convoluted and unnecessary but something should be done so these kind of figs wouldn't just be hit for heavy damage.
I'm a fan of consistency in rules...
Quote : Originally Posted by Blazeyblaze
I'm torn. I don't know whether or not it would be good to go through the process of (ultimately) guessing how much damage to apply to a character or not. I can see how it might not be necessary or the opposite.
Let me say that over time i've learned how many clicks a figure has 95% of the time.
So I guess, for newer players, they don't have that luxury and are at a pretty decent disadvantage just because I "know" what it probably takes to KO the figure. Thats a factor, at least, in why a player should be allowed to see the dial.
1. I don't believe that it is possible for anyone to be 100% accurate about how many clicks a figure will have as much as 75% of the time, much less 95%. Maybe within the general range, within a click or two, but on the nose? I doubt it.
2. Why is it considered a bad thing for more experienced players to have an advantage? That's kind of the point of experience and how things work with, oh, just about everything.
3. Is it actually "leveling" the playing field? As I said before, I don't believe that even the most experienced players will always know exactly how many clicks it takes to KO every figure. But if they do know, then they'll probably be able to exploit that information a heck of a lot more efficiently than the new player will.
1. I don't believe that it is possible for anyone to be 100% accurate about how many clicks a figure will have as much as 75% of the time, much less 95%. Maybe within the general range, within a click or two, but on the nose? I doubt it.
2. Why is it considered a bad thing for more experienced players to have an advantage? That's kind of the point of experience and how things work with, oh, just about everything.
3. Is it actually "leveling" the playing field? As I said before, I don't believe that even the most experienced players will always know exactly how many clicks it takes to KO every figure. But if they do know, then they'll probably be able to exploit that information a heck of a lot more efficiently than the new player will.
Okay, maybe I'm not spot on. Maybe not 95% of the time. But usually within a click.
I don't think experience should be a factor in a game if it doesn't have to be. At least in this game. Skill should be a factor. And I don't think dial knowledge should be a skill that gives me an advantage.
BTW That jimmy olsen/dial length post is the only good argument i've heard against putting dials on cards. If it had to be no dials shown at all on cards or on every card I would be against it just because of that. Jimmy Olsen needs to save heroclix.
That "within a click" can make a big difference.
Do you need to put both of your RCE modifiers in damage? Or will one be enough?
Why shouldn't experience be a factor?
Are there any games (this side of 'Candy Land') where experience isn't a factor? Doesn't growing more familiar with a game and getting better at it serve as a motivator?
No need for clix any more right? it's basically D&D now. Just without the story. if you want to make the game simpler take away, resources, special powers, team bases etc...
They've made the game easier, not simpler. No thank you WK
1. I don't believe that it is possible for anyone to be 100% accurate about how many clicks a figure will have as much as 75% of the time, much less 95%. Maybe within the general range, within a click or two, but on the nose? I doubt it.
2. Why is it considered a bad thing for more experienced players to have an advantage? That's kind of the point of experience and how things work with, oh, just about everything.
3. Is it actually "leveling" the playing field? As I said before, I don't believe that even the most experienced players will always know exactly how many clicks it takes to KO every figure. But if they do know, then they'll probably be able to exploit that information a heck of a lot more efficiently than the new player will.
Yep, agreed 100%. Esp. point #2.
"Our mother has been absent ever since we founded Rome; but there's gonna be a party when the wolf comes home."
Lots of discussion regarding "leveling the playing field" and taking away the advantage of more experienced players and their hundreds of memorized dials.
But, what about that advantage of those who have more figures?
What about the advantage of having more money and access to all the chases and entities and con figures?
Are those less of a detriment to new players than an opponent who can make an educated guess about how much damage they need to do to KO a figure?
That "within a click" can make a big difference.
Do you need to put both of your RCE modifiers in damage? Or will one be enough?
Why shouldn't experience be a factor?
Are there any games (this side of 'Candy Land') where experience isn't a factor? Doesn't growing more familiar with a game and getting better at it serve as a motivator?
True story. Knowing whether or not to put 1 extra into damage or increase your chances and go with attack can make a big difference. And thats cool.
Are there any other games where experience isn't a factor? Eh, not really. But a good grasp of the rules and a little foresight can go a long way.
I'm cool with heroclix as is, but I'd still like to see my own click.
Lots of discussion regarding "leveling the playing field" and taking away the advantage of more experienced players and their hundreds of memorized dials.
But, what about that advantage of those who have more figures?
What about the advantage of having more money and access to all the chases and entities and con figures?
Are those less of a detriment to new players than an opponent who can make an educated guess about how much damage they need to do to KO a figure?
I think the "money" gap/divide is a huge problem in heroclix and it seems to be getting worse. And there are simple solitions for it that are hard to make for a business. And for customers as a whole to make. I'll leave it at that.
Lots of discussion regarding "leveling the playing field" and taking away the advantage of more experienced players and their hundreds of memorized dials.
But, what about that advantage of those who have more figures?
What about the advantage of having more money and access to all the chases and entities and con figures?
Are those less of a detriment to new players than an opponent who can make an educated guess about how much damage they need to do to KO a figure?
I agree, it shouldn't be about leveling the playing field, it should be about making players want to invest time in playing the game and that usually means making the game more accessible to a broader group of potential players.
The real question is what does Wizkids need to do to make the game more accessible to their target market?
As of right now, I'd say the #1 thing they need to do is clean up their rules, and the #2 thing is to put more value back into the boosters.
Investing in this new design for the cards is not an attraction for me. As a designer what would I recommend to change on the cards, maybe an over all stats e.g. the back of a 1991(personal preference) or 1992 marvel trading cards To find something new that Heroclix has done that really makes me interested is "restore the classics." e.g. the Web of Spider-Man collection is fragile and the painting is level 1. Yes this idea as it has only come to my mind as of now is just what we need as heroclix designers that are itching to makes some improvements but not give away the game. And if my idea is wins the majority votes then I'd probably get some points with the ladies, SO I'll start this motion. I motion to add a stats graphic similular to the one mentioned in this article, do we have a second?
Last edited by streetfighterrobert; 02/09/2016 at 16:55..
Reason: bad choice of font