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With the "death" of feat cards and battlefield conditions, and a new set of rules coming our way from the Blackest Night starter, I felt like this could use a bump.
Lets go over the list, all of this can be viewed in greater detail on the first page.
Stealth, without the aid of trickshot/elitesniper/homing device/maneuver/thunderbolts is once again too powerful. Captain America, Ahab, and Dr. Strange are not enough to counterbalance this.
Blades/claws/fangs remains too strong on cheap figures and too unpredictable to be worth it on powerful ones.
Without mental shields and compel, expensive mind controllers (Apocalypse, LE Victor Von Doom, Superman 1,000,000, Loki) will almost never have a reason to use mind control. it just doesn't make sense to use more than half your force total to maybe maybe take control of an opponents piece, maybe have them do something, and probably take feedback damage. There have been a increasing number of special powers that circumvent how mind control works (Ultron, Circe, Dr. Destiny, Enchantress) when the real problem is the PAC itself. Fix the power and so many tweaks with unnecessary special powers will be unneeded.
Charge/flurry is still far far too potent a combo. They should not work in unison. Having charge and then being able to follow up with flurry or use it if based is PLENTY powerful enough.
Without all the feats that made it interesting, Plasticity is once again barely useful because it cannot tie up figures that break away for free. Outwit should not be a more effective method of tying up a figure than plasticity.
Duos still have a inefficient attack type that doesn't allow them to combine their powers with their attacks. There's a lot of duos coming in B&tB, and I'd like their rules to be more streamlined. There are many duos (Nightwing&Starfire, Cloak&Dagger, Hawk&Dove) that might as well not have powers on their dials, because each turn they have to make the terrible decision to use their powers, or use their duo attack ability. Sometimes it is about options, usually it is about wasted potential.
Forceblast still sucks.
Hypersonic Speed with super strength remains too potent. The ability for a select few pieces move, to deal 6 damage, then run away, remains too strong.
Smokecloud still sucks.
Outwit remains the best way to deal with damage reducers. This trivializes exploit weakness and psychic blast, as well as damage reducing powers, this needs a fix.
Regeneration w/o automatic regeneration remains far too weak to be used under most circumstances, especially on high point figures.
Barrier on expensive characters remains semi-useless due to action allotment and the clearing system.
With point costs getting bigger, your average hero costs more than 75 points, and your average generic costing upwards of 30-40, leadership just isn't as useful as it once was, and leadership was never a good power. For leadership to be truly efficient, you would have to have 7-8 characters on your force for a 300 point game. When Gambit costed 44-51 points this made sense, now he costs 90, etc. Without feat cards to prop it up, the PAC version of leadership that was never any good, needs help.
Perplex lasting a full round instead of one turn makes it too strong, especially with it being able to stack. I personally do not find it very fun when my damage is perplexed down to 1 or my opponent perplexes a defense up to 20. It should not stack.
If you get bumping it, this thread will NEVER get into groovyboy's flash-from-the-past threads.
Ha true enough. Those threads sure are fun to read, and while I kinda consider this a "classic" thread, especially because the origional post was SO long and convoluted. However, there just isn't much trolling going on in here, so I don't think it would have been deemed entertaining enough to get into his list.
Quote : Originally Posted by darklogos
I partially agree with charge flurry but sadly that's what bricks need to be competitive. As long as charge flurry is not on a range piece I'm fine with that.
Outwit doesn't trivilize psiblast or exploit weakness or even pulsewave. Here is why. First off these powers let me use my outwit somewhere else. Next exploit weakness and psiblast don't work well against super senses ... I can psiblast from over 12 squares away with some figures. I can't ouwit that far away.
I feel that in a game with a maximum of 11 health, being able to hit for 10 damage is bad for the game. There have been heavy hitters with Flurry before, and there's always been flurry B/C/F combo pieces, but at the stipulation that they had to rely on team mates or to wait a turn before they used such a potent combination. Charge flurry just gives way too much reach to figures than can deal out 8-12 damage in a single action worth of attacks.
But it does! While it is true that you can outwit something else if you don't need to worry about damage reducers, why bring a psychic blaster or an exploit weakness piece when you could just bring, more outwit? EW and PB only have the synergies with charge and running shot, that is the only reason people bother with them in a competitive sense. Without that synergy, RCE and CCE would be better in every single situation that didn't involve an opposing character rolling 5 or 6 damage on their impervious roles. Outwit works on everything, while EW and PB only work on 3 standard and a handful of special powers in the game. One is so much more versatile, unless you've got a long ranged running shot, or are charging around a corner, why bother at all? You may be able to Psychic Blast 12+ squares away, but figures can move and outwit too, giving outwit a 17-22 range on most pieces that possess it. EW and PB are sandwiched between outwit and CCE/RCE in terms of usefulness, and I think something that could differentiate them a little more would be good for the game, especially if it tones outwit down, because everyone knows how good it is.
Quote : Originally Posted by JackAssterson
I demand to know what Brazil thinks about all this! I want his opinion in full, with a table of contents and footnotes!
The answer is that every figure needs move and attack base line, clearly.
Thing is you can't running shot and then outwit in mid stride. Outwit has to be done before or after the action. Outwit to me faces some hard problems. If you make it so that a 1-99 point figure can't negate a 200+ figure you force support powers on high cost figures or inflate general point cost which makes 300pt games a thing of the past. Then you have option of making people roll for it. The problem is that people would have to pack more outwit to be effective and special power outwits will get even sicker.
The thing that you did hit on that I agree with to an extent is that exploit weakness and psiblast hit a mid ground. That means that they are balanced. But what if those two powers ignore super senses as well. Then we might get somewhere. Then you have a reason to have those powers over outwit. Here is why. That if a defense value changed from imperv to super senses then there is no need for another outwit.
I wouldn't mind of psyblast/exploit prevented all defensive powers from working. Special powers in the wrong slot complicate this a bit, but I'm sure you understand what I mean. I just like tiered damage reduction for simplicities sake.
If anything I think the CCE and RCE should be +1 attack and +1 damage instead of +2 damage, but that's just not a really important change so I didn't bother to list it. Both those powers are plenty good as is.
I wouldn't mind of psyblast/exploit prevented all defensive powers from working. Special powers in the wrong slot complicate this a bit, but I'm sure you understand what I mean. I just like tiered damage reduction for simplicities sake.
If anything I think the CCE and RCE should be +1 attack and +1 damage instead of +2 damage, but that's just not a really important change so I didn't bother to list it. Both those powers are plenty good as is.
I would agree with that CCE and RCE change. But it does change a good number of figures ability to break Invulnerability. The Avenger's Ultimate Captain America comes to mind, with a 12 attack and 1 natural damage the CCE's +2 damage is what keeps him dangerous.
So I've tried to rationalize in my head that its okay for a master of close combat or range combat fighting to be able to adjust how they would like to use up to +2 of modification to their stats.
in response to ultraDRGN very good and thought provoking post, i say this!
FLURRY: like it. i agree that charge flurry can be too much, especially in conjunction with perplex. sure skrull elektra isnt game breaking when she uses charge/flurry, but what happens when you perplex her damage up by 1? or 2?
PLASTICITY: love it. dont know why its taken so long to get any kind of rule or feat card to boost plasticity into the realm of useful.
STEALTH: like it. what do you think of stealth as a 'saving throw' rather than a set power, i.e. 'lines of fire to this figure are blocked on a roll of 3+. if a figures LOF is blocked it may choose another target' etc. on a side note, seriously, how stupid is SI invisible woman's version of this power? range 7? when the majority of pieces in the game have range 6? they should change her name to mostly visible female or something.
FORCE BLAST: LOVE THIS IDEA! i would also love to see a character with a combo of P/T and FB with this change. i would also love to see FB effect smoke cloud, i.e. remove 2 smoke cloud tokens within 1/2 range, or something to that effect.
HYPERSONIC SPEED: what if you just couldnt use an object w/hypersonic? this power is still a game breaker. its funny that everyone complains about superman with hypersonic, but my god ms. marvel is so much worse, at least you can draw lines of fire to superman if you can get to him.
BLADES/CLAWS/FANGS: i dont now like this idea, however it seems to me that B/C/F should never do 6 as it is. why not change the power to d3 or d4 damage, which to me seems like a more accurate portrayal of the amound of damage these weapons can do in the superhero genre. if a character has special abilities that ramp up their damage with their chosen weapon, then show that in stats or in PAC powers (EW, CCE, etc)
SMOKE CLOUD: like it. you are right that smoke cloud is a sad entry on any dial, and no one would miss it if it was gone. that said, i think that using it in the same way you applied your FB idea would work just as well, as in, at the end of a move or as a free action in conjunction with another action.
IMPERVIOUS/INVULNERABILITY/TOUGHNESS: like it. sounds reasonable enough.
REGENERATION: not sure if i get it, are you saying i can regen if i gave this character a standard action but not a free one? i'm not opposed to it either way, just not sure if thats what you meant.
PERPLEX: like it. perplex got a huge shot in the arm with the FF4 starter allowing full turn perplex, and i would say it has become the most used power in my venue due to its WIDE variety of uses, so thank god for the rule of 3...i can get behind the perplex adjustments because dropping 3 on any stat is kinda lame. i cant say i havent done it, but then, i am kinda lame.
MIND CONTROL: here is my idea of an adjust to MC feedback, character doesnt take feedback if controlling points do not exceed their own. so a 200 pt piece wouldnt take feedback unless trying to control someone more powerful then themselves. MC should also not require a clear LOF because you dont gotta see em to take over their mind do you?
INCAP:i really like incap, but you are right when you say its useless on higher point pieces with only one lightning bolt. likewise, with EE. i am not a fan of EE except in the rarest of circumstances. with these i would say, when using these 1/2 damage instead of 0/1 per hit. i.e.: incap would halve the attackers damage when making the attack along with adding a token. when a figure uses EE halve their damage. this is the amount of damage each figure takes when hit by this power. the EE change would be a big boost to the power, however it seems appropriate when a figure with 4 damage attacks that it can do more than 1 per figure of splash damage.
BARRIER: i actually kinda like barrier the way it is, but understand the frustration with it, especailly when it is on attack pieces i.e. star saphire, justice etc. i think the dial makers need to adjust their use of it. for example, barrier is fantastic on lisa drak. she is a perfect barrier option, but not so much on Ganthet. if barrier is character accurate, do something like they did with arkillo. i have never heard anyone say arkillo is broken with his free barrier ability and it seems to capture the ability of his power rings protective capacity. maybe thats what the alternate GL team ability should be!
LEADERSHIP: tough one. if feats are going away, then this wont be as useful to tack contingency plan onto (another of my venue's favorites...) what about +1 to attack for all friendly characters w/in 6 spaces, or give a character w/in 6 spaces a power action to heal 1 click of damage, or charcters w/in 4 spaces that have a lower point value have indominatable. idk, these are just brainstorms.
i know, its too long to read, but i wanted to chime in on ultraDRGN's very fun to read post. have fun tearing this apart.
REGENERATION: not sure if i get it, are you saying i can regen if i gave this character a standard action but not a free one? i'm not opposed to it either way, just not sure if thats what you meant.
Just the opposite actually. You get to regenerate as a free action when you clear the piece with regeneration. Meaning you still can't heal and then do something in the same turn, but you don't get an action token for regenerating so you are fresh the following turn.
Quote : Originally Posted by wayshaw
i know, its too long to read, but i wanted to chime in on ultraDRGN's very fun to read post. have fun tearing this apart.
Appreciate it. And your post isn't even close to too long. Do you have any idea how many days the origional post took to write? The answer is... more than 1.
All this talk about new rules seems like the perfect flimsy pretext to bump this thread. Try to keep discussion on the first 2 posts as many of the pages after that are discussing things that have been altered.