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Thoee all look excellent! The only one I'm afraid of is BAMF! on the new Nightcrawler! I think he already has a better version of this Feat & would gain another 3 squares of movement from it!
Thanks!
And fret not, my friend. WoS Nightcrawler doesn't meet the pre-req's for the feat. No Phase/Teleport (which I am actually bummed about).
Only his REV set from Fantastic Forces can use it.
Visible Dials and Pushing Damage need to be optional. This is the way.
Again, going for flavor, I wanted to emulate the burning abilities of characters like Plasmus, Radioactive Man or the Human Torch. Even the joker has been known to employ some acid to burn a hole through a wall.
Dissolve allows for non-super-strength characters with low damage to still blast through walls. And many a time these pieces have burned a hole for his pals to enter through.
Game wise, adding options to powers that are used only one way makes for a niftier game experience, I find.
Enjoy:
Visible Dials and Pushing Damage need to be optional. This is the way.
One of the many reasons I like Feats over Special Powers is the inherent limit a Special Power has. Take Namor, for example. His SP is:
ATLANTIC REJUVENATION: If Namor occupies water terrain, he can use Regeneration.
Awesome! Very comic accurate. So what about Aquaman? Sure the Judge version from JL is good to go but there are at least 9 more Aquamans who don't get it. Each is equally deserving. As a feat then many more figures could be comic-accurate.
You will see this design concept from time to time - where I take a limited Special Power (that is a good idea) and then transform it into a feat for the myriad of characters that should be able to perform said power stunt, too. Nothing brilliant, yet I offer you Aquatic Rejuvenation:
You will notice the defensive requirement. This follows my philosophy of balance. Without the defensive value pre-req, someone like Namor (who already has built in healing) would easily stay at his top click. That is too powerful and I try and focus my feats on characters who are in need.
Since Namor's defense bottoms out at a 16, I didn't want him double-dipping. 15 was a possibility, but there are plenty of older figures that have a 15 to start with. Checking dials, 14 was a common number near the end, where I wanted this to work.
Also, by making this a one time use it does 2 things:
A) Eliminates any chance of this feat being abused.
B) Makes it cheap enough to throw onto a team but not so powerful it becomes a "no-brainer" feat.
Visible Dials and Pushing Damage need to be optional. This is the way.
Thanks, al. I'd love to hear reports of players trying out / using these feats.
Going back to my design philosophy, one of the biggest point sinks in the game has been dual and triple targets. Its understandable why they are expensive, given their ability to "hedge your bets" but there are powers that don't work with them.
No problem, I know all about "options". But when you use RCE or only have a single target in range, you are still paying for those dual and triple targets even when its not really an option.
Add to it the ever climbing defensive scores and characters that drop to 8 and 7 attack values (still with multi-targets) and guys like this, while cheap, really struggle to hit anyone:
See? Poor Electro, what Spider-Man can he hit when he's facing the wall-crawler one on one? Now if he concentrated his focus on a single target, surely he'd improve his chances, right? Behold Careful Aim:
Regarding cost and stipulations, I approach design with intent first (discussed above) but then you must consider balance within the game. A +1 to hit can be pretty powerful and there are several 10 and 12 range pieces that could sit back and devastate with a few Enhancers.
To curl abuse, and really benefit those 2, 4, and 6 range pieces who really need the help (due to them being close to the fight anyway), I added the requirement that you would really need to be closer to gain the benefit. 5 points tends to be a throwaway amount (as evidenced by Lunge) so I couldn't go lower on cost (remember, no "duh" feats). A +1 on a 12 or 13 attack isn't helping that much but it could be huge with a 7-9 attack value so I wanted something that was affordable. Also, remember, the character is already paying a premium for his multi-targets so no sense in punishing him with an even higher cost. Hence the 6 points.
At this point Blackheart25 started complaining about too much flavor, not enough power. So the next batch of feats get ready to see some neat power stunts that will hopefully blow your socks off.
Thanks for reading!
Visible Dials and Pushing Damage need to be optional. This is the way.
See? Poor Electro, what Spider-Man can he hit when he's facing the wall-crawler one on one? Now if he concentrated his focus on a single target, surely he'd improve his chances, right?
How dare you sir! Electro needs no help zaping that annoying insect! But it might be nice for other less Electro-like characters.
Psst hey Electro! Tyroclix made something for you that you are going to like!
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So the next batch of feats get ready to see some neat power stunts that will hopefully blow your socks off.
Thanks for reading!
I'm still in sandle mode but I will prepare for said event by putting on socks for this very reason.
It is almost upon us! Are you prepared for the Quarmageddon?
These are beautiful!! I love all of the thought and work put into these feats and best of all, the pics match the feats!!! A feat for b/c/f(Sunder) with She-Hulk on the cover!? WTF!? Rep to you, sir!
Superman: "One of these days, Lois....POW!!! Right to the Marvel Universe!"
Thanks fellas. As mentioned prior, I make sure if a character appears on a feat that they can actually use it. Another annoyance is Sue Storm and Camouflage.
My next feat serves 2 purposes. First off, back in the old days of clix, a character could only have 1 defensive power at a time. So either a brick would have damage reducers their whole dial or they would have no damage reducers.
Comic-wise, does Hulk get easy enough to hurt that HERBIE could damage him? Not really. So when Hulk gets regen or willpower, he gets weak. Same with Wonder Woman.
Also, what about those pieces that punch through walls? Don't they deserve a little toughening? Spider-Man gets up after falling into cars all the time.
Taking HeroClix as a whole, a common complaint is damage reducers getting outwitted. Well we already have Fortitude (for 25 points) and Durable (for 18 if you are using mine) but aren't there any other options? Behold Dense Flesh:
Now if Hulk has Super-Strength, he has some version of damage reducer. If Superman has his Imperv Outwitted, he has some form of damage reducer.
Costing this one was easy. Its nearly identical to Force Field just with different pre-reqs. You will see this as a common design element. When an effect is close to another design, I'll align the costs.
Visible Dials and Pushing Damage need to be optional. This is the way.
When Reroute was envisioned, I was thinking of a lot of things.
A) Some of Iron Man's coolest moments has been moving power through subsystems to have a last ditch effect. It was dangerous but showed the power of the Iron Man armor.
B) Power - I wanted feats that capture comic-accuracy but I also wanted to make some powerful feats to keep up with the insane Special Powers a handful of figures were getting.
C) Balance. How to combine A&B and get C?
I playtested this several times (thanks to Mon_Ami for being my #1 guinea pig) for fear it would be too powerful. I liked the boost as a +1 just didn't seem worth it. But I needed a negative that felt accurate but didn't ruin the feat.
I used the best parts of a few other ideas and melded them into this feat below. The range element was added to eliminate Colossus who really couldn't reroute anything. Its proved popular at times and the Rerouting feedback has been impactful in some games. Overall, I am very happy with it.
Visible Dials and Pushing Damage need to be optional. This is the way.
Some more great Feats, my friend. I wish you were designing ones for Wizkids! Heck, I wish we were still playtesting for them, it seems they really need it! Cosmic Spider-Man, youch!
"Hail HYDRA! Immortal HYDRA! We will never be destroyed! Cut off a limb and two more shall take its place!" - Hydra Agent Mantra
Thanks. I smile every time I get one of your e-mails for the Game Empire. Good times. One of these days, when I can afford to come out that way, don't think I won't be bringing my dice and some action tokens.
If anyone does ever use these feats, I'd love to hear back on how it worked.
I wish I was more computer savvy so I could post these less big and printed to the right size. The ones I have in hand that I give out to my players look fantastic. I am lucky to have a friend who is a graphic artist and makes all my ideas come to life. On 60 lb presentation paper (and the custom back he put on) they are of the same quality as the cards we got from AA.
Once I convince him to 'redo' my Alternate Team Abilities with the black border so they look official, I'll post some of them. A few are obvious remakes - but I have a Rogue's ATA that I think many players would enjoy.
Visible Dials and Pushing Damage need to be optional. This is the way.
I admit I am proud of how these feat cards turned out design-wise (Batcrazee gets credit for the computer know-how).
That being said, I have made feats I am less than thrilled with. An example of this is Divebomb.
My thinking was, "If Soaring has been removed than the Divebomb feat they made is a waste. So how can I bring it back?"
I wanted to capture the feel of the original while making it fit within the context of the current game. I made it the same cost and name so it could "replace" the original. Unfortunately, it doesn't see much play due to the cost. Its so circumstantial 10 points is usually too much.
Its still a useful feat - 0 range fliers are still around, but sometimes you get a little myopic when you have a certain goal. Lesson learned.
Visible Dials and Pushing Damage need to be optional. This is the way.