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I was actually very happy to see another clix cast up, I really enjoy hearing fellow clixaddix and their exploits/adventures. This is the third time you've mentioned a favorite figure/series of figures of mine! First adam warlock who gets a bad reputation because of his high cost, horsemen and now Doom/Kang! They can prove to be a devastating duo figure. Wildcarding three figures would make doom and kang ridiculously overpowered. A robin for batman ally, a 150 point baron zemo for masters of evil as well as his 'Master of the masters' trait and any generic mystic. (Yes I know...very cheap) Now doom and kang are going to runningshot straight into stealth,penetrating for 5 damage for 3 or more consecutive turns without ever resting and possibly never taking a Moe unavoidable. I don't play them in such a way unless im going up against vehicles or teambase....usually they are accompanied by 2 doombots for enhancment and two space phantoms. (2 goons for each doom and kang)
I've played against a spiral team about four times since she's been released and I have never seen her win except once. The first two matches were practice matches with a friend using her printed dial, the next was in a tournament style match where my horsemen decimated her and the third I watched her go down in a battle royal. She doesn't scare me. However I do agree with you're suggestion of restricting her portal tokens to friendlies with certain keywords...that would be a MASSIVE decrease in her broken potential.
Glad to hear from you guys again!
The last time I played Doom/Kang was on a 400 point team with AVM Tony Stark and IM3 Tony Stark. All of their support powers, along with the AI TA did wonders for the team.
I don't think the multi-action 'Working together' element is the problem with teambases.....its everything else a teambase has that make 4-5 attacks devastating. If a designer is going to allow a single based figure (teambase or otherwise ) attack five friggin times then why not balance it with lower stats and a higher pointcost? Does the xmen gold base REALLY need to have the ability to deal 50+ damage in two consecutive turns? Indomitable, 5 damage, 19 defense, break away automatically, stealth, can't be outwitted.......if you are going to give a figure that much damage output then why are you giving it EVERY good element a figure could possibly have? Why not 3 damage? Why not start with a 17 impervious? Does the attack value HAVE to be a 12+ to assure it hits every friggin time? Let's throw on probability control just in case the universe sees teambase as unbalanced and curses the die. Its all just bad design......I don't think the xmen should EVER have 19 impervious and 5 penetrating damage, it sounds like we are talking about darkseid or Thanos now.
If they were still designing them brand new, you might be right. But we're well passed that point. Changing the states is no longer an option. So changing the amount of actions from WT is probably the easiest and simplest thing to do at this point.
They groaned, they stirred, they all uprose, Nor spake, nor moved their eyes; It had been strange, even in a dream, To have seen those dead men rise.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
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