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While I don't agree at all with your first comment (everyone deserves respect and civility, even on an internet forum),
I totally agree with the second comment, making something a sure thing just leads to borken gameplay/team building and takes away from the fun and skill level of the game.
How about the OP's "Because of that - topics will come up again. If you do not want to address them - then by all means remain silent."
In other words, if you do not agree with me and my concerns, then shut up
As for spending a power action and achieving nothing, try these:
You cannot use Support when either the healer or the healed character is adjacent to an enemy
When I attack with a matched defence (defence is exactly 7 higher than attack value), my chance of hitting is a meager 58.3%. If they have Super Senses, that plummets to 38.9% and, woe of woes, if they had Shape Change, I have a 25.9% chance to land my blow. I spent a power action attempting ranged combat expert and I hit less than 30%? Change the rules!
I think regen is fine as is. There are definitely some dials that use it better than, say, the old Wolverine figs, which definitely suffer due to the placement of regen on the dial. My brother recently gave me fits with Annihilus's random mid-dial regen clicks.
I don't buy the "comic accuracy" argument, either. Firstly, HeroClix is a game. I realize that it's designed to emulate comic-book style battles, but issues of game balance must always come before accurate comic representation. Otherwise, you get a more comic-accurate game that is no fun/unplayable. And secondly, I think regen works ok as a comic-representation. Often I've seen Wolverine get smacked around and smashed through a wall, seemingly KO'd. He grunts, pushes the bricks off himself, staggers to his feet, and continues fighting. In game terms, he takes a bunch of damage, takes an action to regen, and gets back into the fight. Maybe not perfect, but I'd say it's good enough - while importantly maintaining game balance.
This topic DID come up very recently. I know because I posted the poll about it just a few weeks back. Here's a link to the thread. Lots of different opinions and arguments to be found here:
My Avatar is an as-yet-un-clixed character. If you know who it is, be the first respondant to correctly identify this character I'll send you some free rep!
How about the OP's "Because of that - topics will come up again. If you do not want to address them - then by all means remain silent."
In other words, if you do not agree with me and my concerns, then shut up
I hear you and he could have worded that much better, but I just took it as a young man trying to be diplomatic but lacking the language skills to accomplish the result (not meant as a put down). Even if he was flat out being rude, it's not what the other guy does but rather your own response that defines you.
I think regen should work to the tune that if they have regen on the click, and they dont perform any actions for the turn, then they should heal for 1. Not broken, and very comic accurate...
how many times have you seen wolverine say... wait a second let me see if i can at least repair my arm (squints real hard). GAH! I dont have it in me at this moment in time, maybe in another 5 minutes...
OR
maybe it could be similar to HSS option 2, except you role one dice, and on a 4 5 or 6 you add 1 to heal and keep rolling until you role a 1 2 or 3... that way you could potentially heal to max.
Point of post- Why is regeneration so weak / How to over come it?
Whenever I have a hero with regeneration, he always seems to die soon after. The ability feels weak to me.
You heal the amount of clix equal to a single die roll minus 2 (min result 0). For those of us engineers out there... the Avg roll value is 3.5 , which gives us an average heal of 1 to 2 clicks.
This isn't very much, and you use a power action to do so.
This usually leads me to healing (or missing) and then dying. To top it off, regeneration clicks usually have no other defensive powers (such as toughness) and have low numerical values. This makes me even easier to hit.
I was wondering 2 things.
1. Why is it such a weak ability?
2. How do you, personally, deal with it (without using feat cards)
3. If you could change it, how would you change it?
I answered #1 above.
2. I just fight till I die and don't even bother regenerating
3. There are a few fixes. It could be a free action (since the average heal is only 1 or 2). It could also be still a power action, but make it equal to the die roll minus 1, minimum 1.
Your thoughts?
I think it's perfect the way it is.
If a regener is being taxed too hard, he may not have the chance to regenerate.
If Wolverine was constantly being ran through a meatgrinder... he would have a poor chance to regenerate.
If Deadpool was constantly being hammered over and over and over again, even his healing factor may not kick in right away.
Which is why Regeneration power is perfect the way it is. You have a chance to heal, but then again... maybe not. Keeps it comic-book accurate in so many ways.
I WILL NOT DIE UNTIL YOU DIE WITH ME!: Once per turn, the Anti-Monitor can use Exploit Weakness. At the end of the round, if no character opposing the Anti-Monitor was defeated or eliminated, roll 2d6 and subtract the Anti-Monitor's unmodified damage value, minimum result 1. Heal the Anti-Monitor of damage equal to the result.
Regeneration makes no sense how it currently is. Currently, it's just a form of self-support. That isn't how the ability works in the comics whatsoever. Wolverine doesn't get smashed to heck, and then heal. No, each punch Wolverine takes is slightly healed over time.
In the thread we had about this... oh, about three weeks ago... one of the posters (a self-admitted Wolverine fan) described the way that Wolverine usually heals after the fight is over, and heals only slowly or not at all while he is exerting himself in combat.