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Originally posted by Fry or else something tells me im quitting this game because of poor designing.
There's always SOMEONE who has to pull out the 'or else I'll quit!' comment...
A tad early to be so extreme, don't you think? Since we've seen 4 cards and less than 10 unfinished previews? That's 4 cards and less than 10 potential cards out of **165**!!
Do you honestly think that Danny and Mike would allow a bunch of weak, and useless cards into the set? After making sure the balance was so strong for all of the other cards...?
As I've said 100 times, I can ALREADY see how useful this card will be - and I can only imagine some of the equipment and PTs that we'll see in this set.
I have a hunch that the Boost cards will flip the entire metagame on its head...
Kergy, if you knew Fry, you'd understand. Just let it be.
However, to be honest, I'm not feeling Boost entirely, just yet. I'm not judgemental enough to say Boost won't be worthwhile, but Joker- as I currently see it- doesn't seem like a worthwhile card. But I said the same thing about Xavier's School, and many other good cards.
rofl.. i didnt say i'd quit over joker good god =/. i said if what every1 is saying is right such as "thing > any weak 5 drop" and so on i will probly quit. i PLAN on continue playing. and latuki joe do you even know me? plz dont talk down about me like that thx. you know #### about me =/
and yes i did read the article... the article doesnt show the whole set =/. read my statement i didnt say "OMG JOKER BLOWS IM QUITTING" i said "if these weaker characters abilities dont end up being as strong as just bigger characters im quitting" i already looked at batman 7 drop and decided im playing gotham knights even tho he is 7/7.(possibly bigger of course)
I hear a lot of people defending the Joker's ability over stats situation game-wise, but no one so far has bothered to mention that it's also the most accurate way to represent the character from the comics. The Joker has no superpowers, no combat training, and what few weapons he does use are awkward and inefficient. There is no reason for Joker to have high stats on any given drop. So how do they show that he's one of the DCU's top tier villains? By giving him an ability that's as crazy as he is!
Biz - You're right. It's both a great representation of the Joker and a great play on the poker concept of "Joker's Wild". I don't think card says DC is going to suck or even that Boost won't be useful. I'm just saying that from a tournament gameplay perspective, lil' Joker isn't that impressive.
Originally posted by Bizarro #98 I hear a lot of people defending the Joker's ability over stats situation game-wise, but no one so far has bothered to mention that it's also the most accurate way to represent the character from the comics. The Joker has no superpowers, no combat training, and what few weapons he does use are awkward and inefficient. There is no reason for Joker to have high stats on any given drop. So how do they show that he's one of the DCU's top tier villains? By giving him an ability that's as crazy as he is!
Also, In Poker you get delt 5 cards, and if the 'Joker's wild' you could make it an Ace and get delt a whole new hand (If you had the joker on your originally delt hand)..
Heh.. I thought the design for the card was pretty brilliant..
Originally posted by ALphAOmeGA Also, In Poker you get delt 5 cards, and if the 'Joker's wild' you could make it an Ace and get delt a whole new hand (If you had the joker on your originally delt hand)..
Heh.. I thought the design for the card was pretty brilliant..
Originally posted by Beyonder I don't think card says DC is going to suck or even that Boost won't be useful. I'm just saying that from a tournament gameplay perspective, lil' Joker isn't that impressive.
Oh, well that's fine. If you don't think this Joker can hold his own in competitive play, you've got a wonderful alternative in Laughing Lunatic. :)
Obviously Joker isnt going to be able to hold his own in competitive play... I mean what 3 or even 5 drop can?
The simple fact of the matter is that Joker has ALOT of potential. His mulligan ability is good but hardly game breaking. We all are judging his ability without knowing what the rest of the faction holds for us. Perhaps there will be alot of discard based control plots/characters. (I hope so because I really love the AI but I dont particularily care for rush decks) If this is the case then drawing 5 additional cards on turn 5 could be quite good. :)
Anyways, lots of potential. Cant wait to see the rest of the faction/set
Okay let me start off with a stupid question, where is this 7 point cost Batman preview card? It would be awesome if someone could consolidate all these DC previews.
About this Joker, yes he does rock, already. You will only play him on turn 5 if you don't like your hand or it is gone. Even if you play a straight Arkham Asylum deck you'll probably draw a much needed plot twist or 0 cost equipment. Forget all the Marvel possibilities. Marvel is a great game in it's own right, DC Vs. will augment this. So think outside the box a little bit, imagine drawing 4 Vandal Savage Beatdowns(bad pun) and 1 Joker's Laughing Gas(0 point cost, KO JLG stun target character).
i see people discussing the different factions (teams) and trying to unlock the potential of each (ff beats, lil' brotherhood, big brotherhood, doom, etc.). the factions appear to have their own style, and even different styles within factions - but what about mixed teams? what about unaffiliated? i like the idea of loyalty, and benefits from using a mono-team such as reinforcement and team attacks. but will competitive play basically be ruled by mono-teams? i know a common enemy deck (ff/doom) won a PCQ, but what about other team-ups? are team-ups without boris competitive?
i realize that without the team benefits, people would most likely choose the beefiest character for each drop and be done with it. i enjoy the team aspect. but i would also like to make a deck with joker, venom, carnage, and riddler, without it being too weak in its synergy to be competitive. are there cards yet to be revealed that will help characters of different teams work together better? perhaps an 'instant' plot twist that allows an action from two characters without the same team affiliation to do something such as reinforce or team attack? this would take extra slots in a deck, which could be used for combat boosts if playing a mono-team.
this may not be the thread for this observation, but seeing the joker card fills my head with deckbuilding possibilites - but the team restriction brings me back down to earth and makes me think i will need to put him in a pure arkham deck, which limits my creativity. :ermm: