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I wouldn't conflate not-agreeing with you with not-understanding.
It's also possible to both, understand and agree, and still look at other angles instead of just digging your heals in that "thing bad".
For myself the fact remains that despite the irregularities in design this time, compared to a lot of the BS I've seen in this game, these dials aren't ####.
The only thing new about these figures is the method which they chose to make them interesting/fun or overpowered/stupid(whichever you prefer).
Look at the Common Wolverine from Deadpool and X-Force. That figure was clearly ment to be an homage to the very original wolverines in design methodology. And look at that, 70 points, 9 clicks and almost 4 years old.
I loved playing him, most people that I talked to didn't think he was interesting at all. His "special power" was just that he was deep. "Quantity has a quality all it's own."
As Baron said, Agree we dont have to agree to understand the angles, but it seems to me that people are simply dismissing the argument without looking at the other angles.
A buddy and I played a game not too long ago and he had avas053 Thor as part of his team(blast from the past, right?). Anway Thor ended up taking quite a few hits to drop. His ability to absorb more hits due to his longer dial really kept the game going as he absorbed 3 attacks in a single turn and was still standing. But then again he is a lot of points to field. In today's game, I'd put him at around 150-175ish.
My point is, while he was hard to drop, he does have a hefty cost, it felt justified. Was he 100-125 points I'd say he was too good for his points, not due to powers, but for staying power. Not digging heals in as a "bad thing". I'm all in favor of longer dials I think some characters should have more staying power, I just want them appropriately costed.
Ugh the Spidermen in this set are garbage. What a bummer
I thought the Common Spidey was garbage too at first glance, but the more I look at him the more I like him. Grab a Light Object, Leap/Climb in and Perp your defense to a 19 with Super Senses. Next turn push to do 5 damage with your 11 AV, 3 damage plus object plus Perp on the damage. Plus, he gives all Sidekicks Super Senses, which is a huge boost. Not to mention that long dial.
See and I think we're just talking past each other and more interested in different aspects. I think we all get each other's points, we just assign a different weight to them.
I have contended for years that you can take any old dial from as far back as infinity challenge, and if you knock the price down enough it will become a "good" dial. Or at least a potent one.
That doesn't mean anyone will actually want to play it because functionally it can be better to do things like teleport across the map and retaliate. Or have a swarm of pogs, and 20 perplexes. Those things have been undermining what I think of as the core gameplay siiince... team bases maybe? And it's largely been a chaotic mess from there.
I know players on here and locally who really do want "simpler dials" less funny business and more standard powers. But honestly these poor people are going to get absolutely destroyed if they put any of that nonsense against the real shennanigans that plague the game.
I think it's fun to give them an advantage for once. And by that I really just mean less of a disadvantage.
You can play these new deep/simple dials against the scary stuff in the game now and take absolute pride when your opponent acknowledges how impressive they are right before he preplexes someone up to 6 damage and flurries them them to death. A real pride.
----
EDIT: I also submit that with us having gotten for years now sub-50 point figures with 5 clicks... that it's actually high time that more expensive figures start getting deeper dials.
Like for years it's been a situation where the more points you pay for a character the less life you get for them. Making it so you are just heavily incentivized to play really low point pieces because in addition to just having more raw HP, they can literally just do more things at once as a group than a more expensive individual.
So either higher point figures need to get more HP, or lower point characters need less HP. 75 points isn't what I would necessarily call a high point figure so I'm not arguing that should be the case for these figures just bringing it up because it is a general pet peeve.
I AM HERE TO OBSERVE THE IMPORTANT COSMIC EVENTS THAT ARE ABOUT TO UNFOLD: Whenever a character within range uses Probability Control and the finalized result is different from the original result (a result before any rerolls such as a miss becomes a hit, a successful break away becomes a failed break away, etc), after resolutions gain 1 MISSION POINTS.
MISSION POINTS - The game ends when, after the resolution of any action, a player has achieved 20 or more MISSION POINTS (from any source). If the game ends this way, the winner is determined by the player with the most MISSION POINTS. In the case of a tie, the active player wins.
If Uatu gets a Mission token for every use of prob, than he's probably (ha) pretty meta for 30pts.
I guess it depends on the definition of "finalized result is different than original result". Because if an attack misses, and is prob'd 3 times, each time hitting, would that count as 3 MISSION POINTS? If an attack hits, and is prob'd, misses, and is prob'd, and hits, does that only count as 1 MISSION POINT or 2 MISSION POINTS?
Either way, with 12 range and no need for line of fire, 20 tokens could stack up decently quick given a prob heavy team.
#055 Unique Uatu
Real Name: Uatu
Team: Cosmic Energy
Range: 12
Points: 30
Keywords: Cosmic, Herald, Scientist
12
0
19
0
12
9
18
1
11
10
17
2
10
11
16
3
10
12
15
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
I Am Here To Observe The Important Cosmic Event That Are About To Unfold: Whenever a character within range uses Probability Control and the finalized result is different than the original result (a result before any rerolls such as a miss becomes a hit, a successful breakaway becomes a failed breakaway, etc.), after resolutions gain 1 MISSION POINTS.
#055 Unique Uatu
Real Name: Uatu
Team: Cosmic Energy
Range: 12
Points: 30
Keywords: Cosmic, Herald, Scientist
12
0
19
0
12
9
18
1
11
10
17
2
10
11
16
3
10
12
15
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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KO
KO
KO
KO
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KO
KO
KO
KO
KO
I Am Here To Observe The Important Cosmic Events That Are About To Unfold: Whenever a character within range uses Probability Control and the finalized result is different from the original result (a result before any rerolls such as a miss becomes a hit, a successful break away becomes a failed break away, etc.), after resolutions gain 1 MISSION POINTS.
#s005 Ultimate Nullifier (Light Object)
Equip: Any
Unequip: Drop EFFECT: POWER: Choose an opposing character within 6 squares and line of fire then choose a number from 1-6 to be X and roll a d6.
If the result is higher than X, deal X damage to the chosen character.
If the result is lower than X, deal X damage to this character.
If the result is equal to X, deal X damage to both characters. Point Value: 10
#055 Unique Uatu
Real Name: Uatu
Team: Cosmic Energy
Range: 12
Points: 30
Keywords: Cosmic, Herald, Scientist
12
0
19
0
12
9
18
1
11
10
17
2
10
11
16
3
10
12
15
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
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I Am Here To Observe The Important Cosmic Event That Are About To Unfold: Whenever a character within range uses Probability Control and the finalized result is different than the original result (a result before any rerolls such as a miss becomes a hit, a successful breakaway becomes a failed breakaway, etc.), after resolutions gain 1 MISSION POINTS.
#BAXTERBLDG
Ban it. Ban it. Ban it.
Sidestep alone is a free 50/50 shot at a free Mission Point.
See and I think we're just talking past each other and more interested in different aspects. I think we all get each other's points, we just assign a different weight to them.
I have contended for years that you can take any old dial from as far back as infinity challenge, and if you knock the price down enough it will become a "good" dial. Or at least a potent one.
That doesn't mean anyone will actually want to play it because functionally it can be better to do things like teleport across the map and retaliate. Or have a swarm of pogs, and 20 perplexes. Those things have been undermining what I think of as the core gameplay siiince... team bases maybe? And it's largely been a chaotic mess from there.
I know players on here and locally who really do want "simpler dials" less funny business and more standard powers. But honestly these poor people are going to get absolutely destroyed if they put any of that nonsense against the real shennanigans that plague the game.
I think it's fun to give them an advantage for once. And by that I really just mean less of a disadvantage.
You can play these new deep/simple dials against the scary stuff in the game now and take absolute pride when your opponent acknowledges how impressive they are right before he preplexes someone up to 6 damage and flurries them them to death. A real pride.
Well, I see your point, but your example is based on putting one of these new longer dials against a character filled with nonsense and real shenanigans. There are many characters at 75 points that are not full of nonsense powers that plague the game with 5-6 clix of life.
It is just as easy for your opponent to perplex his She-Hulk's attack to a 12 and hit your 5-6 Clix character with a heavy object destroying it in one turn. Especially since they will have plenty of points for a low-cost outwitter on their team.
I like simpler dials, I like 0 range brutes like Thing and Hulk to having more clix of life. I don't like them costed the same compared to other characters of the same points with 3 less clix of life.
Anyway good talk.
Those kids from powerpack are going to look like adults compared to older clix.
#055 Unique Uatu
Real Name: Uatu
Team: Cosmic Energy
Range: 12
Points: 30
Keywords: Cosmic, Herald, Scientist
12
0
19
0
12
9
18
1
11
10
17
2
10
11
16
3
10
12
15
4
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
KO
I Am Here To Observe The Important Cosmic Event That Are About To Unfold: Whenever a character within range uses Probability Control and the finalized result is different than the original result (a result before any rerolls such as a miss becomes a hit, a successful breakaway becomes a failed breakaway, etc.), after resolutions gain 1 MISSION POINTS.
#BAXTERBLDG
So many shennanigans with this one.
Wizkids the time has come, we need Skrull Beatles.
I AM HERE TO OBSERVE THE IMPORTANT COSMIC EVENTS THAT ARE ABOUT TO UNFOLD: Whenever a character within range uses Probability Control and the finalized result is different from the original result (a result before any rerolls such as a miss becomes a hit, a successful break away becomes a failed break away, etc), after resolutions gain 1 MISSION POINTS.
MISSION POINTS - The game ends when, after the resolution of any action, a player has achieved 20 or more MISSION POINTS (from any source). If the game ends this way, the winner is determined by the player with the most MISSION POINTS. In the case of a tie, the active player wins.
If Uatu gets a Mission token for every use of prob, than he's probably (ha) pretty meta for 30pts.
I guess it depends on the definition of "finalized result is different than original result". Because if an attack misses, and is prob'd 3 times, each time hitting, would that count as 3 MISSION POINTS? If an attack hits, and is prob'd, misses, and is prob'd, and hits, does that only count as 1 MISSION POINT or 2 MISSION POINTS?
Either way, with 12 range and no need for line of fire, 20 tokens could stack up decently quick given a prob heavy team.
A roll only has one finalized result.
For example: I hit you. You Prob it and it hits anyway. Uatu gets nothing.
I hit you. You prob it to a miss. I prob it back to a hit. Uatu gets nothing.
You miss me. I prob it 18 times and it hits every time, Uatu gets 1 point.
I guess it depends on the definition of "finalized result is different than original result". Because if an attack misses, and is prob'd 3 times, each time hitting, would that count as 3 MISSION POINTS? If an attack hits, and is prob'd, misses, and is prob'd, and hits, does that only count as 1 MISSION POINT or 2 MISSION POINTS?
Seems pretty obvious to me. It's a finalized RESULT, not roll and it needs to be FINALIZED. If you use Prob to change the outcome of your dice roll, Mission Point gained. If it's the same, no Mission Point