You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Go to Page...
View Poll Results: Should Regeneration heal a character of a minimum of 1 click of life?
Not a good analogy. Closer would be if you could somehow roll a "0" for a blades/claws/fangs or Force Blast effect.
My point is, most actions do have a chance of failure. Usually, the chance of failure is incorporated in the attack roll. As you're not advocating a change that would require characters using Regeneration to make a successful attack roll, the chance of failure needs to be in the healing roll.
About the only powers that don't have a chance of failure are free actions and those based on positioning rather than damage dealt or healed. Phasing/Teleport and Leap/Climb are positioning boosts; their primary function is to remove the chance of failure involved in moving (eliminates the breakaway) and to improve movement options. Force Blast is a positioning power that does not directly deal damage (and only rarely deals damage indirectly) and is fairly difficult to use (I say this as a player who loves Force Blast and built a team with it this week).
But any power that has the ability to deal multiple clicks of damage or heal multiple clicks of damage needs to have some kind of chance of failure. I'd accept a special power based on Regeneration that automatically healed one (but only one) click of damage; it would be like a reverse-Poison. Anything more than that would be extremely unwise, in my opinion.
Giving two options for Regenerate - one that heals one click automatically, the other that works as per standard Regenerate - would certainly be nice. Then people can try for the big money four-click heal at the cost of possibly getting nothing, or they can go for the guaranteed one.
I'm in Providence! I've been out of the hobby, but I'm looking for Saturday gaming. Send me a PM if you know the down-low!
Over 300 votes and only 12% feel it should stay as it is. Pretty clear statement on this one. Hope NECA is listening to this.
I have a feeling that some of those 88% might just change their minds when they come up against an unkillable regenerator...perhaps using MoE TA?...who simply heals at least one click every turn.
You know what? Change the rule. I'd love some regenerating mastermind fodder that works every single time. Give him MoE and regen every turn. If the roll fails..then nothing happens..if it succeeds then all that damage goes bye-bye.
But this is only one way to abuse and break "guaranteed-one-click" regen! See how many YOU can come up with! It's fun AND educational!
Mob rule is no way to determine rules arbitration.
Why use the term "mob"? Did Barrack Obama get elected by a mob? Did a mob of Democrats pass Health care reform? Do mobs of Supreme Court justices rule out verdicts?
Websters define a mob as "a large or disorderly crowd - especially one bent on riotous or destructive behavior." I don't see anything, here, that fits your terminology.
What I see is that the overwhelmng majority of the consumer base for this product hold a common belief that changing one particular part of this product will make it more enjoyable for them. That's it. NECA can take it or leave it, of course. But you'd better believe that if McDonalds took a poll and found that the vast majority of Americans don't like pickles on their burgers that they'd stop putting them on.
I have a feeling that some of those 88% might just change their minds when they come up against an unkillable regenerator...perhaps using MoE TA?...who simply heals at least one click every turn.
Obviously, there is no such thing as an "unkillable regenerator," nor would this change allow for one. Here's three reasons I can think of off the top of my head for saying this:
1. Not many MOE characters have Regeneration.
2. I know of no Wild Card characters that have full-dial Regeneration powers, which is what you would need to heal at least one click every turn, unless you can (in theory) consistently roll a 1 or 2 on the dial to keep you in the same spot on the dial while also taking a click of push damage.
3. While you are busy trying to regenerate, you're not making any attacks, which means you're going to very likely be taking damage from opposing characters attacking you.
But any power that has the ability to deal multiple clicks of damage or heal multiple clicks of damage needs to have some kind of chance of failure. I'd accept a special power based on Regeneration that automatically healed one (but only one) click of damage; it would be like a reverse-Poison. Anything more than that would be extremely unwise, in my opinion.
You make some good enough arguments, but your last one, here, is flawed for several reasons:
1. Poison is free, Regeneration is not.
2. Just as Regeneration can heal multiple clicks, Poison can deal damage to multiple clicks. (Just ask my two M-11s that were based by The Sensei!) But where is your chance of failure using Poison?
3. Poison is automatic, Regeneration is not.
In addition to my original post on a revision on the power definiton, there have been other good suggestions, here, too, like taking a guaranteed +1 without a roll or rolling for the chance to heal 1d6-2. That would be cool with me. I like choices like that.
What I see is that the overwhelmng majority of the consumer base for this product hold a common belief that changing one particular part of this product will make it more enjoyable for them. That's it.
Wow, really. Only 350 people purchase and play HeroClix worldwide. Amazing. That is an astonishing number to keep an entire company in business.
Wow, really. Only 350 people purchase and play HeroClix worldwide. Amazing. That is an astonishing number to keep an entire company in business.
We all gotta do our part.
Quote : Originally Posted by wintremute
I really, really, really wish there was a real-life situation where I could tell a large group of people, "YOU ARE NO LONGER ALLOWED TO SPEAK THE WORDS TO LIONEL RICHIE'S SONG, HELLO, AS YOU ARE INTIMIDATING PEOPLE."
Obviously, there is no such thing as an "unkillable regenerator," nor would this change allow for one. Here's three reasons I can think of off the top of my head for saying this:
1. Not many MOE characters have Regeneration.
2. I know of no Wild Card characters that have full-dial Regeneration powers, which is what you would need to heal at least one click every turn, unless you can (in theory) consistently roll a 1 or 2 on the dial to keep you in the same spot on the dial while also taking a click of push damage.
3. While you are busy trying to regenerate, you're not making any attacks, which means you're going to very likely be taking damage from opposing characters attacking you.
1: If the regenerator doesn't have MoE...give it to them! Mercenary works for one thing.
2: Ah, but if regen heals a minimum of one, then you are guaranteed to at least break even..and odds are good for you to heal even more. Full-dial regen is not necessary...one click, abused properly, can get the job done.
Hellbaby (BPRD Wildcard) has one lil click of regen. One simply makes certain that he lands on that click. Im my example, using Mastermind, you simply don't pass him enough damage to kill him. Land him on last click, WC to MoE and roll every turn until you hit that five or six. Then Hellbaby can take three or four more damage. Land him back on regen, repeast ad infinitum.
Not foolproof by any means...but I suspect that better players than my own humble self could find even better ways to make it pay.
3: I'm not gonna put Hellbaby anyplace you can get to him. He's gonna be snuggled up close to the MMer(s) and surrounded by fodder...UNLESS...
ALL of the fodder is Hellbabys! All of them taking MM damage and constantly regenerating. Once you've had to deal a lil 30 point demon child 12 or 13 clicks to get him off the table, perhaps my point might become clearer.
And Hellbaby is simply ONE example!
Bottom Line: Back before feats, did you ever play a poison character and grumble about how lame the power was because it couldn't hurt damage reducers? Armor Piercing came along and suddenly...BAM! LAMP takes over the world.
The power is what it is. Unecessary meddling could well unleash another abusive combo that my own enfeebled brain cannot possibly imagine. I've come up with one way to abuse it...and if I can, ANYONE can. And probably do a much better job of it.
Once that happens, players all over the world will be asking, "Whose freaking idea was this, anyway?"
Except the guys abusing it and winning tourneys. They'll be happy as pigs in mud.
You make some good enough arguments, but your last one, here, is flawed for several reasons:
1. Poison is free, Regeneration is not.
2. Just as Regeneration can heal multiple clicks, Poison can deal damage to multiple clicks. (Just ask my two M-11s that were based by The Sensei!) But where is your chance of failure using Poison?
3. Poison is automatic, Regeneration is not.
Yes, Poison works very differently to Regeneration. It's very reliant on positioning (Regeneration can be used anywhere on the map), can only be used at the beginning of the turn (Regeneration can be used at any time), and can only affect one click per character (Regeneration can affect up to four).
The positioning aspect of Poison is balanced by allowing it to be used as a free action, otherwise Poison would be far too difficult to use effectively (you'd often have to push to Poison - it wouldn't be worth it). Regeneration has no positioning aspects (you can even use it while based), so requiring an action is reasonable.
So for Regeneration to be automatically successful without a dice roll, it could be changed to this:
Regeneration: Give this character a power action at the beginning of your turn. This character heals one click of damage.
Wow, really. Only 350 people purchase and play HeroClix worldwide. Amazing. That is an astonishing number to keep an entire company in business.
You said it, not me. It's a sampling and I'm sure you already know that. And where you're likely to get a better sampling of Heroclix players to answer poll questions, I don't know. If you do happen to know a place, please fill me in and I'll go there and ask them. I don't think it's unfair to extrapolate results from this poll to consider the larger heroclix gaming community. The topic of a +1 Regeneration minimum came up this week at my own venue. I didn't speak to everyone about this, but those I talked to agreed that it would be much better that way. Others, here, have stated that their venues have instituted a house rule to make it so. Though not scientifically proven, I believe what I said is true, and you'd be hard pressed to prove otherwise.
There are times when healing back just 1 click is not the best strategy either which balances the power versus the cost of the action taken. This would be a good idea just to keep Regen in line with Support for simplicity's sake.
I just don't see healing 1 clix of damage as being a game unbalancing problem, unless the character had Regeneration on nearly every click of their dial. Hitting someone for
2 damage erases the benefit. It'd just make Regenerative characters a bit more
of a target to focus on.
Doesn't it make sense that Wolverine would be one of the last clix standing? Or that
Regeners would be harder to put down?