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I'd LOVE the complete elimination of the keyword system, but there's no way that would happen.
If anything, just fix wildcards to completely shares combat values, and to 1 TA per turn.
Yeah I don't really like keywords much myself. Mostly the mechanics with them. The extra probs and so forth. I do however like the feats and special powers that use the keywords. If they had done that at the beginning without all the re-rolls and the winning map BS they might have gone over better.
So basically I like what has been happening with keywords but wish some of the mechanics behind them went away. Not this rule book though maybe the next one or the one after that.
Yeah, because "The Society" fixed all the Society members that WK gave the Calculator TA. Oh wait, no, it didn't. Now, if The Society was an alternate TA for all IL and Calc TAs on the team, that would have been sweet...but IMO it would be far better for them to have just gotten that TA in the first place.
The Legion isn't a bunch of hangers-on. They are a legitimate team, that work together much more than they work with others. These aren't Spidey and his friends. Some of the Calculators are mercenary types...but most of them are just members of the Society, that WK seems to have wanted to avoid sticking with a lame TA.
Frankly Id be overjoyed if all of the Wildcard TAs lost Wildcard and got actual abilities. But the way it is now is not great, at least for the DC characters.
Quote : Originally Posted by WolvieFan9
Just to some people. "Counter-intuitive" just means "I wouldn't do it that way."
And sometimes it just means "confusing". As in "one of the most confusing game elements for new players to grasp". That fits the current Wildcard TA rules very well. Hell, I've been playing since the game started and even I sometimes get confused about how Wildcards work with sharing values...simpler would be better. :P
CarlosMucha: that is like be running in a Olimpic race competition just one step to get the gold and then a Giant children place a mirror in your side and you discover what you are really a hamster over a whell and the gold is just a slice of chess. Avatar Summoning: Original GotG, Melter, Whiplash
I can live with wildcards having to choose one team ability per turn as long as you then possess the team ability, or just change Defenders and Sinister Syndicate back to they way they use to work.
Transporters should not suffer -2 to carry.
I say give duo's multi-attack but change multi-attack to where you can choose to make 2 free can actions that can be either close or ranged combat attack, or a close or ranged combat action at a -1 to damage minimum 1 damage.
Outwit is fine, but if they need to tone it back, I could see having to take a power action to use if the target has a higher point value. It is still a free action to outwit someone who is lower or same point value.
Leadership is fine if they keep reissuing Contingency Plan. Or just change Leadership to roll and on a 4-6, you can add one action to your action total for that turn or when a friendly character is given an action you may modify the character's attack or speed value by +1.
Last edited by hanzoslash; 02/03/2010 at 16:30..
Reason: grammar
If only I could satisfy my hunger by rubbing my belly - Diogenes
I just want to see a simplification of the current rules. It has been pretty obvious from the recent quizzes on the wizkids site that the rules are nowhere near straight forward enough. We shouldn't be able to have 5 pages of discussion from veteran players on something that should be simple like line-of-sight or movement.
I have heard the arguments that it is just a matter of players not understanding the differences between power action, and combat action and attack, and not reading the subtleties of special powers. But if we need a bulging forum for clarifications and an ever-changing rulebook to better explain the game, maybe something bigger is broken than the language, though the language is a huge part of the problem.
Outwit requires a power action. Superman is coming for you. You look around for something that might stop the Big Blue Boyscout...ah yes, that'll work... I think Outwit is too powerful. Depriving a figure of it's powers should not be a free action. You should have to concentrate on it. For characters who truly can outwit you without even breaking a sweat, use a special power. "Brainiac can use Outwit. When he does so, Brainiac uses Outwit as a free action, instead of a power action."
Hypersonic does not allow ranged attacks. Long asked for, and might bring non-HSS figs over 200pts back to the forefront. I hated that for the longest time, the golden rule was "Yeah, but he doesn't have Hypersonic".
Really, really dislike these.
No offense.
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Probably true. Though I don't think that was what the OP wanted to know. I think what he meant to ask was "what changes would players like to see, individually".
Quote : Originally Posted by zero_cochrane
I doubt that there's a single proposal in this thread that would even get a majority vote.
That's my opinion, certainly.
There may not be any proposal mentioned in this thread that would win unanimous support, but I'm sure a few of them would receive a majority of support. Like Regeneration being limited to a minimum of 1, instead of 0.
Quote : Originally Posted by nbperp
Things which might lack clarity now will be certain to reflect those intentions.
There may not be any proposal mentioned in this thread that would win unanimous support, but I'm sure a few of them would receive a majority of support. Like Regeneration being limited to a minimum of 1, instead of 0.
I think that would be a mistake. It would make Regeneration very hard to stop, compared to Support.
If a character has Support, you can stop it from healing another character by basing either of them, or preventing them from being adjacent in the first place. The character using Support then has to make an attack roll.
A character with Regeneration doesn't have to make an attack roll, doesn't have to be adjacent to a friendly character, and can use Regeneration even if surrounded by enemy characters. Regeneration already has significant advantages over Support.
End-dial Regeneration isn't a fantastic power, often because characters rarely heal back to a useful click. But if you guaranteed Regeneration, it would make certain powerful characters with mid-dial Regeneration (such as Deathstroke or the Spectre) significantly more dominant. Or M11 always healing from Regeneration straight to Willpower.
Yeah, because "The Society" fixed all the Society members that WK gave the Calculator TA. Oh wait, no, it didn't. Now, if The Society was an alternate TA for all IL and Calc TAs on the team, that would have been sweet...but IMO it would be far better for them to have just gotten that TA in the first place.
The Legion isn't a bunch of hangers-on. They are a legitimate team, that work together much more than they work with others.
You know an easy fix on this would be for WCs to use ATAs when they share a Keyword with the figure they're borrowing a TA from. They could even lend an Attack or Defense value if they share a keyword.
That should prevent some of the min/max abuse of WCs while still letting teams like Society viable.
WizKids GamePlay, "You can only play our game if you buy the new stuff. Those old figures are dirty and obsolete."
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I would personally like to see this thread made into a more official one with a summary maybe in the original post of ideas that are brought up and somewhere where we could discuss with NECA the ideas that are brought up.
It would be interesting to have an opportunity to discuss the things that the players find are not working with the game - or could simply be made better - and get into the minds of the designers to find out why things are the way they are.
* * *
As for me, the rules changes I would like to see involve taking out the cheesy tactics of the game.
Telekinesis - should have some sort of penalty, similar to Mind Control. The bigger the character, the greater the penalty. Pure, simple rationale behind this is getting rid of the cheesy low-cost TK whose sole purpose is to TK the big expensive pounding unit into the fray early.
I think that would be a mistake. It would make Regeneration very hard to stop, compared to Support.
If a character has Support, you can stop it from healing another character by basing either of them, or preventing them from being adjacent in the first place. The character using Support then has to make an attack roll.
A character with Regeneration doesn't have to make an attack roll, doesn't have to be adjacent to a friendly character, and can use Regeneration even if surrounded by enemy characters. Regeneration already has significant advantages over Support.
End-dial Regeneration isn't a fantastic power, often because characters rarely heal back to a useful click. But if you guaranteed Regeneration, it would make certain powerful characters with mid-dial Regeneration (such as Deathstroke or the Spectre) significantly more dominant. Or M11 always healing from Regeneration straight to Willpower.
Gotta disagree. If you're choosing to not affect the gameplay at all (neither help your team nor hurt the other) and take an action token for it, then you should be guaranteed some kind of result. I also don't agree with taking pushing damage to use the power. What about the idea of making regeneration a free action - at the beginning of your turn only - that only allows you to make a move action for the remainder of the turn. Not usable if you have already performed an action other than a move action this turn.
And speaking of which... That italicized part wouldn't even be necessary if 'at the beginning of your turn' worked the way it should. (in my opinion) Any abilities described as 'at the beginning of your turn' may only be used at the beginning of your turn and can no longer be used once you use ANY power or ability that is not specifically described as 'at the beginning of your turn'. I'm all about getting rid of the cheese and outwitting someone's toughness, etc. to push through the poison is all about the cheese.