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Seriously, outwit ruins defensive abilities. Turns Thor into a high-defense thug. It's hard to be Superman when your impervious gets outwitted from 10 squares away.
where are you getting 5 damage thugs with 12 attack, that are 9 clicks long and have 10 range, supertrength traited and are indomitable?
Last edited by llyrghmnghyll; 05/12/2010 at 15:35..
Iron River Read my wife's comic or I will say mean things about your dog.
I suckered these guys into playing: Feedback Damage
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
I'm just laughing inside because this thread has actually received 6 pages of replies. Everyone who has stated common sense answers is on the money. The initial post was ridiculous and the power sets are balanced.
Page 5 of this thread the OP seems to have admitted that, at least in my opinion. I think we can let this one die now (the THREAD.....not the OP!!)
Please keep in mind that I am speaking from a "gaming" point of view, not "flavor".
This very statement is the reason why we have overlapping powers, redundancy, and different things.
When it comes to HeroClix, the real advantage of the system is its diversity.
Costs
Outwit may indeed be "better" than Exploit Weakness, but you miss the fact that the costs are far different. A character with Outwit on it's first click will cost more than if the Outwit were put on the last click. That's how the dial generator works. Each power has a different cost, which allows this type of flexibility.
Variety
This is probably the best argument for multiple powers that have similar uses. Outwit may indeed be "better" than Exploit Weakness, but eliminating it leaves the game with less variety. Imagine if all the characters with Exploit Weakness and Psychic Blast were suddenly given Outwit instead -- now Outwit becomes a common power that they hand out willy nilly (much like Wizkids' over use of "this character can use perplex, but only on itself").
Even in Magic the Gathering there is a need for flight, fear, shadow, Bushido, and flanking... all of which are similar but different.
It's the variety of powers that makes the game and characters interesting, and allows for better game design.
The OP has a valid point re: Outwit. At one time, I had a list of 20+ ways to deal damage to Invulnerability/Impervious characters without using Outwit. I'll see if I can find the thread.
1. Incapacitate (perhaps the most common power in the game, Stunning Blow feat makes it even better)
2. Ranged Combat Expert (figure with damage value 1 or more)
3. Close Combat Expert (figure with damage value 1 or more)
4. Super Strength (DV 2 with light object, DV 1 with heavy object)
5. Pulse Wave (ignores all powers and TAs)
6. Exploit Weakness (is ignored by the Fortitude feat)
7. Psychic Blast
8. Perplex
9. Enhancement
10. SHIELD Team Ability
11. Hypersonic Speed
12. Blades/Claws/Fangs (roll 3 or more)
13. Overlapped Energy Explosion
14. Mind Control opposing figures with above powers
15. Mind Control opposing figure with IMP and turn off IMP
16. Capture with a Sentinel/Sinestro
17. Mystics/CrossGen TA (delivers unavoidable damage in retaliation)
18. Haymaker feat (with printed damage value greater than 0)
19. Pounce feat (with printed damage value 2 or 1 with Super Strength and Light Object)
20. Rip It Up feat (with printed damage value 2)
21. In Contact With Oracle feat (with damage value greater than 1)
22. Armor Piercing feat
23. Damage value greater than 2 (with no powers)