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Its also worth noting that alot of changes get made for the sake of simplicity.
I think the power would be simpler if you didn't have to have a conversation about what can and can't be done twice.
Also like half the people, half the time completely forget the -1 damage. So in that way, it wouldn't be a big change to get rid of it.
That's the way it was and GD felt unsatisfied with that. Frankly, other than S/V and colossals the change doesn't change the game much, and the power is still absolutely amazing. There is no conversation about you can and can't do twice, you simply cant do *anything* twice. Multiattack is the most potent ability in the game, it deserves the -1 dmg so that the figures using it aren't completely out of hand.
If half the people forget half the time, how often do the rest forget?
Its also worth noting that alot of changes get made for the sake of simplicity.
I think the power would be simpler if you didn't have to have a conversation about what can and can't be done twice.
Also like half the people, half the time completely forget the -1 damage. So in that way, it wouldn't be a big change to get rid of it.
I feel the old way is way simpler than it is now, because the whole "no two repeat effects" business is a minefield of confusion most of the time.
Just 'cause it's fun, here's an educational moment. Multi-Attack's changed a few times in the history of the game. Here is the original, original wording:
"All Sentinels have a special multi-attack. A Sentinel can make two attacks against two different targets using two ranged combat attacks, two close combat attacks, or one ranged and one close combat attack. It costs one action to perform the multi-attack. Make a separate attack roll for each attack. If the attack is successful, the Sentinel inflicts damage, but must reduce its damage value by 1 (this rule applies to each attack in a multi-attack). The Sentinel can use its Super Powers during a multi-attack."
So, see, it used to be multi-attack. Then it was changed to multi-action at some point, then changed again, then changed again.
That's the way it was and GD felt unsatisfied with that. Frankly, other than S/V and colossals the change doesn't change the game much, and the power is still absolutely amazing. There is no conversation about you can and can't do twice, you simply cant do *anything* twice. Multiattack is the most potent ability in the game, it deserves the -1 dmg so that the figures using it aren't completely out of hand.
If half the people forget half the time, how often do the rest forget?
I dont' care about S/V really. What I am mad at is the combination of two things.
1) The significant decrease in play ability of extremely expensive characters. Just a year ago they had us burning 45$ a booster for just a chance to get Galactus.
2) The fact that team bases can do the same thing as colossals could, but far worse. Proving this is not a balance issue.
It is the combination of those two issues that I'm mad at. Either one of them alone is arguably defensible. Together, they are either a glaring miscalculation, or a very intentional bait and switch.
Quote : Originally Posted by Uberman
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I do not accept "simpler" as an acceptable reason for these damages. Team bases get a paragraph explaining their attacks. What is more important? That the power is fair and balanced? Or that it can be explained in 15 words or less?
And why is it acceptable to hold Colossals to different standards and rules than the flavor of the month team bases?
Any argument that is used for one, MUST be used for both, or it is invalid.
I feel the old way is way simpler than it is now, because the whole "no two repeat effects" business is a minefield of confusion most of the time.
Just 'cause it's fun, here's an educational moment. Multi-Attack's changed a few times in the history of the game. Here is the original, original wording:
"All Sentinels have a special multi-attack. A Sentinel can make two attacks against two different targets using two ranged combat attacks, two close combat attacks, or one ranged and one close combat attack. It costs one action to perform the multi-attack. Make a separate attack roll for each attack. If the attack is successful, the Sentinel inflicts damage, but must reduce its damage value by 1 (this rule applies to each attack in a multi-attack). The Sentinel can use its Super Powers during a multi-attack."
So, see, it used to be multi-attack. Then it was changed to multi-action at some point, then changed again, then changed again.
Exactly! So why are they still calling it multi attack? They should have changed it to multi action. Because without certain dial and power combos your are never going to be able to attack twice now.
I do not accept "simpler" as an acceptable reason for these damages. Team bases get a paragraph explaining their attacks. What is more important? That the power is fair and balanced? Or that it can be explained in 15 words or less?
And why is it acceptable to hold Colossals to different standards and rules than the flavor of the month team bases?
Any argument that is used for one, MUST be used for both, or it is invalid.
I'm not sure if we're on the same page or not, but I'd like to think we are.
I think the removal of the clause MA used to have [the one allowing repeat effects] makes the wording simpler [by virtue of being shorter], but the actual effect less simple. I prefer the old effect far more, and the whole "what you can do and what you can't do" business is not intuitive.
I also greatly dislike everything about Team Bases, but that's far beyond simply comparing them to Colossals.
I'm not sure if we're on the same page or not, but I'd like to think we are.
I think the removal of the clause MA used to have [the one allowing repeat effects] makes the wording simpler [by virtue of being shorter], but the actual effect less simple. I prefer the old effect far more, and the whole "what you can do and what you can't do" business is not intuitive.
I also greatly dislike everything about Team Bases, but that's far beyond simply comparing them to Colossals.
Eh... we probably are. To be honest I was looking for someone to bring up the "its simpler" argument again, cause I had some material for it. I may have subconsciously massaged your meaning, to fit what I wanted to respond to. Oopsy.
Everything aside I will say, that my tirades about this change doesn't reflect that I actually am enormously happy with almost all of the changes they've made to the PAC. I think it's all very fun and should breathe new life into the games and figures and future potential of new figures. So I think this this is all very good.
Its just this one change that irks me because, I think its a low blow that's unsubstantiated to those figures. The Multi-attackers from Galactic Guardians and newer(AKA all the modern-age ones), were by no stretch unbeatable, or even difficult for some teams.
The worst that could be said about them imo, is they were a crutch for team building. Instead of digging out 10 characters, that working in tandem could be a well oiled machine of destruction, you could use this one character that's 80-90% as good as one of those teams.
Galactus and Sentry/void are the heroclix of pre-made decks.. essentially. And good ones. But not broken ones. As far as I can tell now, that honor is the Justice Leagues. Because there are extreamly, extreamly few things that I can think of at least, that even have a chance against it in 300 points.
Galactus and Sentry/void are the heroclix of pre-made decks.. essentially. And good ones. But not broken ones. As far as I can tell now, that honor is the Justice Leagues. Because there are extreamly, extreamly few things that I can think of at least, that even have a chance against it in 300 points.
This is a great way of putting it. It is as if a world champ deck were sold, so everyone knew it was good. Then Neca said, we know what works in this deck, so release it again but add this one card that instantly multiplies the deck's potential x3 (6 attacks vs the 2 from multiattack.)
Then, suddenly it was, oh we replaced Card X's effect so it doesn't work, but this new deck has Card Y, which is more powerful anyway so everyone will be happy with it.
I am extremely displeased with this change, and I am usually on the fence until I see things in action (Pun not intended.)
...
Galactus and Sentry/void are the heroclix of pre-made decks.. essentially. And good ones. But not broken ones. As far as I can tell now, that honor is the Justice Leagues. Because there are extreamly, extreamly few things that I can think of at least, that even have a chance against it in 300 points.
I was afraid of the JL team base. Then I saw the handcuffs. Handcuff the whole justice league. It is an unbelievably good counter to that figure, especially if you have a little prob.
Its also worth noting that alot of changes get made for the sake of simplicity.
I think the power would be simpler if you didn't have to have a conversation about what can and can't be done twice.
Also like half the people, half the time completely forget the -1 damage. So in that way, it wouldn't be a big change to get rid of it.
Im not into this game for "simplicity" . If you want simple there is a board game called candy land, try it out. I like developing complex strategies and combos and watching my opponent attempt to produce a counter strategy....you know..kinda like chess. Your not the only gamer that wants to turn heroclix from chess into checkers, and that fact scares me. Deciding what second action to do with Multiattack will open up SO MANY avenues of strategy....rather than just pointing and dealing 7 penetrating TWICE in a row. How boring and simple is it to pulsewave twice in a row when you can pulsewave then make a ranged action against a specific threat. It makes people who play sentroid actually THINK about their next move. Instead of Hypersonic speed then shoot alot then hypersonic speed and shoot alot again then run away into stealth.
If you are suggesting the -1 modifier to be removed then ill have to whole heartedly disagree. Slap some enhancers or shield agents adjacent or something. Once again another scenario that can be fixed with a little bit of strategy. This game requires things like that.....just saying.
Im not into this game for "simplicity" . If you want simple there is a board game called candy land, try it out. I like developing complex strategies and combos and watching my opponent attempt to produce a counter strategy....you know..kinda like chess. Your not the only gamer that wants to turn heroclix from chess into checkers, and that fact scares me. Deciding what second action to do with Multiattack will open up SO MANY avenues of strategy....rather than just pointing and dealing 7 penetrating TWICE in a row. How boring and simple is it to pulsewave twice in a row when you can pulsewave then make a ranged action against a specific threat. It makes people who play sentroid actually THINK about their next move. Instead of Hypersonic speed then shoot alot then hypersonic speed and shoot alot again then run away into stealth.
If you are suggesting the -1 modifier to be removed then ill have to whole heartedly disagree. Slap some enhancers or shield agents adjacent or something. Once again another scenario that can be fixed with a little bit of strategy. This game requires things like that.....just saying.
Uhhh... I think you may have misinterpreted my intentions. I was saying that 'they'(game design) claim a lot of changes(nerfs) get made for simplicities sake. And I am against that, especially since they have no problem spending the time putting the verbiage into Team-Attack to make it great.
You nut.
Plus, I wasn't saying that character must be able to pulsewave twice or they wont be worth using. As I think you'll find if you read back, I and several others said it would be just fine if they just made sure that colossals could still make generic Ranged/close combat attacks twice.
And yeah. I don't see why they need -1 attack, however, that's a more arguable point, it doesn't matter as much as not being able to make an entire attack. But again, its the contrast to team dials that is most relevant.
I dont' care about S/V really. What I am mad at is the combination of two things.
1) The significant decrease in play ability of extremely expensive characters. Just a year ago they had us burning 45$ a booster for just a chance to get Galactus.
2) The fact that team bases can do the same thing as colossals could, but far worse. Proving this is not a balance issue.
That's kinda your own fault. Nobody made anyone spend that much on colossals that everyone hates you when you play them.
Couldn't agree more. Seriously, that JL team can KILL STARVING COSMIC MULTIATTACK GALACTUS IN ONE TURN.
God is smarter than we are....
Visit Heroclixin'! Or check out my trade thread. Molly Hayes' KO list: HoT Ultron, HoT Thor, SI Iron Man, AV Wonder Man, SI Sentry, LE Diana Prince, R IC Ultron, Pretty Boy, CW Kang, IIM Thunderball, TW Catwoman, OP Red Hulk.
I'm looking at the card for JLB on the Wizkids site.
First, assuming full 565 points gives you 6 free actions. But only one can be a RCA, only one can be a CCA, one a Power Action, one a Move action...although it says "can be used for any action" (isn't that pretty close to the language in Multiattack?) it actually self-limits your choices.
I agree, 6 free actions and 3 that can be attacks is potent at just under 600 points, but I see it talked about as if it was making 6 attacks a turn. What am I missing?
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
I can't find in the wording where it says that you can't make the same action twice. It says any two actions. Omitting that sentence doesn't really change the meaning of "any".
...I always thought that multi attack should just be reserved for colossals only not for regular sized clix. Now that they changed the rule you may see it on more future clix.
I am still waiting for a second figure with to get Cosmic Multi-Attack. Thanos at 3000 points should have been the second figure to get Cosmic Multi-Attack.
If only I could satisfy my hunger by rubbing my belly - Diogenes
I'm looking at the card for JLB on the Wizkids site.
First, assuming full 565 points gives you 6 free actions. But only one can be a RCA, only one can be a CCA, one a Power Action, one a Move action...although it says "can be used for any action" (isn't that pretty close to the language in Multiattack?) it actually self-limits your choices.
I agree, 6 free actions and 3 that can be attacks is potent at just under 600 points, but I see it talked about as if it was making 6 attacks a turn. What am I missing?
This messed me up for a minute too.
I'm not going to retype it because its a whole paragraph but here is the link.
Read under Working Together. The last sentence reads something like 'any number of the free actions can be close or ranged combat attacks.