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This is awful
There's 2 major problems with victory card
While I need to know what does my figure and knowing the dial seem nice it take away so much surprise to the match and take away all purpose to the dial on the figure
Is such an unnecessary thing to put the dial on the card to make it public to my opponent
This will make the game even slower due my opponent checking my dial on the card redid how he can wreck of more and put me in worst position
Thus making the game less fun
Also the New card is way too cramped
While most of the back is almost clean the front is too cramped with information and too small letters
Traits and special powers should be written across the card like always, that why are more clear and same font size, some people have sight problems and this New card letters are even smaller
People keep saying this is a great idea for Fast Forces for new players. Except that that means new players get an *even bigger* handicap.
That's the biggest problem with this move, in fact-- it will punish the players using more of the newer pieces, which will be newer players. Established players will be able to play more blind dials than I guy only buying from one point in time forward.
I wouldn't want the full dial to be printed on the card. It would slow down the game way too much.
HOWEVER, I'm in favor of putting the total number of clicks on each card : most of the "educated" players who keep track of every release are likely to remember how many clix a popular character has. As a new/casual player, I generally have no idea, even for my characters, which puts me as a great disadvantage. After all, if I can see what max range / speed / damage etc. my opponent currently has, why wouldn't I know the max "hit points"?
This is a bad idea, "to help new players" The best way to help new players is to have physical starter sets come our more than 2 times a year, or have them made in higher quantities so new players can pick up and go. Not wait 6 months while borrowing stuff from friends.
Don't do this wizkids. This is not at all in the spirit of the game.
If this change does go into effect then I would suggest a new rule- each player can only look at opponens cards before the match starts. I could live with that, but not down at all with slowing the game down by constantly asking to check cards all game. Just rediculous
People keep saying this is a great idea for Fast Forces for new players. Except that that means new players get an *even bigger* handicap.
That's the biggest problem with this move, in fact-- it will punish the players using more of the newer pieces, which will be newer players. Established players will be able to play more blind dials than I guy only buying from one point in time forward.
I was saying it more as a compromise. If they MUST, do it there.
So it seems an undeniably poorly thought through decision on WK's part, but not an irretrievable one.
If the community maintains its resistance to the change then; 1) pre-orders will drop for bricks/cases which will dramatically off set the enrollment of new players they are looking for 2) ROC will come up with a category of tournaments that avoids use of newly carded sets 3) some entrepreneur will come up with a fix for the new cards which will allow dedicated enthusiasts to pick and choose desired pieces and use custom cards.
All 3 of these will result in them re-considering their stance and hopefully reverse course before too much harm is done.
In the meantime we should create a new definition of Modern; Pre-Dial Card for those of us who choose the eschew their new and improved
It damages many mechanics like Ranged/Close Combat Expert with the crucial decision of to which you will give the bonus, another one having shot at two or more targets the uncertainty of guessing the best way to divide damage to each one, or the side line where everything had to be in click of KO to not see what you were going to bring of out.
You say this is do it for the new players who get frightened but you know what it frightens them???
With all respect they are frightened with so many misprint, so much change rules across the the WES forum, so much confused wording and that do not make enough starters, it is more difficult to obtain the PAC and the rule book in paper that a super rare one.
I read the article and almost all the things I mention are or will be attended and that is really cool that really would bring more players so I can say wait for it, make this improvements and you'll see that the card change is not needed and the other changes are enough.
I'm not a fan of dials on the card but IMHO it doesn't ruin the game and it won't make me quit. Team ability descriptions would be a better addition. Adding the full dial dial on the card doesn't seem like it would simplify the game any. Seems like now I have to try to understand every power on the entire dial simultaneously rather than just understanding what is currently showing. Seems like it would slow the game down a little but like all changes I will adapt and it will be fine.
This is a fantastic change for the game. It makes the game more assessable to new and casual players which is going to strengthen the game and increase its long term viability. I mean, when was the last time you had a new guy play longer than a year? If the answer is less than 10, then the game is to hard to learn. Wizkids, please don't listen to these guys. As per usual, it's the same 50-100 people making the same complaints over, and over, and over again. As much as they would like to say they speak for the heroclix comunity, they dont. At my venue we have upwards of 20 players, and only myself and 1 other player knows what HCreams is, let alone use it. Same thing with facebook, please look at the number of profiles making comments, not the number, if you do this, you will see that it's not really that many people unhappy with your change. Last thing, if I'm to say anything negative about the new card design it's only, please add the team abilities and what they do. Other than that, good job wizkids and don't worry about the people who threaten to leave the game, most of them won't anyway, and for every one that leaves, ten will join because it's now easier to get started.
My store. We started off from our old comic shop with about 8 people transferring over. Last night we had 32 players, and are frequently over 25; you don't need dials shown on the cards to get new players into the game. Odds are, if a new player is going to drop the game, dials on the card aren't gonna matter.
Like many others, I dislike these changes, and will not be purchasing future sets until changed.
My opinion: A big part of this game is the incomplete information it gives you and the uncertain aspect of it.
As a way to represent battles among heroes and villains, it seems to be flaw more than a feature to have the dial on display at all times: the characters in the fight would not know how exactly to approach a fight at first glance, so the "realism" aspect here is lost (All in all, not a major point but it does bother me).
As a way to level the competitive environment, it seems a little short sighted: it will make everyone know the dials and that might be good, but, as many more competitive players foresee, it will make a slower game, because of the constant card checking, thus making it unappealing to new players and frustrating to older ones.
It makes useless the characters that base their power on not knowing the dial at a glance. The case Grandmaster is especially flagrant because the character has been out for little more than eight months and its appeal and value would be slashed with this mechanic
The biggest issue is the removal of uncertainty, at least for me, though. Not knowing or not being certain of what comes next on a character's dial is what makes this game more than math: If you know for certain what a dial looks like you have the work done for you for strategy porpoises, if you do not do exactly what is clearly the best option for this turn, you are playing wrong and you are at fault. The game has always a "better choice", but you need insight and luck to make it happen, with this you will only need luck, and with Perplex, unique modifiers and resources you might not even need that.
Even the character previewed in the article suffers if this change is made: Wolverine’s stats other than attack steadily drop until that nasty 13 with B/F/C shows up. Without previous knowledge I might not focus on him and let him push unto that or not take him out in one stroke and that click turn the tide of the game. With his dial readily available I simply will not let him use that last click, not once, not ever.
The new design for the cards is fine by me, seems more of a dossier on the character and I approve of that. With the omission of the dial information the cluttering that most of other players do not like in the design will be addressed. And the streamlining of the language is something we have been asking for a long time now.
The only other thing that personally bothers me is the phasing out of the REV colours, but that seems to be useless at this stage of the game, and it will not affect game play much, at least I think it will not, so I will get over it soon enough.
All in all I think this is a step in the right direction mostly, just the dial information should not be disclosed in the card. And I hope the other changes get implemented to the game.
The way to make the game easier to get in is to have information about the game available, with a new rulebook, a new Powers and Abbilities Card and a way to review the Team abbilities, Adiditional Team Abbilities and Characters. This very forum takes care of the last three but if you want more accesibility it should be the official page and not a dedicated fans forum.
I don't like it. I mostly play casually with friends and we don't memorize dials. I have played in tournaments where people do have dials memorized and I really don't feel like it matters. Most competitive players only memorize their own dials and a couple meta figs that they know they will play against. One of my favorite things about going to competitions is bringing a team that is good and no one is using because I constantly catch people by surprise with some of my tactics. One thing in competitive play at tournaments is people always ask to see the card of a fig they don't know. This allows them to learn the powers you have but not in which order you'll get them or in what combination or what the combat values are. If you put that info on a card you might as well take away the dials and figs. I understand you want to bring in new players but you shouldn't punish the veterans. I've taught numerous people and brought them into the game of heroclix without knowing the dials. I don't think it's necessary and it makes the card cramped. What are you gonna do with figs that already have a cramped card like beyonder, bizzaro, lady deadpool, and crazy jane? If anything I would put the dials on the cards for the starters. Not fast forces or sets but the starters that come with figs, dice, a map, objects, and terrain markers. Because if you're new to a game you don't just buy packs. You buy a starter, something that's pre-built for you to learn a game. Eventually people who buy starters get more invested in the game and buy more packs and get better and in this case either memorize some dials or don't. By putting the dials on the cards you take away all the hard work the people who memorize dials do. Instead of the competitive players knowing dials now everyone does. I appreciate the players who memorize their dials because I know it takes some work and dedication. I think I've rambled enough but to reiterate if you really want to put dials on cards for teaching and learning purposes, do it in the form of starters. Leave the sets and fast forces out of it. The rest of the card seems fine maybe add what the team ability does.
I'm against it. I like sitting there wondering whether or not to push or where to put my RCE points. Also, I feel like it's going to slow down normal game play as people will sit there looking at dials on cards before they do any action.
I've been playing the game for about 7 years now, never in that time have I ever come up against a new player who said or thought "I can't see the whole dial? This is too complicated" this is not the issue and is an awful awful solution in my opinion.
You are taking away the elements that make the game great. Maybe I should push, but what if I lose my outwit and they get that power back. Those decisions are gone. Also things like playing around your opponents best clicks with things like perplexing DOWN damage could very well be a thing. That is just no good.
Someone on a Facebook page had a flowchart on powers. What kind of actions I.E. power actions, move actions etc work with each other's and the associated powers that are activated by those actions so people can see what works with what. THAT is usually the big hurdle for new players. I think that should be your focus.
I will say other than the dials on cards everything else in the article was GREAT! I love the other changes. Especially giving out less improved movement and targeting and making maps matter more.