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We were told by at least three people here on the forums that it was sold out at the distributor level. No one ever said it sold out in the stores. That's all I know, and it could be wrong.
We were told by at least three people here on the forums that it was sold out at the distributor level. No one ever said it sold out in the stores. That's all I know, and it could be wrong.
I saw only one such post and no one confirmed it.
As of last week... my distributors still have MTU in stock.
With the current cardpool... the game is more complex than just the engine itself. Overall... my calls for "simplification" were never confined to a single aspect of the game. I guess to answer Access' need for clarification, what I call the "game engine" encompasses more than just the mechanics, turn steps etc... it also involves the number of archetypes, the card pool and the other intricacies that further convolute the basic aspects of VS.
I know some players whose game hasn't evolved past the Origins sets... there is a large amount of players who had quit after Origins (which could also be due to the horrible *SM sets) and a good amount of players who haven't Day 2's since 2004.
This is most probably why Legends is speculated to be more of a "back to basics" type set.
These are points I agree completely with. Do I want to see the sets fluctuate the level of difficulty? Yes!
Long-Range is a good start for ranged characters (working similar to 5-drop Cyclops's ability), and Elusive works well for characters who are hard to pin down (or those who are Concealed). I agree with you about Magic's interpretation of Flight (or Stealth in WoW), and think it would be more thematic as "Cannot be attacked by characters without Flight or Long-Range". Protector is a shoe-in as it would let some characters take hits for the others, and as a keyword it can be placed on the most thematic characters (durable "bricks" for heroes or low-cost minions for mastermind-type villains).
Yes.
These are the types of things I wanted to talk about.
What if 'Range' made it so that you couldn't be hit back unless the character you were attacking also had 'Range'?
'Elusive' is thematically close to 'Concealed' but so is 'Stealth' in a way.
These are the types of things I wanted to talk about.
What if 'Range' made it so that you couldn't be hit back unless the character you were attacking also had 'Range'?
'Elusive' is thematically close to 'Concealed' but so is 'Stealth' in a way.
I think that, if Ranged characters could only be hit by other characters with Range...street level heroes would be screwed, unless you gave them a special keyword that let them stunback. It would also make characters like Sniper absolutely ridiculous.
I do agree, that, outside of a game mechanics view-point, that makes a lot of sense. But, within mechanics, it would mean the design of a whole new mechanic just to make the game balanced, or, giving people without range an easy means of acquiring it (and I mean searchable, free, hopefully board-wide range), or some form of winning outside of combat (and I mean giving literally each of them ridiculous abilities).
The ability to attack without fear should be reserved as an insanely good ability.
Now, an interesting exercise would be coming up with some sort of balanced way of making that work. What would characters without range get? They are already at a substantial drawback due to the fact that they can't attack from the back row - adding another one would be crippling. What kind of effects would they get to make up for it?
Yeah, Long-Range would break VS wide open. Elusive is already in the game, as Concealed... just this game has been out long enough that we have cards that say "target ally loses elusive" or "target character can attack elusive characters this turn", etc. A few characters have protector already, but it's worded a little differently. That one could probably be keyworded. We don't have to worry about Ferocity. We have a free-to-play card that gives any character Untargetable, as well as quite a few effects and innate powers. Formation pretty much dictates Protecting as it is, so you can think of flight as Stealth.
I dunno. I think the mechanics are pretty solid in VS. Changing any of that would require a redesign of the rest of the game as well. And if you're asking if I'd play the game had it been designed that way from the start? I dunno. I mean, maybe, just because it would be the only superhero game around, but I don't feel that engine captures the feel of a "super team". It's really designed to focus on one main character, with a host of supporting characters, and that's not what VS is about. VS is about assembling your own "super team". The whole concept of the game is reinforcement, team attacking, affilliations, Leader, Backup, Loyalty... everything congeals into a solid card game about teamwork. WoW doesn't give me that feel. WoW makes me feel like Magic did... that it's just a card game about beating your opponent, with no rhyme or reason.
As of last week... my distributors still have MTU in stock.
That was more anecdotal than most of my posts.
However, wouldn't the 'sold out' ultimately mean that UDE is sold out of it ... distributors and stores would obviously still have it, but distributors would be unable to get more from UDE.
I know that's how it worked with Raw Deal Revolution being sold out. "Sold out" from the original supplier.
However, wouldn't the 'sold out' ultimately mean that UDE is sold out of it ... distributors and stores would obviously still have it, but distributors would be unable to get more from UDE.
It's not sold out at UDE either (any UDE Direct store can confirm this).