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A lot of rules COULD be changed, and a lot HAS been changed since 2002, but something just seems to stick through every versioning of the rules. I am curious if anyone agree or disagree with me on my 2 complaints(that comes to mind), and if you disagree then I would be glad if you could explain why the rules should stay as they are(or be fixed in another way).
1. Masters of Evil. This TA seems just as useless today as it was in 2002. I tried it once then, but never bothered later. Proposal for fix: Let the extra attacks be free actions. This may be abused, but there are certainly many other game mechanics that also can. 'Freeing' the actions will make the TA much more interesting and also deserve it's name "Master of EVIL".
2. Soaring. I think I have used this ability 2-3 times since summer 2002. This ability seems in fact more and more appealing though, but unless your flyer have RS, it is not likely that you will use this option. You'll spend too many actions on moving rather than attacking. My proposal for a 'fix' is: Allow every flyer to descend from soaring as a free action before any power action, combat action or attack. (This could be limlited to just work with simple attacks, not power actions or combat actions.)
Any opinions? If you have other examples of rules that have stayed regrettably unchanged for long please share. Maybe something will be modernized soon
-- So which expansion will revive professor Warren? 'Cause he's not the two-point bystander you complete your build total with! --
This is something more for the General Discussion forum than the rules...
My "pet peeves" are:
- Imperv still being optional. This is a left over from when Imperv was still "invul plus super senses". It needs to be brought in-line with the other damage reducing powers.
- Pulse Wave not needing an opposing character within range. Since the early days of the "hooker bomb", this is one that I've wanted changed. It's the only attack that doesn't require an opposing character anywhere in the nieghborhood.
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If you say so, I'll post this thread on the General forum :knockedou
To your additional rules-change suggestions I'll agree with you on impervious.
On Pulse Wave my opinion is that this should remain as it is. I agree that it was unfortunate that it could be used to activate the Con Artists, but now that we have several feat cards that gives you a click's penalty in trade of something else(Passenger, double-time) it seems less important to change PW _now_. Logically a pulse wave should axpand in circles around the attacker, and it is a weapon of mass destruction, thus friendly characters should not be spared. When it comes to Energy Exposion this is a form of attack that is spreading in circles(only 1 square wide) around the target where you throw your bomb. This splash damage is also indiscriminant in that it can affect your comrades. To not disturb these physical "laws" PW or EE should not be tampered with with regard to affecting friends. But I can understand your wish to deny the set-off of the PW unless there is also an enemy present. Then you'd have to TK an enemy into your part of the map and use him as a pure activator for the old hooker-bomb trick
-- So which expansion will revive professor Warren? 'Cause he's not the two-point bystander you complete your build total with! --
on the forum placement: The description of this forum is: "Discussions & questions about HeroClix rules and/or rulings."
I read that as saying this is where it should be.
But it would probably get a hell of a lot more responses in general discussion....
Some rules I'd like to see changed:
1. HSS changed from a move action to a power action. This wasn't a problem until Unstoppable came around.
2. Pulse wave is iffy, and needs some cleaning. I don't like how you can do a hooker bomb, but I also wouldn't like you to be unable to hit someone in stealth with it if it got changed.
3. Telekenisis. It just needs changing. I don't really know how it could be changed, but it would be nice to see it happen.
4. Support- would like to see this work like Regen (-2 to healing roll), or have damage reducers work against it. Or a combination of the two. While this isn't a HUGE problem in the tourney setting, it creates HUGE problems for home play, as someone will commonly run away with their medic and heal to their heart's content.
5. Moving and attacking- something still needs changing here. Charge needs a boost of some sort, and so do bricks in general.
President of HCRealms: 2013-2016
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3. You should be able to TK someone off of a building or into a wall and do damage to them. THAT'S the TK change I want to see.
4. The dice rolls for Regeneration and Support need to be switched. Regen = 1d6, Support = 1d6-2, but with a minimun of 1. I mean... Wolverine's mutation is regeneration... why in the #%)) would he not always get something from a Regen roll?
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
3. You should be able to TK someone off of a building or into a wall and do damage to them. THAT'S the TK change I want to see.
4. The dice rolls for Regeneration and Support need to be switched. Regen = 1d6, Support = 1d6-2, but with a minimun of 1. I mean... Wolverine's mutation is regeneration... why in the #%)) would he not always get something from a Regen roll?
3. I agree, but something else should be done to hinder it as well, such as reducing it's range or the like.
4. I wouldn't make regen any more powerful than it already is. With Auto Regen, what you're suggesting would be pretty dangerous for very low cost figures. And if you're hindering support, regen will increase in value, play-wise.
President of HCRealms: 2013-2016
Autocratic President of HCRealms: 2017-?
This is the first time I've ever heard someone imply Regeneration is powerful as it stands right now...
Sure, Auto-Regen would be powerful, but chances are when they used it, it would take them off their Regeneration click, so they couldn't use it again for a while.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
My main complaint about the rules would be Attack after TK. I know why the NAAT and FCCF rules were created. But when you neuter a popular power (flight) and therefor make another less popular power (TK) much more powerful than it was in the first place then you get Rookie Jean Grey and Cosmic Boy making at least one appearance at every tournament.
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This is the first time I've ever heard someone imply Regeneration is powerful as it stands right now...
Sure, Auto-Regen would be powerful, but chances are when they used it, it would take them off their Regeneration click, so they couldn't use it again for a while.
For tourney play, it really isn't. At home play, I get really irritated when I see someone pick up Deadpool or Wolvie, and fly away with them to a corner of the map that I can't get to before they've had 3 or 4 turns to regen to the top.
the -2 is there for good reason, IMO.
President of HCRealms: 2013-2016
Autocratic President of HCRealms: 2017-?
Referring to soaring, I can see where this proposal may be too powerful to be a rule, but what about a feat card that allows you to pick up an opponent with a flyer and drop him for damage to be used like fast ball special. Or feat cards that allow likely use of flyers; like dropping bombs (Green Goblin) or a "Dive Bomb" from soaring feat card.
it’s kinda sad that the most dominant figures in this game are hookers, medics, and dogs…..
For tourney play, it really isn't. At home play, I get really irritated when I see someone pick up Deadpool or Wolvie, and fly away with them to a corner of the map that I can't get to before they've had 3 or 4 turns to regen to the top.
the -2 is there for good reason, IMO.
Yeah, but you can only use Auto-Regen when Regen is on his dial, so after one or two rolls, they should be past their Regen clicks... unless they roll really badly.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
how about how a big figure has to stop when he comes in base contact. i mean come on, they are called BIG figures.....
and then random people should be archenemies.... like dormammu and dr. strange, E FF Juggernaut and U Proff. Xavier, and then maybe spider-man, carnage, and venom should all be, but carnage is from the ultimates set..... i still wnat it though
Yeah, but you can only use Auto-Regen when Regen is on his dial, so after one or two rolls, they should be past their Regen clicks... unless they roll really badly.
Or if they roll a 3, which means they only have to push to get back to their top regen click, and then roll again.
President of HCRealms: 2013-2016
Autocratic President of HCRealms: 2017-?