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Okay. Its not that big of a deal. I just need a clarification.
With the new way that the superman enemy team is introduced I wonder how this affects wildcards......Meaning:
If Wildcard A and wildcard B are standing next to each other; then wildcard A (who is higher in point value) moves away from wildcard B, is it safe to say that wildcard B can change their team ability without wildcard A (who sticks to SE) losing the initial outwit?
Awesome. Have some rep because things are about to get nasty in tournaments to come.
You ain't kidding. That TA went from situational at best to frickin' broken.
Last tourney I had Goodness & Mercy devour a Black Panther because I could Outwit his Outwit any time I wanted and there was nothing he could do about it. It was like "free" Fortitude.
Visible Dials and Pushing Damage need to be optional. This is the way.
Basically, the character has situational Outwit. It really isn't any different that Outwit gained via ICWO or any of the plethora of Outwit-with-a-twist special powers.
If you build a team specifically to exploit that TA, sure, it is really powerful... but so is plain, ol' Outwit (especially in multiples). All your opponent would need to do is KO the cheaper character, block LOF, play Disbanded!, play Fortitude, etc. and the TA is no longer any real threat.
Basically, the character has situational Outwit. It really isn't any different that Outwit gained via ICWO or any of the plethora of Outwit-with-a-twist special powers.
If you build a team specifically to exploit that TA, sure, it is really powerful... but so is plain, ol' Outwit (especially in multiples). All your opponent would need to do is KO the cheaper character, block LOF, play Disbanded!, play Fortitude, etc. and the TA is no longer any real threat.
It gives you a super-Outwit which trumps PAC Outwit. That's impressive as PAC Outwit is one of the most complained about powers.
And prior to these rules, the Superman Enemy TA was always a supportive role. Bizarro will Outwit for someone else because he has to stay still for it to work. And you could Outwit his "Outwit".
But no more, my friend, no more! Superman Enemy TA is better than regular Outwit, all things being equal.
Visible Dials and Pushing Damage need to be optional. This is the way.
But no more, my friend, no more! Superman Enemy TA is better than regular Outwit, all things being equal.
The only way it is "better" is that it can't be countered.
But you still need at least one other character to make it work and it has all the other normal limitations of Outwit. Plus if the character were to gain its own on-the-dial Outwit (say I take a pot shot at Luthor knowing Outwit appears later in his dial), the Superman Enemy TA will cease to function.
All things being equal, I'll take regular Outwit just so I don't have to rely on any other character.
The only way it is "better" is that it can't be countered.
But you still need at least one other character to make it work and it has all the other normal limitations of Outwit. Plus if the character were to gain its own on-the-dial Outwit (say I take a pot shot at Luthor knowing Outwit appears later in his dial), the Superman Enemy TA will cease to function.
All things being equal, I'll take regular Outwit just so I don't have to rely on any other character.
I understand that perspective. For me, the freedom of being able to always count on using my Outwit is a huge benefit. When someone Outwits your Charge to hold you in place and you simply Outwit their Outwit, it renders their Outwit a lot less useful. Again, to me that is huge.
The only thing missing in my style of play is the combo of Stealth & Outwit and currently, the two best opportunities for that are Hitman and V Shadow Thief - both Wildcards with Stealth and no Outwit.
Again, I understand the concept of 1 figure, 1 Outwit. But for me, the ability to choose from a greater pool of characters and bring in Outwit in an uncounterable form is huge!
Visible Dials and Pushing Damage need to be optional. This is the way.