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I was thinking about what UD might do to balance this. They seem to do a very good job of keeping things balanced and invincibility seems like it could be very powerful.
What do you think the counter might be. Maybe a plot twist that makes the opponent lose endurance equal to a characters cost +x where x is something. Or a character on lex's team that can do breakthrough when team attacking. What other possibilites could there be for counters to invincibility?
they could always rule that cards that auto stun a character (fast ball special, etc.) still do SEL, it's just when a character stuns them they dont take SEL.
Or maybe that's what kryptonite is for, possibly to remove invincibility/cosmic/hose team superman.
::EDIT:: P.S. if they ever makea character like the one you suggested, it better have loyalty and say "this character may not be teamed up" ::EDIT::
Invincibility isn't broken! There isn't much needed to be done to really balance it. Maybe LexCorp WILL have a character to increase breakthrough- but not while team attacking. Maybe double breakthrough.
I never thought it was broken, but ud usually makes a counter to everything. I'm sure they will do the same here. Invincibility could be tough to deal with though. Crowd control would keep you from taking any damage if all characters have invincibility. If a game goes 8 turns, and on 4 of those you have init and can't hit me for any damage, it could be tough.
Of course that means you get the cards you need, but it's not that far fetched. Especially if teamed up with gk or doom to go get the plot twist each turn.
Originally posted by Latuki Joe Invincibility isn't broken! There isn't much needed to be done to really balance it. Maybe LexCorp WILL have a character to increase breakthrough- but not while team attacking. Maybe double breakthrough.
He never said invincibility was broken, he is asking what the players feel a counter might be.
I see no reason to be sure they won't make a character who can do breakthrough while team attacking, other than rules complications if any.
Doing double breakthrough is even worse! That can easily end a game.
think that outside of the real mean combo of Invinciblity and Crowd control, there won't be too much of a reason to fear the ability.
It will be given to few characters anyway, I mean how many characters got evasion? and how many at the same drop (aka how consistently will you face invincible characters?)
with spiderman, you can hit evsion at just about every drop. Except 7 I think. But with evasion you have the cost of endurance loss. I'm not sure what the draw back will be with invincibility. It doesn't make a deck unbeatable. But play a game without subtracting your stun endurance, but your opponent does and see what happens.
I think that until the specifics are confirmed, we shouldn't start worrying. I can't see UDE throwing the balance off that much over one set (or mechanic)
Sorry for the hasty reaction about invincibility not being broken. I'd heard enough about that and had comments sent my way, and kind of just threw it out first. Anyways, on to backing up my earlier opinons.
A Team Attacker Doing Breakthrough Won't Happen
First off, this would be confusing. Does the entire Team Attack do Breakthrough? Just the amount he contributes? What if the amount he contributes is less than the DEF of the Defender? And if the entire team attack does breakthrough, then we've got a formula for broken. Teamed up with Teen Titans Go, we've got disaster.
Double Breakthrough is an idea.
Double breakthrough ISN'T broken. Not on some levels. Sure, give Sabertooth: FR double breakthrough and he'd be broken. Technically, we've already got a double breakthrough card if we're going for absolute numbers: Vulture. Its no different. Maybe a 3/3 3-drop who does double-breakthrough.
They'll probably give some characters abilities akin to heroclix's exploit weakness, ignoring invulnerability.
Plus, maybe they'll make a few more plot twists that make opponent's lose endurance equal to character's costs.
Or the Invulnerability power will just be worth 2 extra resources.
I'm about to drop a Spiney Shell on your arguements:
1) A Team Attack Doing Breakthrough Won't Happen
I would never say never in this game. Except then.
It will be a rules complication to be sure, but it COULD be done. It would be specific though. A character with the ability, or a keyword that only triggers when the team attack is performed by ONLY characters with that keyword.
Teen Titans Go is already a disaster. Turn 6, the game can be over if a good Teen Titans player is on the other side of the table.
2) Double Breakthough is an idea
I think this idea is a lot more difficult to maintain. So many decks can do a large chunck of breakthrough, but not consistenly enough to do it more than once, and not enough to win in one shot.
Vulture statistically deals double breakthrough. But it is a very different kind. Gaining your own endurance won't kill your opponent this turn rather than next. Imgaine Mojo being a 23/7 on turn 4 (easily done, if not consistantly). Assuming the defender is blindsided, if Mojo dealt double breakthrough, you're looking at huge endurance loss.
Now, again, it's a good idea, I see no reason to not let SOMEONE deal double breakthrough. But I think the possiblity exists for double breakthrough to get way out of hand if more than one or two characters in the entire game have it.
Personally, I would have liked to see Invulnerability as a Boost mechanic.
For example:
Superman,
Los Hombre de super
7-cost
17/17
Flight, Range
Whenever Superman attacks, women scream and shout, while brotha's throw their hands in the air like they just don't care.
Boost 1: Put an invulnerbility counter on Superman.
Clearly this card is only meant to illustrate my boost hypothesis.
What surprises me is that of the two new mechanics announced for Last Son, people are more worried about Invulnerability (which, when all is said and done, is pretty straightforward and doesn't stop board control, stunning or KOs) than Cosmic.
Cosmic strikes me as the far more potentially unbalancing mechanic of the two, just because it offers potential resource acceleration from the description. Getting a 5-drop's stats off a 3-drop Cosmic character on turn 3 is really scary - I mean, yeah, they can stun him and reduce him to regular levels, but imagine a 9/9 on turn 3 - most team attacks won't even come close to taking that down.
I have every hope that the mechanic will be properly balanced, but yeesh - accelerating the game is always dangerous in CCG balance, and this particular trait lends itself to abuse more easily than most.