You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
We’ve previously mentioned that typically we’re only delivering a “slice” of a character in a HeroClix dial – that slice might range from as wide as a particular storyline to as narrow as a particular scene. Most players have appreciated this because it leads to lower point characters so they can get more of what they want onto a team. It also means they can have more choices to build fun teams instead of feeling like most of their team is locked-in after including their ~150 point tentpole and a key support character at ~50 points. [...]
My only issue is CCE and RCE. It used to be just +2 to damage. I always felt from the name it should impact attack as well. At some point it became the +2 divided between attack and damage. I never found it that complicated and I always found the utility useful. I think there is a Deadshot who can apply it to his range.
Speaking of that, Did the perplex section mention range? Being able to perplex your range from 6 to 7 has often been key.
Most Wanted:DC Super Friends - El Dorado, Rima.
Finish the classic Legion of Super-Heroes - Light(ning) Lass, Ferro Lad, Chemical King, Quizlet.
I am, for the first time, fairly happy with these changes
With damage's low swing of values, taking it away as an option for Perplex is fine. Besides we have SHIELD, Enhancement and Empower for those damage bumps
And taking away the +2/0, 0/+2, +1/+1 saves time (Attack, no, wait, damage, no...) and makes it applicable for any attack (by type)
I bet they took the time to rewrite the update without "feels bad" ha. I can't completely agree with the change to perplex. What happens when you have a character with perplex that only has a 2 damage, while you're adjacent to a character with invulnerability?
Also, I wish they would have structured more of the first articles the same way with the old rule, then the new rule, and then the logic behind the change; but apparently whoever is writing these is learning as they go.
The only change I don't like is I used to like having the option to chuck an object if I wanted/needed to with telekinesis. And, as yarkindell states, it seems like they're always tweaking TK. If this stabilizes it a bit and doesn't bite too many old figures in the behind, I'll go along with it.
Last edited by FrankERottweiler; 02/02/2021 at 18:50..
Reason: Removed some snark and expanded on my initial impression.
I'm okay with L/C change - it is definitely an improvement.
TK, I'm not thrilled - but offensively, TK can be really nasty now - like almost range 10 nasty from the good old days.
RCE/CCE - I get what they are going for - and maybe with enough play I will appreciate the change. I do like using the +2 to attack a lot. I never use the +2 to damage. I do think using it for destroying objects/walls is a good idea.
Perplex - I see what they are going for. This move forces more value into Empower and Enhancement, which isn't bad. So perhaps this will alter how teams are constructed which may be good.
These are definitely changes that at least make things interesting.
Again, all they need to do is make pushing optional and visible dials either a type of game or something both players must agree to and I will be able to respect this company again.
Until then, 'even a broken watch' and all that...
Visible Dials and Pushing Damage need to be optional. This is the way.
I’m ok with some of these, but not nuts about perplex. I’ll reserve judgment til I see more, but there are so many pieces with 2 damage that I can see some teams stuck in a position where they just can’t do much. I get where they are going with it, just not sold on it.
Like others, I like the option of +2 when using RCE or CCE, but a +1 to attack & damage that is passive & not a power action isn’t terrible either.
I do not know where they get the notion, that people want to fit more people on a 300 point team. I do not care to. For constructed and fun play, I would rather they raise the point total of the game, if I wanted to fit more figures on a team. I always felt they should raise the tournament team build to 500. The Introduction of the lower point cost figures, throws the game out of balance with older figures, which people spent allot of money to purchase. Also, if they ever went back to the prior model, the lower cost figures would be out of balance.
This move to lower cost figures and the large size figures that do not even closely match head size or height, etc., of any figures made before them has ruined the game for me. I am done buying and playing due to these changes. I could of lived with some the rules changes, except maybe Perplex.
Do not like the change to Perplex. If your left with only figures that can do 1-2 damage the game is over. Now you just take out all figures except those that do 1-2 damage, since they cannot hurt anyone with reducers.
Overall, I like the new changes to these powers. I would like to see TK be able to slam a person into a wall or even freeze a character in place, but that may be too complex.
I'm okay with L/C change - it is definitely an improvement.
TK, I'm not thrilled - but offensively, TK can be really nasty now - like almost range 10 nasty from the good old days.
RCE/CCE - I get what they are going for - and maybe with enough play I will appreciate the change. I do like using the +2 to attack a lot. I never use the +2 to damage. I do think using it for destroying objects/walls is a good idea.
Perplex - I see what they are going for. This move forces more value into Empower and Enhancement, which isn't bad. So perhaps this will alter how teams are constructed which may be good.
These are definitely changes that at least make things interesting.
Again, all they need to do is make pushing optional and visible dials either a type of game or something both players must agree to and I will be able to respect this company again.
Until then, 'even a broken watch' and all that...
I like where your head is at. I'm not keen on the changes to CCE RCE and Perplex but at least they aren't game breaking like visible dials and no pushing.
Do not like the change to Perplex. If your left with only figures that can do 1-2 damage the game is over. Now you just take out all figures except those that do 1-2 damage, since they cannot hurt anyone with reducers.
I think the idea is to build teams with Empower / Enhancement or CCE/RCE as a result so that doesn't happen.
I get Perplex has been overused and many pieces are ignored as a result. It has potential.
Visible Dials and Pushing Damage need to be optional. This is the way.