View Full Version : Running out of Ideas? How bout new powers
TheFallenOne
03/03/2003, 10:54
well this is just a post talking about the lack of new abilities in Xplosion. dont get me wrong I love the scultps and powers and im really happy to see more versatile figures like ironman and less power figs like firelord/black panther (roo). my big complaint is that im tired of seeing the same figures made just with different names. What i mean is this.
juggernaut = hercules = thing = savage hulk = abomination = she-hulk = titania = blob = collossus and the list goes on.
yes i realize that they are "different" but for the most part they are the same. all the beef have some combination of
movement = leap climb, or charge
attack = superstrength or blank
defense =toughness or invulnerability
damage = battle fury or blank
theres only so many combinations that you can make out of that. and most of them have already been done. Id really like to see at least double the amount of powers so that there would be much more diversity and much less duplication. Oh for any one who wants to respond with "but thats how they are in the comics" well this isnt a comic its a game based on comics. I need the game to be fun. whats the point of buying new figures who are the same as your old figures?
p.s. this set looks great and I will of course be buying a case of it. I just hope that we see some new powers before the next marvel set comes out.
I'd like to see some new powers, perplex and willpower have added a lot to the game already
Thorgrin
03/03/2003, 11:55
I would agree to that. Still like the game, but I'm starting to see some duplication as well.
I wouldn't mind seeing some out of whack stats as well, from time to time. Something like a 14 attack rating, but only a 1 damage. I.E. Someone is really, really trained very well, but just doesn't have the strength to really do much (without perplex or a critical hit) to a person.
The increased range on Phoenix is a nice addition and is a good start on other things to come I think, but more powers would be a good thing.
yea interesting characters that have unusual combinations of stats/powers would be welcome
but how many characters have those kinds of stats/abilites? most characters are fairly straightforward and don't merit really unusual stats or powers ><
what character would you give a 14 attack and one damage to? it can't be a minion of doom or it'd be potentially broken, and it can't be a sinister syndicate for the same reason
webhead817
03/03/2003, 15:21
The thing is, I can't see too many characters that couldn't be well represented by the existing powers. Does anyone have any specific examples of characters that aren't out yet that would warrant something new?
Optic_Blast
03/03/2003, 15:24
I'm somewhat glad that there aren't a slew of new powers invading the game, although one or two new ones would be nice. By adding more, it increases the likelihood of making older characters obsolete, which I don't really want. Unless they find a way to add new powers without essentially phasing out old ones, I'm happy with the game as is.
(PS - If a new Magneto is (and he better be) made, that would definitely warrant some new powers. Something like Telekinesis, but not needing to be adjacent, and being able to throw people into walls would for damage would be great. They should have Magneto with his own rules, a la one of the big figs, because he is that #### good! And ####'t...there's no way Dr. Doom is almost 100 pts. more than the MASTER OF MAGNETISM! Sorry, I'm just ranting a little bit here!)
TheFallenOne
03/03/2003, 15:29
how about
bishop? what would you use now for his powers? im not a huge comic fan but i know that a few of the old characters were messed up when it came to their powers. rogue, thanos, magneto. i could see elektra or some other ninja having a super high attack but only do like one damage, it would make sense since they wouldnt be able to hurt guys like the hulk/ hercules anyway.
Thorgrin
03/03/2003, 15:35
The 14 attack/1 point of damage was just an example. I would have no idea.
New powers:
Tactician- Works like Perplex, but only for the figure in question. I.E. Mr. Fixit has Tactician, he can put a +1 to any of his stats, but his stats only.
Teleportation(for a grounded figure)- Give this character a move action, can Phase and "carry" another figure within movement range. (Could be a power for Cloak)
Steal Power- Make a close combat action. If you successfully hit a figure, you may select a power that figure has even if you did 0 damage to the figure. (Would be better than Steal Energy and makes more sense for Rogue). The other figures loses their power until the next turn.
Massive- Figure can not be carried by flyers, unless the flyer has super strength. (i.e. one half of the battle fury). Would make sense on a lot of figures like Hulk, The Blob, etc and Wasp being able to carry.
Modifying a few powers would also be a welcome change.
Mind Control- Does not take points of damage. Before I get flamed for this, take into consideration that most MC figures have either low attack values or have very shallow dials and are generally KOed fairly easy (Prof X comes to mind). Either that or modify it for figures 150+ points.
Stealth- Does not block LOS to other figures
Just some general ideas.
Thorgrin
03/03/2003, 15:39
I'm not too convinced of that as of yet. I'm still seeing E Ultron, Firelord and lots of other "old" figures still being used. Some I don't even see now and would like to see like Quicksilver and Captain America redone. I hardly, if ever, see these guys in any serious tournament games. Dr. Strange is also a figure that is still being used as well as Jean Grey. Of course Unique Wolverine/Elektra are heavily played as they are great for the point value.
Some extra powers wouldn't hurt and I wholeheartedly agree that Magneto definately needs to be redone. His current version is a chump. His sculpt and paint jobs are GREAT, but statwise, he bites the big one. Even in the original IC he wasn't all that good compared to other guys. Ah well.
Originally posted by Optic_Blast
I'm somewhat glad that there aren't a slew of new powers invading the game, although one or two new ones would be nice. By adding more, it increases the likelihood of making older characters obsolete, which I don't really want. Unless they find a way to add new powers without essentially phasing out old ones, I'm happy with the game as is.
(PS - If a new Magneto is (and he better be) made, that would definitely warrant some new powers. Something like Telekinesis, but not needing to be adjacent, and being able to throw people into walls would for damage would be great. They should have Magneto with his own rules, a la one of the big figs, because he is that #### good! And ####'t...there's no way Dr. Doom is almost 100 pts. more than the MASTER OF MAGNETISM! Sorry, I'm just ranting a little bit here!)
How about if they split powers on the dial. That could give alot of flexibility with current figures. I know it would drive up costs but if could be worth it.
For example, Spider-man could have Leap/Climb and Charge on the same click. This could represent his ability to break away from one target to hit another right away. Heck if you combined this with Willpower on the same click you could have one heck of a Spidey. This would work with Quicksilver and give him the ability to run up a building to hit someone, something Flash can't do with hypersonic speed.
Also, for example Hawkeye should have leadership, he should also have range combat, why don't put them on the same click.
There are a ton of combinations if only they would split the powers. I think it would add alot of spice to the game and not make all the figures different so they would not be the same but at just different levels.
Thorgrin
03/03/2003, 16:58
I have to agree with you there, Ed. That would be a great idea as well! Something to break the monotony that we are starting to see. Of course I could see a potential Dr. Strange being like 200 points with every stat having split powers. lol. Then again, that would be pretty awesome to see.
well wizkids doesn't seem to like the idea, thats why they made the combo power impervious of invulnerability and super senses
however....
I think spiderman could easily have a stealth leap climb (which would represent at least one aspect of his character nicely) or charge leap climb as you suggested, if you could only combine powers together on the same part of the dial there's so many possibilities for interesting characters, like a stealth mind controller - only possible so far with puppetmaster if you combine him with batman team (requiring a DC character)
I'd also like to see some more clix with regeneration, it seems like hardly any new clix have it at all
some other possibilities would be a "combine power" to let you use two powers together at the same time, example, barrier and RCE character could use one action to do both with a "combine power" so he could shoot someone And put up a barrier as one action
"copy power/stat" letting you borrow another character's powers/stats (ala rogue/super adaptoid and mystique)
*shrug*
webhead817
03/03/2003, 17:15
re: Optic_Blast "...and being able to throw people into walls would for damage would be great."
We already have this, it's called Force Blast. Which, would probably be good for Magneto. But I think it's a bit much to ask for another, different kind of TK. TK is TK. They aren't going to make "Magnetism" or whatever just for Magneto (and Polaris or whoever) and have it be almost like TK, but different.
re: Thorgrin - same think for "Tactician" and "Teleportation", while these are great ideas, I don't see them splitting hairs like this with powers they've already made. I do like the "Steal Power" idea, although half of that is Outwit already, maybe that's what Rogue should have to go with her Steal Energy?
re: TheFallenOne - Bishop; I think that Bishop could get away with Steal Energy, that's effectively what he does anyway.
the itsy bit
03/03/2003, 17:16
Originally posted by webhead817
The thing is, I can't see too many characters that couldn't be well represented by the existing powers. Does anyone have any specific examples of characters that aren't out yet that would warrant something new?
first of all mix ALL powers from DC and Marvel together !
Storm should definately have gotten Smoke cloud (and various other powers).
some figs do look thesame (because they are), but everybody wants their special fig(s) made however obscure they are !!
TheFallenOne
03/03/2003, 17:35
re: TheFallenOne - Bishop; I think that Bishop could get away with Steal Energy, that's effectively what he does anyway. [/B][/QUOTE]
not really. didnt he absorb energy? like cyclops optic blast? he didnt really gain his health back so much as he absorbs their energy beams and channels them right back at them. so that wouldnt be much of a representation. the mystic team ability would make more sense
webhead817
03/03/2003, 17:43
Absorb energy, steal energy, it's all the same to me (from a HeroClix point of view). Bishop grows stronger by absorbing energy from his opponent's. To me, Steal Energy is close enough in the 'Clix world to approximate this.
Thorgrin
03/03/2003, 17:43
Well, what I was thinking is this. On Teleportation, it's on a grounded figure and doesn't last for very long. After it's outwitted or gone, then you have a grounded figure that isn't a flyer, but is a pseudo flyer at the beginning of the dial.
I doubt that they'll split hairs as well, but it would be nice. Heck, I would have liked to have had extraordinary strength (can use light objects) and super strength (can use light or heavy objects). lol. That would have given a lot more variety to figures I think. You give spidey extraordinary strength and he can hit someone with a light object and do 3 points, thus able to hit someone with invulnerability if he absolutely had to and leave the heavy objects for the big boys like Herc, Hulk, Thing, etc. I would have given Controller extraordinary vs. super if I had my choice. lol. Ah well.
I'm sure there are lots more powers they could come up with or we could come up with. The DC powers could be intermingled if they need to be, like Smoke Cloud.
Another powers I just thought of would be like this.
Marksman-Can use a ranged combat action and not have a figure block LOS. Blocking terrain affects LOS as normal. So you could have someone like Bullseye "thread the needle" and hit like a Wasp that is hiding behind a Firelord, but not due RCE (or whoever).
Forceful Hit-Works kind of like Force Blast, but if someone hits, they do their combat damage and knocks the person back automatically. Kind of like an automatic knockback, regardless of rolling doubles.
Just some variety is all is needed, really. How many more "bricks" can you really make that is just a variable on someone else? The hulks/she-hulks/things/apocalypse's/hercules/mr. hydes are all starting to blend in now. Whereas some new powers or "split" powers would reallllllly start setting them apart.
Originally posted by webhead817
re: Optic_Blast "...and being able to throw people into walls would for damage would be great."
We already have this, it's called Force Blast. Which, would probably be good for Magneto. But I think it's a bit much to ask for another, different kind of TK. TK is TK. They aren't going to make "Magnetism" or whatever just for Magneto (and Polaris or whoever) and have it be almost like TK, but different.
re: Thorgrin - same think for "Tactician" and "Teleportation", while these are great ideas, I don't see them splitting hairs like this with powers they've already made. I do like the "Steal Power" idea, although half of that is Outwit already, maybe that's what Rogue should have to go with her Steal Energy?
re: TheFallenOne - Bishop; I think that Bishop could get away with Steal Energy, that's effectively what he does anyway.
Bishop doesn't steal energy, it doesn't make sense for him, he absorbs, stores like a battery and then redirects damage thats done to him (ala mystics power)
He'd have to have a special power to represent that...
webhead817
03/03/2003, 17:50
Thorgrin, definitely see your point. I would love to have a pallette of 120 different powers vs. 40. I think for the sake of simplicity though, we might be at the max now. However, it seems like we might get some new team abilities in Indy, and we should expect some unused Team abilities in DC eventually (Mystics, GL), so there will be some new stuff to try out I guess.
However, I do like the idea of split powers, which would not really complicate things to much. However, without retroactively applying split dials, older characters would be at a huge disadvantage.
For now, I'm hoping for more combos we haven't seen before, like Destiny having Super Senses and Probability Control, or Spiral having Flurry and Blades/Claws/Fangs in the last set.
Marvelmaster11
03/03/2003, 17:53
I think they should make a power where a figure can blow himself up to inflict MAJOR damage (it'd have to be very expensive)
Split dial figs would wind up having to pay the cost for having both powers on their dial, it would up their cost a LOT. So what a fig might gain in power flex they'd definetely have to lose in other areas. Outwit would also have a harder time, since there would be a lot more to outwit
I think its possible to balance it.
As for figs who blow up to cause damage, i think a cheap little flying seeker drone that explodes for 3 damage would be cool, and if it had stealth, could be a good way to get rid of things like medics and/or con artists.
Other things along the same line could be 0 movement turret figures 10 - 12 range who can't move or be moved (ala emplaced weapons) and or new objects which people could fight for control over (possibly with dials) that could be used by either player either as super strength objects, or by characters without super strength (phone booth - allow you to switch a character for his secret identity fig - a whole slew of new stuff could be done related to that and/or bystanders, artillery cannon - any player may move onto the base square of it and use it to shoot opposing figures x squares away - ala a chariot but with 0 speed from MK)
brendanbrown
03/03/2003, 18:06
i think they should remake ic and incorperate the new powers, but use the same sculpts
quicksilver w/o Hypersonic? he is flash's equal, and flash could run circles around him in heroclix...:( oh well, also, cap should definatly have willpower, and hobgoblin would benifit from the new powers as well...i agree that magneto should have forceblast, and maybe mastermind, to show that you cant just shoot him. mags should definatly be able to stand up to doom, i mean, he took on almost all the xmen at one point or another..
my 2 sense
What about counter attack (or something along those lines, like spiked skin) that allows a character to inflict damage onto someone who hits him with a close combat action.
Or even a refelct projectile type power that lets a character roll a dice on a result of 5,6 the attack is reflected off the target and does no damage, on a roll of 6 the target is reflected back to the original attacker.
the itsy bit
03/03/2003, 18:46
Originally posted by Aron
Bishop doesn't steal energy, it doesn't make sense for him, he absorbs, stores like a battery and then redirects damage thats done to him (ala mystics power)
He'd have to have a special power to represent that...
they could just make Bishop's dial "Hulk up".
6M
9 AV
14 DV
2 dam
6M
8 AV
14 DV
2dam
6 M
10 AV
14DV
3 dam or 2 RCE or something.
etc.
most bruisers look still pretty different (although some could have gotten IMP)
there is a real difference between all the bruisers !
but yes, overall they would look almost thesame (on the dial):
charge
Super strenght
Inv.,Imp. and toughness.
and a 4 damage some with battle fury.
TheFallenOne
03/03/2003, 20:52
However, I do like the idea of split powers, which would not really complicate things to much. However, without retroactively applying split dials, older characters would be at a huge disadvantage.
not really. because if you suddenly had leap/climb and charge on the same click it would just mean that the figure would cost more so it wouldnt make the old ones obsolete, if any thing it would make the real bargain characters like panther and firelord even more playable because they would be so cost effective in comparison
ludd_gang
03/03/2003, 21:32
Bravado: At the beginning of your turn you, roll a 6-sided die. On a result of 5 or 6, remove an action token from one friendly character. You may only remove one action token each turn with this power, even if you have more than one character with Bravado.
Repulsion: If this character inflicts damage on any character, that character is automatically knocked back as if doubles had been rolled on the attack.
Reflect: Whenever this character is unsuccessfully attacked, target the attacker with an attack with an attack value and damage equal to that of the unsuccessful attack. This power does not cost an action to use.
Mimicry: Once during your turn, this figure may mimic a super power on a target opposing character: treat this character as if it had that super power until the beginning of your next turn. This character must be within 10 squares of the target a have a clear line of fire to that figure. This power does not cost an action to use.
AdamWarlock
03/03/2003, 22:02
When Mage Knight introduced new abilities in its third set, it did 3 in each category; and this is what I'd propose for Heroclix, in its 3rd add-on set for Marvel I suppose. I too think the figures are getting a bit stale (TWO new Red SKulls in this set alone between Madame Masque & Viper) as one example...
Here are the abilities I've come up with and examples of new people who should sport them
SPEED ABILITIES
REBOUND: This figure does not suffer knockback regularly. Whenever this figure is dealt damage, you may move it a number of squares in any direction equal to the number of clicks of damage it recieves. This does not require an action. This movement may not place this figure adjacent to an enemy figure. Ignore all hindering terrain and figure bases when making this movement. (Speedball, Jolt)
FIELD LEADER: All friendly figures that share a team affiliation with this figure that started the turn adjacent to this figure may use this figure's speed value instead of their own. This speed value does not lend itself to movement actions that utilize the Charge or Running Shot abilities. (Black Knight, Giant Man, Cable)
TEMPORAL DISTORTION: At the beginning of your opponent(s)' turn, you may draw a line of fire from this figure to all enemy figures. This line of fire is never blocked by figure bases, hindering or blocking terrain, nor is it effected by elevation. All enemy figures in this line of fire who are within 4 squares of this figure in any direction have their speed values halved until the end of the turn. (Immortus, Tempo, Wildside)
ATTACK ABILITIES
JUDGMENT: Give this figure a ranged combat action; considering its range to be 4 if the range printed on its dial is 0. If this attack succeeds, it deals a number of clicks of damage to the target figure equal to that figure's damage value instead of the attacking figure's own. This damage cannot be prevented by any abilities. (Ghost Rider, Man-Thing, Cloak, Daimon Hellstorm, Adam Warlock)
NEUTRALIZER: Give this figure a ranged combat action. This attack deals 0 damage. All enemy figures hit by this attack are considered to have all special abilities they have on the click they're on when they are targeted "turned off" until the end of their owner's next turn. These abilities do not return if this figure loses "Neutralizer" ability or is ko'd. (Forge, Leech)
INTIMIDATE: If this figure deals damage to an adjacent enemy figure, that figure's attack and defense values are considered to be 1 less than the number printed on the figure's dial until the end of your next turn. This effect does not end when effected figures get further clicks of damage or healing. (Venom, Caliban, Mr. Fear)
DEFENSE ABILITIES
REPULSIVE / PAINFUL AURA: Whenever this figure is dealt damage at close range by an enemy figure, that figure takes a click of damage. (Carrion, Molten Man, Electro)
ABSORB ENERGY: If this figure's range value is greater than 0, reduce all damage dealt to it by ranged attacks by 2. If this figure's range is 0 reduce all damage dealt to it by close-combat attacks by 2. (Bishop, Strong Guy, Sebastian Shaw, Jack of Hearts)
HYPER AGILITY: This figure's defense value is considered to be +2 when it is the target of close-range attacks from adjacent enemy figures. (Cobra, nearly anybody in the Serpent Society)
DAMAGE ABILITIES
MIMICRY: Once during each of your turns and each of your opponent's turns this figure may declare that it has any special ability printed upon the dial of any adjacent figure, friendly or enemy. This new ability replaces any abilities other than Mimicry that are already printed upon this figure's dial in the same area that the ability it is gaining would appear. This effect ends at the end of your turn or when this figure loses Mimicry. (Mimic, Gideon, Absorbing Man)
CONTAGIOUS FURY: Whenever this figure is adjacent to any enemy figures, this figure and all adjacent enemies gain "Battle Fury". If any figures effected this way already have a damage ability other than "Contagious Fury", that ability is considered to be "turned off" for as long as this effect remains. Whenever a figure effected this way ko's another figure effected this way, the victory points for the ko'd figure are doubled as if they had been arch enemies. (Vermin, Hate Monger, Psycho Man)
TECHNOLOGICALLY ADEPT: At the beginning of your turn, if this figure has no special abilities on its dial other than "Technologically adept" and/or defense abilities, you may choose one ability from the following choices and have this figure gain that ability until the end of your next turn: "Temporal Distortion, Mind Control, Neutralizer, Energy Explosion, Support, enhancement". This effect does not end if this figure loses "technologically adept". (Forge, Cypher, Douglock, Mr. Sinister)
Highly eager for feedback :-)
ludd_gang
03/03/2003, 22:24
I like your ideas. I'll try and template a couple of my favorites. See how you like these treatments of your concepts:
REBOUND: Whenever this figure is dealt damage, you may move it a number of squares in any direction equal to the number of clicks of damage it recieves. This does not require an action. Ignore all hindering terrain and figure bases when making this movement.
*I just beefed this up by letting the fig get adjacent to an opponent. I also removed the knockback wording.*
FIELD LEADER: All friendly figures that start the turn adjacent to this figure may use this figure's speed value instead of their own. This ability may not be used in conjunction with other powers.
*Removed the team affiliation criteria to make it more powerful. Simplified.*
INTIMIDATE: Enemy figures adjacent to this figure have their attack and damage values reduced by 1.
*Simplified it and increased potentcy.*
TECHNOLOGICALLY ADEPT: At the beginning of your turn, you may choose one ability from the following choices and have this figure gain that ability until the end of this turn: Temporal Distortion, Mind Control, Neutralizer, Energy Explosion, Support, enhancement.
*I removed the "no other power criteria" to simplify.*
I'd rename Hyper-Agility to just Agility. I like that power a lot- would make getting btb with non-fliers more inviting for sure.
Painful Aura is reminiscent of the Mystics ability in DC. I wouldn't mind seeing an anti-Stealth power ala SUperman Team as a power either.
Good stuff, Adam Warlock!
The costs of split powers would not necessarly have to be the same as having both powers seperately. This would have to been born out through playtesting (and yes I do believe they playtest, at least since DC). Anyway for all intensive purposes, Impervious is just Inv. with Super scense (I know its a bit different, but not by much). So my question with those who have the point formula spreadsheets out there. Does Invulnerable and Supersenses together cost as much or more than Impervious.
I guess my point is that since split powers would offer new combinations, those combinations would need to be tested together to determine their effectiveness.
Who knows maybe split powers cost could be 2/3 the cost of both of them seperately would cost. Just my two cents.
Stealth and leap climb at the same time is hugely powerful! HUGELY, just look at batman - half the reason he's good is because of that awesome combo.
They'd definetely need to factor it into the cost, and limit the number of characters they did with split or combination powers for gameplay reasons. Imagine a fig who had enhancement combo'd with RCE or probability control
or support/outwit on the same click 0.o
or invuln with regen and/or barrier 0.o
or defend with invlun!
Awesome combos, but definetely potential to be sick
If rook invisible girl only costs 37 points, imagine a new vet invisible girl with stealth/phasing down her dial, invuln AND defend AND a 19 defense.... sick sick sick, she'd have to be 120 - 140 points
Charge and leap climb as well, since you'd be able to ignore hindering terrain or even other figs!
These are my take on mimicry, teleportation and a few others:
POWER LEECHER – give this character the cost of the highest character on any of the teams. If trying to get a power you must make a close combat attack (stating that you're using the power.) If your hit succeeds you get one (natural) power of the target you steal from. Roll 1d6 to determine the number of turns that you posses that power (and how many turns that character is rendered motionless – if you roll a 6 the character takes a click of damage for holding that power to long.) Having additional powers add on clix of damage. (Mimic, Bishop, Rogue, and a few others.)
FREEZE BLAST – when a character uses this power the opponent is rendered ''Frozen '' for two turns, but after the two turns the character frozen must make a close attack against the opponent and if the attack fails the person is frozen for two more turns.
(Iceman, Blizzard, Mr. Freze, Captain Cold, and some other ice people.)
GRAVITON BLAST – when someone uses this power all flight people within half the characters range (including your own people) flight is taken away from them, and can't be carried for the remainder of the game.(Not sure who but still thought it was a good power.)
SHADOW – this power allows the character to ''disappear'' into the shadows. When this character is adjacent to any terrain (including objects and walls) he gets a plus four defense and cannot get hit by range combat.(Cloak, Batman, and others like The Shadow.)
TIME STOPPER – this character can stop every other character(s) action for one turn within half of his range. Damage can be done regularly but takes one click of damage himself.(Not sure just a cool power to use.)
Teleportation -. This characters use a large disk that appears in front of them for characters to jump through, any figure in base to base contact with the teleporter could be teleported anywhere on the field. This power is capable of failing. A die role for every 10 squares would be in order. 1,2,3- fail. No teleport made. 4,5, 6- teleport within 10 squares, or role again for an additional 5 squares, but risk failure. Continue rolls for every additional 5 squares you wish to send them. (Blink, Magik, Nightcrawler and others.)
SUPER COUNTER ATTACK – every time someone makes a close combat attack against a person with this power takes an automatic click of damage even if the attack misses caused by super reactions of the other character.(Daredevil, Spiderman, Taskmaster, Batman)
SUICIDE: This character must be adjacent to a opposing figure. Make an attack role if you succeed then your character gets KO'ed and your opposing figure takes 6 clix of damage. Defense super powers like invulnerability are applied.( I don't know who I would use this for except a realy cool thug w/ a time bomb called "Lunatic".)
Thorgrin
03/04/2003, 12:01
Wow, most of those are a little toooo imbalancing.
I kind of like the Graviton thingy, but maybe make it like this.
Gravity Well: Figures withing 4-5 squares and have flying are immediately ground and lose flying while within this range. If they leave the area, they immediately resume being a flyer and start out in hovering mode.
How about instead of new powers new team abilities.
Personally I think the DEFENDERS team ability sucks and that it should be like the minions of doom and spiderman team ability. It seems the only reason it was created the way it was, is because the defenders have defense in their name.
In the comics the defenders were a melting pot team, hell even deadpool was on it for a while, so why dont they have the wildcard team ability showing that they can work with anyone.
Everyone is talking about how great it is that beast is a defender, I would have preferred him as an avenger, hopefully the LE is an avenger that is a more useful team ability anyway.
So bottom line maybe a mixture of powers and team abilities in future sets, steal powers would be an awesome move that not many characters would have. And maybe an updated team ability defenders or new team ability such as the infinity watch or the dark riders would be interesting
Thorgrin
03/04/2003, 14:41
Actually I like the defender's team ability. Dr. Strange-E with a vet spider-man = 21 defense (potentially) against ranged combat. That and the fact that other MoD can take advantage of it as well.
Unfortunately for me my opponent rolled 8 3 times in a row and rolled 6 on b/c/f and KOed my Ultron on turn one, but he had to roll 18 3 times because I had a vet Dr. Doom next to him and I had the defender's team ability on. It's a good power, in general, especially when one team member has been hacked to pieces and you have a relatively undamaged member next to them.
Optic_Blast
03/04/2003, 15:29
Originally posted by webhead817
re: Optic_Blast "...and being able to throw people into walls would for damage would be great."
We already have this, it's called Force Blast.
It'd be like a ranged Force Blast for Magneto. I don't think they'd make Magnetism just for one or two figures, but if they made Magneto like a big fig, but not actually big, just his own rules, they could do this. There is essentially no chance for this...but I can dream can't I?
Mongoose
03/04/2003, 15:39
I'd like to see figs w/ energy absorbtion or kinetic force absorption. I think that they would have to make a power feat. They could list this on the defense value. Mayhps make a special column for it stating "On a roll of 5 or 6 this character can absorb damage from an energy attack, adding 1 click of damage on their next attack". That is just a thought though.
webhead817
03/04/2003, 16:00
We can always dream...that's the beauty of this game! :)
Who knows, Mage Night added three powers to each slot, maybe we'll see new stuff in a year or two as well.
I think everyone here is missing the bigger picture. In order for Heroclix to survive in the LONG TERM, Wizkids will have to come up with new game mechanics, powers, or team abilities. If you look at all the games that have lasted for 10 years or more, they continually add new things to keep the game fresh.
MTG is a good example. With each set comes new game mechanics. Whether or not you think it is a good idea is irrelevant. That is the only way they keep going, and keeping things fresh and novel. Can you imagine if Wizards just kept the same game mechanics? They would be be limited in the combinations they could do after x number of sets.
Warhammer is another example. That game has been around for 20+ years and it is mainly because they continually tweak game system to keep it fresh and add new elements to keep it interesting. They have special rules for almost every figure in the game (which I know can be annoying, but that's also what keeps players interested).
My point is, if Wizkids is really in it for the long-haul, which I hope is the case, then they would have to do similar things. I agree that all the brawlers are basically the same, with altered points. They already have a good base set of powers, but it is only a matter of time before they use up all the combinations of powers on figures. Even that is limited because the comic characters dictate the powers given, not vice versa. Since all of the characters seem similar comic-wise, they will just have basically the same powers, unless they add a few new powers to really make each character unique. Over time, people will just get bored and the base of players will decrease if it the "same 'ol fig with a different name." Once all of the marquee names are used up, people will just not be as interested as before, so there will need to be something else to keep the players buying and playing. I'm not saying add 10 new powers in every set, but maybe add 1 or 2 with maybe a new team ability or game mechanic to boot. This is merely my opinion, so please don't flame. You can disagree with me (which I feel will be the case), but there is no denying the success and longevity of games that take these measures to insure its survival.
darkkard
03/07/2003, 17:40
I am working on custom figures that will have access to a bunch of new powers for house rulles games...
How about this...
TIME TRAVEL : Once during your turn you can "set" a figures "Time travel". It can only be set before you take any action with that figure. To "set", place one of the "special" tokens (I have always wanted to use those for something), on a space that the figure could currently, leagally move to within their current movement rating. *Note - effects like moving out of hindering terrain which cuts movement in half, or moving into hindering terrain which stops non-fliers/leapclimbers will affect the characters "current legal" movement.
Now that the time travel is set, it cannot be changed or moved, until time travel is "activated". The figure can then be moved or make an attack as it normaly would. It can even be taxied or TKed per normal rules.
At any time before your next turn you may "activate" time travel by placing the time traveling figure on to the "set" square, AS LONG AS the time travel is not disrupted. A set square is disrupted if a friendly or opposing figure or an object are CURRENTLY on that square. Thus, if a figure passes through a set square, the set is not disrupted. If a figure or object were on the square but before your next turn, they are removed, ie they are KOed for any reason, or are moved by a flyer or an object is destroyed etc., it is not disrupted.
A figure can only time travel once. They cannot take others with them. (that would be a gateway-lol...possibly a power I'll design in the future) They always have the option to time travel before an opponent moves onto the set space (so stop your move and allow them to decide if they want to time travel). If time travel is lost or outwitted, remove the "set" token. A player must declare they are activating time travel, if they wish to do so, before they are targeted for anything. (likewise opponent should allow them a chance to declare) Once time travel is activated, and players have returned to the continuity of the game, it cannot be retracted. (so make sure it really is what you want to do).
I'm sure they would be a bunch of FAQ necessary for this power. i have yet to test it. But, I think it would be awesome. It would add a whole new level to "planning" your next move.
I hope this is easy enough to understand, yet comprehensive. If anyone has anything to add or changes to suggest, please chime in.
:D
DarkKnight316
03/10/2003, 09:28
I invented some new powers I think would be cool.
MIMIC- This fig can copy one power from one character within range. This fig can keep power for 1d6 divided by 2 rounds or until he takes at least one click of damage.(Rogue, Mimic, Absorbing Man)
LETHAL STRIKE- Basically the close-combat version of psychic blast.This fig can deliver a close-combat attack that ignores anything that reduces damage.(Vision, Iron Fist)
ABSORB/REFLECT- If this fig is hit by a ranged attack: first, he takes no damage, Second he can reflect the attack back to original attacker or another fig in range at -1 damage.(Can multi-attack if possible but both attacks are -1) if reflected attack misses fig takes 1 click of damage.(Bishop, Black Knight)
SPAWN- If fig with this power ko's another fig(50 pts. or less) with a close combat attack roll a die on a roll of 6, that fig is replaced by an appropriate fig (Vamp. Lackey, Zombie, Brood, etc.)under the control of the attacker.
So, tell me what you think!!!!!
yogsoloth
03/10/2003, 10:05
Spawn10 is correct.....over time, wizkids will have to update the game.
Originally posted by Optic_Blast
By adding more, it increases the likelihood of making older characters obsolete, which I don't really want.
It is possible. What is more concerning to me is that pretty soon WK will be walking a fine line between the players that want to see new powers for more variety within the game and at the same time trying to keep the game simple since HC is a game that supposedly appeals to non-gamers.
StealthArmor
03/10/2003, 10:39
Heres one especially for caps shield slinging ability, and possibly daredevil.
Ricochet- Fig may make a ranged combat attack against any number of figures within range (reduce damage to 1). Fig declares target of attack and rolls to see if target is hit, if target is hit, target next closest enemy fig in range and add one per target hit to targets defence.
ie
axxbxxc
xxxxxxx
xxxCxxx
a,b,c = thug ( all defence 14)
C= captain america (attack 10)
Cap targets thug (a) with shield
rolls a 5 thug (a) is hit, he then targets thug (b) his defence is now 15, cap rolls a 6 another hit then cap targets thug (c) defense now 16 , cap rolls a 4 a miss. thug (a) and thug (b) each take a clik of damage.
Cap and daredevil are the two obvious ones for this power but there are probably more out there for this.
you might be able to do a charge version of this for characters like speedball and cannonball.
vpreacher
03/10/2003, 10:59
What do you guys think of split slots. For example, having running shot and mind control on the same click, that would open up some new combonations, but probably jack the cost of a fig through the roof.
Angelofhate
03/10/2003, 11:29
Being relatively new to the game, I like the balance and versatility on -most- of the clix as they are. I do like the teleportation ability and the charge/leap-climb is great.
Some abilities I've come up with (forgive me if they sound bad):
Poisoned- Combat action against a character, if successful, continues to do 1 click of damage per turn until the character is successfully healed by the Support Ability. (I think the 'poison' ability right now is.. ####)
Heal/Stimulants- Remove one action token from a character. (Make medics more useful)
These are just two ideas I've had, and I'm sure they can be improved upon.
yogsoloth
03/10/2003, 12:04
angelofhate, i really like the heal/stimulants idea....anybody have any ideas of how many points this would add to cost of a medic?
PlainoldJoe
03/10/2003, 12:45
Spawn10 said:
**************************************************
MTG is a good example. With each set comes new game mechanics. Whether or not you think it is a good idea is irrelevant. That is the only way they keep going, and keeping things fresh and novel. Can you imagine if Wizards just kept the same game mechanics? They would be be limited in the combinations they could do after x number of sets.
***************************************************
There is one mechanics problem with adding too many powers, and that is the gaming medium itself. MTG they can add whatever they want on the cards because you can print the text on the card itself. With heroclix, there is only color that dictates what the powers will be, and that will mean that in time there will be a time when two shades are too close to be playable. Even adding shapes will open only a little more (like in Mage Knight).
As it stands, all of my Aquaman figs look like they have outwit versus leadership, and I have a misprint Riddler that has barrier instead of mastermind, so the errors in printing will become a little rough for game play.
I do agree that something will need to happen in the long term, but also I don't want the problems that Magic has had (apparently in the new set there are many first round kills, and the whole list of cards that have been removed from play)
vpreacher
03/10/2003, 13:10
I still think splitting the powers we have now would open un whole new opportunities for characters. Having outwit and perplex and the same slot would be great for some characters. Charge and stealth, invulnerability and deflection just to name a few possible combinations. And some combo's just wouldn't happen, such as SS and BCF.
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