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Reload this Page What power do YOU think needs to be redone?
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Old 07/03/2012, 11:07
    #31
batfink
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Super Strength-there should be the option of dropping the object. If you pick up an object you can't even hide behind it.
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Old 07/03/2012, 11:19
    #32
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Quote : Originally Posted by Vampirejamc View Post
7. Toghness should reduce 2 to damage taken.
I agree. They should also change the color to gray and change the spelling to "Invulnerability."
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Old 07/03/2012, 11:21
    #33
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Quote : Originally Posted by JayP View Post
I will second this. And regeneration should be -1 to the d6 roll.
ThIs will mean the Indigo Lantern object needs a tweak or it's useless.

Quote : Originally Posted by JoeGualtieri View Post
Stealth shouldn't work in adjacency.
Not sure Batman's stealth should get blown by a 5 pt pog. :/

Quote : Originally Posted by Hubbard View Post
I like quake!
I would like super strength to have levels of strength.
This has been addressed with the new 'suPer' heavy objects.
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Old 07/03/2012, 11:27
    #34
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Quote : Originally Posted by bludd72 View Post
ThIs will mean the Indigo Lantern object needs a tweak or it's useless.



Not sure Batman's stealth should get blown by a 5 pt pog. :/



This has been addressed with the new 'suPer' heavy objects.
Indigo lantern would just make it -0 for the roll.
I think for stealth they mean that a person should be able to outwit a stealthed character if they're adjacent. I mean, they can punch them, why not outsmart them?

And I think you mean ultra heavy..
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Old 07/03/2012, 11:31
    #35
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Sorry, double Post.....phone, grrrrrr
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Old 07/03/2012, 11:45
    #36
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Quote : Originally Posted by Juggercolossus View Post
Indigo lantern would just make it -0 for the roll.
I think for stealth they mean that a person should be able to outwit a stealthed character if they're adjacent. I mean, they can punch them, why not outsmart them?

And I think you mean ultra heavy..
Ok, the lantern idea is cool

Still don't think you should be able to outwit a stealther, even based. You know someone is there, but you aren't quite sure who. So how would you know what to outwit?

And thanks for the clarification on the ultra heavies
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Old 07/03/2012, 11:51
    #37
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Yeah I see your point on the stealth outwit. Maybe once you've done damage to the character you can outwit them? I guess you could think of it as you can punch the bush you know someone's in, but you don't know whether you have to outwit batmans tech or invisible woman's powers.
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Old 07/03/2012, 11:55
    #38
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Quote : Originally Posted by Juggercolossus View Post
Yeah I see your point on the stealth outwit. Maybe once you've done damage to the character you can outwit them? I guess you could think of it as you can punch the bush you know someone's in, but you don't know whether you have to outwit batmans tech or invisible woman's powers.
Stealth doesn't need any more silver bullets. We already had tons of anti-stealth TA figs dropped on us, and there are plenty of characters with traits/Special Abilities that ignore stealth.

Making the power worthless doesn't make it balanced.
EDIT: I'll add in my ideas, if some things HAD to be changed (I think they're fine, for the most part):

EE: keep damage the same, but make it penetrating damage

Smoke Cloud: free action to place 2 squares, power action to place all 4
(would help to keep stealth teams from becoming all the rage again)

Outwit: range value (minimum 4 squares); or effect ends upon dial turning (damage/healing)

Regen: keep it how it is, but minimum result heals 1.

As for what people are saying about Charge, the game design is helping it out immensely. 8-10 range used to be passed out like Snickers on Halloween. Now it seems that the new 8-10 is 6-8, so it is shortening the ranges, allowing Charge pieces to move up more squares and still be safe.
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Old 07/03/2012, 11:59
    #39
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Quote : Originally Posted by Juggercolossus View Post
Yeah I see your point on the stealth outwit. Maybe once you've done damage to the character you can outwit them? I guess you could think of it as you can punch the bush you know someone's in, but you don't know whether you have to outwit batmans tech or invisible woman's powers.
That would work as a special power, but it's too much for regular Outwit.

Turn it around. Joker is hiding behind a desk. Batman can hit him by kicking or shoving the desk into him, but he can't tell how many knives he's carrying (BCF), doesn't know if he has an acid-filled carnation (Poison), and can't see the lethal joy-buzzer (Exploit).

I've always been fine with Outwit not working on adjacent characters in stealth. You have other options to deal with them.
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Old 07/03/2012, 12:00
    #40
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1. Energy Explosion:
Target squares like TK/Grenade.

2. Regen:
Half D6 roll.

3. Smoke Cloud:
Characters in the markers can't draw LoF (similar to smoke Grenades).
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Old 07/03/2012, 12:07
    #41
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Plasticity - adjacent characters cannot break away for free unless they possess Phase teleport.

Smoke Cloud - a free action as part of a move action. and/or line of fire drawn through more than 1 square is blocked.

Energy Explosion - Targets a square.
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Old 07/03/2012, 12:34
    #42
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I think that most of the standard powers in this game are just fine. Most of the complaints I've been hearing and the changes they want to make would make the game too broken. All powers are good just the way they are.

Smoke Cloud for example is a power action that can put up to 4 people in hindering terrain. It's worth the action token because of what it can do, add +1 defense to up to 4 figures, or -2 movement of up to 4 grounded figures. Worth an action token I think. But, it only is effective in a certain situation. That's the way most clix powers work. Just because you don't use it often doesn't mean it is a bad power. Energy Explosion has the potential to do damage to 9 figures, if you are in the right situation.

With the invention of special powers, most of these powers have been changed in some way. Free action smoke cloud, and penetrating energy explosion were both special powers at one point, so how would we change the standard powers to this?

And as for stealth, to end the debate, if you were staring right at a tree, Batman could jump out and knock you out before you saw him coming, so why would you be able to see stealth figures if you were adjacent to them? You can't see them...
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Old 07/03/2012, 12:38
    #43
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Quote : Originally Posted by Hesster56 View Post
Regen. D6 divided by 2.
Quote : Originally Posted by batfink View Post
Super Strength.Drop Object
Quote : Originally Posted by Battletank900 View Post
Energy Explosion. Target squares, full damage to target square, 1 splash to adjacent.
I like These.

I would also like to see ranged attacks added to flurry, possibly D6 +1/+2 on breakaway for charge. I've seen/heard it suggest -1 DV on HSS. Not sure how I feel about this, but I do feel as though most pieces with HSS own my ### though.
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Old 07/03/2012, 12:39
    #44
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I see a few examples here of people recommending powers work the way they used to work, perhaps unaware they used to work that way and changed for a reason.

Quote : Originally Posted by Juggercolossus View Post
Support requires too much luck for it to be useful at all. Most figures with support are low costing and thus low attack values (except BN Atom) so its a miracle if their attack succeeds. And if it does, you still have a 1/3 chance that it will only be for 1 click of health. I think it should either be no subtracting 2, or not being required to make an attack roll to make it a little more useful.
You haven't seen the Donald Blake preview, have you? No way to justify an improvement for Support with that figure in Modern Age play for the next couple of years.

Quote : Originally Posted by Sixty View Post
I agree with Energy Explosion being way too weak.
Been lots of talk about Energy Explosion lately. For the most part, people are trying to suggest improvements for a power that doesn't show up on a lot of characters anymore and is latter-dial when it does.

It also tends to accompany slots on lower-point characters who deal just 1 damage anyhow. So the suggestions that would have base damage dealt would help Galactus and Imperiex, as if they need it.

I'd say the designers just need to enhance EE through special powers when appropriate. Grant penetrating damage on those who should have it, add targets, deal tokens, whatnot.


Quote : Originally Posted by batfink View Post
Super Strength-there should be the option of dropping the object. If you pick up an object you can't even hide behind it.
This would create mobile hindering terrain for those characters with Super-Strength and Stealth.
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Old 07/03/2012, 12:43
    #45
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I think light and special objects (Or be further classified as light/heavy/ultra as a subcategory) should not be considered Hindering.

I played a game where a figure stopped moving on a Nova Helmet. I'm sorry, but Ant-man/Wasp/Atom aside, who can stand on a Coffee-Can and disappear!? It's silly, I know some stealth figures are really REALLY good at hiding, but nobody is THAT good...
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