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arrowFixing HeroClix


Fixing HeroClix
The Le (02/05/2009)
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Goto Comments

Team Abilities
The issue here is simple: we need more! By adding more true Team Abilities, we wouldn’t have a need for Alternate Team Ability Feats, and no need for Keywords. The Morlocks TA disappeared from the Powers/Ability Card because the designers didn’t want the game to get too complicated. That’s funny since Feats, BFCs, and Special Powers have already made the game too complicated. If anything, TAs are probably the simplest game mechanic out there, so why don’t we have more of them? This is a game about comic book super heroes (and villains), and many players are avid comic book readers. By adding more Team Abilities, it will make the core players happier, which translates into more sales. There’s no reason why we can’t have a Sinestro Corps TA, even if it does something simple like grant the Incapacitate power. Where’s my Guardian of the Galaxy TA? Where’s my Doom Patrol TA? Where’s my West Coast Avengers? You’re going to give me a Defenders TA, but no true Thunderbolts TA? Really?

Team Abilities Custom

Feats
Feats are a great idea that is poorly implemented. The fact is that Feats are a great way to make low point figures more competitive (which is a good thing), but too often they are placed on high powered figures to make them too powerful. The 25-point Fortitude feat (character is immune to outwit and exploit weakness) is great on the Armor Wars Spider-Man (72 pts), but it’s just totally unfair when it’s applied to someone like V Icons Superman (251 pts)… or God forbid the DC Crisis Superman chase (317 pts).

Think about the numbers: by applying Fortitude, the AW Spider-man figure takes a 35% total cost increase; V Icons Superman takes a 10% increase in cost; and DC Crisis Superman takes a measly 6.7% cost increase… yet that one feat is much more potent on the bigger figures.

On that note, I think the 10% rule was a stupid way to fix a broken mechanic. I own 4 copies of Fortitude (25 pts), and you’re telling me I can only use one of them in a 400 point game? P-shaw.

To fix Feats, there should be a different cost mechanic to them. One solution is to limit the prerequisite to low point figures; For example, Fortitude could have the following prerequisite: “Choose a character under 151 points”. This would certainly curb its use on uber figures. The problem is that your high point figures won’t have access to some really fun feats.

A better solution is to simply make the cost scale up! For example: “Fortitude costs [20] points. For each 50 points of chosen character's point value, this feat costs an additional [5] points.”

Want to put Fortitude on a figure that’s 72 points? It’ll cost you [25] to apply the feat. How about a 120 point figure? That’s [30]. Now if you want to stick Fortitude on that 317 point Superman, it’ll cost you a total of [50] points. That’s way more appropriate than the measly 25 points that the feat costs now.

So there you go.


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Your Comments:
@Kragnorak Yes I still feel this way. In my opinion, HeroClix is no longer about balance -- it's now about making everything overpowered in order to sell more boosters.

Feats might be gone, but it's now replaced by highly broken Relics, an overabundance of Colossals, over-complicated Vehicles, and a Players Guide that is now over 200 pages!

Sadly, The simplicity of HeroClix is gone.

Posted by: The Le on 4/3/2014 8:17:05 AM
@The Le,

5 years later, do you still feel this way? I like Special Powers, but I agree that too often they don't feel special. Also, with the SLoSH set, I've never seen more overpowered traits! (Move and attack for free without getting an action token or pushing, for example)

With undercosted resources, the competitive game is more broken than ever. The bottom line is that for the price of one of the old feat cards on one character, you can slap a powerful resource on 3 or 4!

Posted by: Kragnorak on 4/3/2014 7:35:09 AM
I agree with you, that I disliked Feat & Battlefield Condition cards as soon they were introduced. I did not collect or use them. In fact, when Super Powers were introduced w/ the "Avengers" set, that was my cut off point. Simpler games are funner b/c they are easier to remember & teach new players.

Also, the Keywords allowing Prob. Control, I might've liked this idea more if it applied to Team Abilites, which it doesn't. smh Alot of them seem Generic, which I feel defeats the point of a team specifically working together.

Posted by: RockxHero on 8/4/2013 12:35:00 AM
I like special powers, in general. I just don't enjoy being on the receiving end of them!
And personnally, I think the 10% Feat card rule should be raised just slightly to, say, 20%. @Ste: I love feat cards, but 4 copies is going overboard.

Posted by: Owlman166 on 10/8/2010 9:00:18 PM
I Agree with most of what your saying, especially with regards to proportional points costing on feats and the over use of SPs.
Only issue i see with the costing is space on the card to print the restrictions?

As for the 10% rule, i think this has really got to stay; a lot of feats are too cheesey as it is so lifting that limit just opens the game up to more abuse.
As for owning 4 copies of Fortitude... Why??? is one copy not enough? do you really need multiple copies of the same card to use it more than once??? i mean its hardly like its a playing piece, im not asking someone to imagine that coin there is another hydra agent, the text is there clear as day to read on the first card so why would you need a 2nd? Fortitude is a bad example of a feat to use in this way but say lucky break which was in the Xmen danger room starter (which sees a lot of use in my circles) is a great way to round out a team and may be taken 2-5 times over just to fill in the points. But few if any people own multiple copies due to its placement in a starter. maybe im a product of house rules or a lax tourny location but one copy should be and is enough where i come from... oh dear i've started ranting again!

As for team abilities, yeah we need more! sinestro and thunderbolts being great examples, and going the ATA feats and key words way doesnt go far enough for me and acts to over complicate things for the new guys

Posted by: Ste on 6/25/2010 11:13:37 PM
200 teams and they all do the same three things. That would fix it, and as strong as that is would replace theme teams. Feats would be 10 percent limit based on figure cost maybe? Ah, hurts head.

Posted by: Bungalo on 5/31/2010 3:22:17 AM
What about leagues? I'd love to start one in my store but I'm not sure where to go or how to do it.

Posted by: Chris, Again on 4/10/2010 4:03:41 AM
Chris, there is no longer a "formal" method to becoming a judge, since the old system has been abolished. Anyone can become a judge now -- just talk to your local store and ask if you can run some HeroClix tournaments for them and voila... you're now a judge!

Posted by: The Le on 4/5/2010 1:31:21 PM
how does one become a judge?

Posted by: Chris on 4/5/2010 12:48:53 PM
Reprinted feats are considered "Errata". So yes, you *can* use your older version of Fortitude, but you must obey to the text on the newer version.

Also, the older version is considered property of the set it was released to. So a "DC Legacy Fortitude" is still property of DC LEGACY -- which means it won't be legal in Restricted tournaments since DC Legacy has been retired.

Posted by: The Le on 9/15/2009 9:46:39 AM
can you use the old fortitude on new pieces even though it does not have the prerequisite on the new one.

Posted by: brandon waldron on 9/14/2009 2:47:43 PM