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CRITICAL HIT: STEALTH
When it is not your turn, hindered lines of fire drawn to this character are blocked.
Opinions on this change will fall into two categories: those who abused Stealth, and those who didn't. We're pretty neutral on this particular power in general, but we find this change to be a very good one, if only to keep things simpler.
HeroClix has been getting more and more complicated over the years, and this one simple change makes a lot of sense. Now you don't have to worry about turning your Stealth on or off during your turn anymore. Stealth Abusers may dislike this, but it's really for the best. so we applaud this rule change.
CRITICAL MISS: FORCE BLAST
Give this character a power action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result.
What's sad about the new Force Blast isn't what's changed -- what sad is the fact that it didn't change... at all. That's right, we have an extremely limited (if not useless) power that remains extremely limited (and useless).
There's almost never an opportunity or strategic reason to use Force Blast, and it's perplexing that Wizkids didn't use this opportunity to make it more useful... or at the very least, make it suck less. For example, there's no good reason why Force Blast couldn't be made into a Free action that succeeds on normal attack roll.
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