Batman was the hardest to make playable since arguably 0 of his specials are currently usable, so he needed a really ridiculous OPD to even be considered for a deck.
Superman - Big Blue Boyscout: Superman or teammate may avoid any numerical attack.
The Joker - Why So Serious?: Opponent discards 1 card of his choice. Discard 1 card at random from hand. If it was a special card, look at opponent's hand and choose 1 card to discard. Otherwise, opponent discards 1 card of his choice.
Batman - Utility Belt: Negate the effect of any Special or Universe card. If it was a non-numerical special, place this card to Batman instead of sending it to the Dead Pile.
Superman's card puts him on par with Spawn, having the same point cost but without an 8 stat. 9 or less vs blanket numerical, 7s OPD vs 7s non OPD, Finite Power vs 11 anypower. The Joker's card works out as always being a trade of 2 cards for 2 cards, so in terms of raw numbers it's always balanced. You can gain the advantage of seeing their hand (which is equivalent to what was once deemed a OPD by the play open handed cards) by placing a ton of your hand to ensure that you hit a special card on your random discard, which has some downsides as well to keep it fair. Batman flavor wise deserves a negate, and even with one as crazy ridiculous as that I still am not chomping at the bit to toss him on a frontline with just three of those specials so I know it's not too strong.
Originally the card I came up with for Batman was "Opponent moves a Completed Mission to the Defeated Missions Pile. Draw 1 card, discard if duplicate." as a non-OPD. That would be strong enough to put him on the front line with just three of those, but it doesn't really fit him thematically. It feels more like something Lex Luthor should have as an OPD, but he is already semi-playable already.
Other DC musings...
-a Dr. Fate hero card costing 24 points with an 8 energy stat and no specials other than a negate. An 8 having a negate would open an unbelievable amount of deck possibilities, and with no other specials at 24 points it would be an interesting balance
-Wonder Woman becomes playable with one more good OPD, give her Kheribum since her and Zealot are so similar already anyway
Quote from: Onslaught on August 09, 2010, 02:11:40 AM
Batman was the hardest to make playable since arguably 0 of his specials are currently usable, so he needed a really ridiculous OPD to even be considered for a deck.
Superman - Big Blue Boyscout: Superman or teammate may avoid any numerical attack.
I was of the same thought for this. I was thinking either a supes or teammate avoid 1-9, or even going all out with a Superman or Teammate avoid 1 attack all out. After all, it IS Superman. I actually have a homemade that looks really good (almost official). I need to get around to printing some up. I'll attach it.
I didn't make it, it was on a disc of homemades I was given at the Last official Tournament back in 2000.
[/quote]
Quote from: Onslaught on August 09, 2010, 02:11:40 AM
The Joker - Why So Serious?: Opponent discards 1 card of his choice. Discard 1 card at random from hand. If it was a special card, look at opponent's hand and choose 1 card to discard. Otherwise, opponent discards 1 card of his choice.
Joker's only really 1 solid card away from being good. He's already playable, just not exceptional. Also he needs an inherent ability. (I use - May not be spectrum KO'd by Intellect power cards).
Quote from: Onslaught on August 09, 2010, 02:11:40 AM
Batman - Utility Belt: Negate the effect of any Special or Universe card. If it was a non-numerical special, place this card to Batman instead of sending it to the Dead Pile.
Yes! I like it. The same disc of homemades had 3 for Batman, that I did print up and like to use - A 4 multipower attack, make an additional attack, a level 9 energy/strength attack and a draw 3. They make Batman much more usable as well.
Quote from: Onslaught on August 09, 2010, 02:11:40 AM
Superman's card puts him on par with Spawn, having the same point cost but without an 8 stat. 9 or less vs blanket numerical, 7s OPD vs 7s non OPD, Finite Power vs 11 anypower. The Joker's card works out as always being a trade of 2 cards for 2 cards, so in terms of raw numbers it's always balanced.
Joker's card could potentially cost your opponent two, and you just one -
"Opponent discards 1 card of his choice. Discard 1 card at random from hand." (Now you're even, but...) "If it was a special card, look at opponent's hand and choose 1 card to discard. Otherwise, opponent discards 1 card of his choice." As written, that second effect implies that your opponent loses another card. I think that's the better way to play it, so that you potentially can cost your opponent two and yourself just one.
The apparent downside of the card, is that you are at a much greater risk than your opponent to drop a good card. The opponent gets to choose which card goes, but you must choose at random, which could cost you a key card.
Quote from: Onslaught on August 09, 2010, 02:11:40 AM
-Wonder Woman becomes playable with one more good OPD, give her Kheribum since her and Zealot are so similar already anyway
Wonder Woman is already playable, but what would put her over the edge is making her BQ special (Gift of the Gods) playable as written. (Same applies to Scarlet Spider and Two Face).
'Exchange this card for any 1 card in the dead pile and Play immediately' What kind of garbage ruling stated that it must be only a card that Wonder Woman can play? The card says ANY 1 card, ergo, it should apply to any 1 card (Whether it be Any hero, activator, other character special.)
Play it as written, it makes all the difference.
-BBH
Quote from: BigBadHarve on August 09, 2010, 08:55:22 AM
Joker's card could potentially cost your opponent two, and you just one -
You have to play the special card itself as well though, so both players always have a net loss of two cards.
Quote from: Onslaught on August 09, 2010, 08:34:03 PM
Quote from: BigBadHarve on August 09, 2010, 08:55:22 AM
Joker's card could potentially cost your opponent two, and you just one -
You have to play the special card itself as well though, so both players always have a net loss of two cards.
Ah yes, forgot about that part... how embarrassing... :-[
-BBH
Quote from: Onslaught on August 09, 2010, 02:11:40 AM
Originally the card I came up with for Batman was "Opponent moves a Completed Mission to the Defeated Missions Pile. Draw 1 card, discard if duplicate." as a non-OPD. That would be strong enough to put him on the front line with just three of those, but it doesn't really fit him thematically. It feels more like something Lex Luthor should have as an OPD, but he is already semi-playable already.
I like most of your ideas and the Dr. Fate one especially, but in light of your recent remarks on the lack authenticity of home-mades the idea I quoted is particularly hard for me to grasp. There already is a card with this effect but without the draw that alone constitutes an official OPD, and in my view a damn good one. What is the explanation for how this card is supposed to be balanced as a non-OPD? Also, isn't it unfair to make it an OPD or not based on who is getting the card? Not trying to be hostile, just quite surprised! ???
Quote from: BigBadHarve on August 09, 2010, 08:55:22 AM
Joker's only really 1 solid card away from being good. He's already playable, just not exceptional. Also he needs an inherent ability. (I use - May not be spectrum KO'd by Intellect power cards).
When Bios site was up he had some absolutely awsome homemades/stat changes for Batman, Superman, the Joker and many others. Specifically, the Joker's inherent ability was 'Team is +1 to venture total whenever Joker's attack is defended with a special card.' The Riddler also had a cool I.H. which said 'May place special cards face down.' I'm currently trying out these two, plus the Penguin, Two-Face and some homemades with an Arkum Asylum homebase that allows each character to place two specials cards.
I have a similar disc as mentioned above full of other peoples homemades from when our tournament circuit dried up. One of them also gave Superman a pure avoid that blocks for Superman, his teammates or his battlesite.
On the disc Maenza gave Batman one of those Marvels team Brood Spawns (that like Captain Britain was going to get) for powercards as a Batmobile special plus a half multi-9. Then some other dude did a Kingdom Come set and gave him a draw 3. Play all three of those cards and Batman becomes quite formidible.
I have a full set of original DC heroes with inherants (in fact I just took scans of the original hero cards on MS Publisher and used a text box to write the inherants onto the original artwork and reprinted them). If I can find time this weekend I'll share how I play them.
Holy crap! That Riddler IA is SOOO perfect! I'm blown away!
This is sort of on topic. This card:
(http://overpower.ca/cards/specials/1317.jpg)
should definitely have been a 5 Strength for attack or defense CC code. Holding up that heavy door surely warrants more than a 4, and all one needs to do is look at the picture to see that is in fact depicting him in defensive action. This plus his two existing OPDs, both of which are good (7M) or great (draw 3), almost automatically make him much more useful, since currently none of his non-OPDs are usable in my opinion. Also, given his high amount of education and all the crazy gadgets and features he's designed on his various suits of armor with it, he should definitely get a Intellect Power Grid is 7 for Defense IA if not a full boost (and perhaps bring down the Energy to compensate).
Post Merge: July 22, 2011, 04:25:34 PM
Also all of these:
(http://overpower.ca/cards/specials/1004.jpg)(http://overpower.ca/cards/specials/1019.jpg)(http://overpower.ca/cards/specials/1370.jpg)(http://overpower.ca/cards/specials/1375.jpg)(http://overpower.ca/cards/specials/305.jpg)
could easily be 7's or even AEs in my opinion (except for Cyborg's, he already has an AE).
@TheDude
I remember you saying you have your own DC edits you've been working on to make the B/S set (how ironic) more playable. Unless Onslaught objects, I suggest we all pool our DC ideas together in this thread. 8)
The cool thing about overpower to me is the characters using specials cards that are signature to their personalities or powers. This question has really been stuck in my head since last night. How in the world did Superman not get a special called X-RAY Vision: Opponent must reveal hand and play open handed for remainder of battle? On a different note I wish Wolverine's berserk rage special would have been an 'enery,fighting, or strength, may make 1 additional attack' thought I know at the time they weren't giving multiple power types to AAs. Oh well...
Oh I so agree. Like we all know DC was a poorly made set with the weakest specials ever designed (those 4s in particular are horrendous), and not giving Superman an 8S is completely inexcusable but the special name selection has always bugged me forever. Even if it would not be a game-changing card Superman needs X-ray Vision and how does Batman not have a Batmobile and Utiltiy Belt on release?
Quote from: The Dude on August 14, 2010, 01:52:06 PM
Oh I so agree. Like we all know DC was a poorly made set with the weakest specials ever designed (those 4s in particular are horrendous), and not giving Superman an 8S is completely inexcusable but the special name selection has always bugged me forever. Even if it would not be a game-changing card Superman needs X-ray Vision and how does Batman not have a Batmobile and Utiltiy Belt on release?
So true! I mean the batmobile could have been so many things. I'm thinking a level 8 spectrum would have been nice. 8)
Here are the Batman cards done by the same guy who did the Superman card I previously posted. These ones I actually printed up, and glued overtop the useless Batman cards. I like to think of them as Batman's 'Marvels' cards. Unofficially official. :P
-BBH
I really like the Batman and Superman cards you posted, BBH! I think the former's HQ would've made more sense if it was "Utility Belt" though!
We must have the same disc because that's the Kingdom Come set I referred to earlier although I only ended up printing the Draw 3 for Batman, although I did print quite a few of his other cards.
I did my own Utility Belt special although I just gave him extra placing (I believe ala Leader: Freehold).
Anyway here are my inherants for DC 1 Heroes that needed them (with explanations in parenthesis).
Comm Gordon - "May play non-OPD specials from reserve" (He is also one of only two heroes whose grid I altered since his current one makes no sense [he's an old man and yet has a 5S which usually means borderline superhuman] and is detrimental to him since no one would play a single skill 6 at 20 points. Now he weighs in at 16 with a 2-5-3-6. Gordon probably got the two best one-per-decks (at least as a combo) in DC 1 so at 16 he's might be usable on his own without an inherent. The inherent is sort of a fun contradiction where you can play his less useful cards from reserve and then when he comes up he has either a big attack or massive discard special placed, and comic-book wise it makes Gordon to be a Reserve, after all he's supporting who rarely defeats the Joker or whoever on his own. But he can sit in his office while Batman is on the street and flash a Bat Signal or call for reinforcements ala his non-opd special names).
Huntress – "Special card attacks may not be shifted" (We saw this effect for each Power card skill in X-Men so why not a hero who could do it with Specials? Huntress seemed to fit the bill since well she is a Huntress [and according to one of her specials an "Expert Tracker" at that] while game-wise her highest numeric special is a 6 (and a opd at that) as the X-men anti-shift heroes all had 7-point grids this should be well within acceptable game parameters).
Metropolis SCU – "May have 1 additional Tactic card placed. May not be duplicates." (We already have heroes with extra Special, Power card and Universe placing so this was a natural effect to add to the game and Metropolis SCU is paramilitary unit so logical that would be good at tactics. Plus they already have good specials so it's not like they needed major help.)
Nightwing – "Follow-up attacks from Teamwork cards played by Nightwing are doubled" (let's face it he's most famous for being Batman's former partner and Teen Titan so making him good at teamwork fits the comics, while game-wise he has all useless specials so he needs a strong inherent. Since he's max 6 he's perfect for this effect. It makes his teamworks +2, +4 which is better than an 8 to use teamwork [and thus may give you a reason to play him] but since he can't play the 7s or more they're never going to get ridiculous powerful with +6 bonuses.)
Steel – The other hero whose grid I felt compelled to change: I boosted the Intellect to 6. This would still qualify him for an inherent. I went with "May Use Strength Power cards to avoid any Fighting attack" This seemed to fit him comic wise as he spent some time fighting street gangs and his steel (strength) costume is more or less impervious to bullets and such (fighting); while game wise a max 6 hero needs all the defense they can get.
Superboy – "For each active Front-line female teammate Superboy's actions with Strength Power cards are +1" – This was a total its fun and fits the character choice more than any kind of strategy base.
Supergirl – She should probably have a better grid, but I kept her as is and went with "May play any KO'd teammates non-OPD specials. Does not override H/V coding rule" as sort of catch-all to show her shape shifting powers, while also trying to make up for her own specials which are woe-fully underpowered compared to what the comic effects for those powers should be.
Thorn –"May play Barbed Lash from Reserve" – I've never seen Thorn in a comic so I went total game effect here, since her Specials aren't great and she's relatively cheap at 18 points I figured making her an active reserve might help and of her non-opds that seemed to be the best one (at the very least it has the best art).
Bane – "Whenever Bane plays the card that KO's an opponent's hero he may move 1 Missions Card from the Reserve Missions Pile to the Completed Missions Pile" – Comic-wise Bane is most famous for breaking Batman's back (essentially KO'ing him for months) in a mission he planned out in great detail prior (freeing the Arkham inmates, learning Batman's secret identity, consolidating control of Gotham's crime gangs, etc) so it's a strong fit comic-wise, while game wise Bane has some good offensive specials but needed something more to go over the top. This gives him that, and plus I always liked the few game effects that link the battles to venture (ala Cap's Sentinel of Liberty or Bullseye's Murderer) and felt the game could use a little more of that.
Catwoman – "May Play Cunning Thief from Reserve" – comic wise if you were a cunning thief you wouldn't steal in front of five other people, (that's more of blatant thief – lol) so playing it from Reserve fits. Game-wise F/I is desperate for a good 17 point hero (I should know the Cap fan in me is constantly rotating between Post and Wynonna Earp trying to find a workable F/I deck) so one that does anything from Reserve could get a lot more play time.
Hazard – Another character I've never seen in a comic (I'm much more of a Marvel fan than DC) I went with "Special Card actions may not be defended with Special Cards" since game wise he needed a lot of help as his non-opds are all useless and if you're competing with other 7Es a hero with two total playable specials doesn't bring much to the table compared to Iceman/Banshee/Green Lantern/Scarlet Witch/Sunfire/Phoenix. With this he can Draw 3 without it being negated while that 7E is awfully hard to block.
Joker – "Joker is not affected by Event cards" – Comic wise he just seems crazy enough that he wouldn't care what events were occurring around him (plus don't some writers make him aware he's comic book character which then make doubly immune to events). Game wise he needs a lot of help, and while I'm not sure this does it, it at least makes him completely unique strategy wise if you wanted to try to build your events around him (yea Post and Maverick can duplicate this Specials but immune from the first battle on is a horse of different color) and Joker is an iconic character who should offer some completely unique deck-building choices imo.
Killer Croc – I've seen several people give him the 8 in strength for defense and I totally get that since it's the only skill missing and would make him quite playable at 16 points with semi-decent specials. However, since I'd prefer to save that inherent for Ultron, whose adamantium is much more deserving of said inherhant than Croc's scales (which he already has a +2 defense Special for), I stuck with the defense theme and went with "Killer Croc may use the highest Power card on his Power grid to defend Power card attacks of 7 or 8 in that same skill." (So thus a 4E blocks a 7 or 8E, a 5F a 7 or 8F, a 6S a 7 or 8S and a 1I a 7 or 8I) The idea is clearly to help him in the power pack since he's single skill max 6 and this plus his AG is a nice boost there. (Maenza gave him a KC also which I didn't know at the time I made him but works really well with this inherent too).
Penguin – "May place any card with the "umbrella" for free – My favorite of the classic (Adam West) Batman villains I wanted character accuracy so even these two Specials kinda blow it fits him and it opens up future deck-building possibilities since I can think of numerous other umbrellas that he could have (Maenza gave him a knife umbrella as 5F cc and I plan to make machine guns, hypnotic and maybe helicopter) and if you can keep them all low level Specials but now he can have 5 or 6 cards placed for free in addition to a non-umbrella Special in his Special spot that gives him a nice unique advantage. Game-wise even if you don't do homemades Penguin does not need much help as he has two great one-per-decks and is triple-skilled for only 19 points, so this just gives you a small reason to play to otherwise worthless cards and I'm a firm believer that all cards should be playable.
Poison Ivy – "Intellect Power grid is 8 vs. male Heroes" – like Superboy this is just a fun perfect fit (albeit much more powerful but then all five of her DC1 Specials kind of suck so she needs more help than he does). Game-wise since Intellect has a ton of super-expensive 8s this is a way to create a nice cheap (17-point) quasi-8 to balance them out for deck building.
Riddler – "Intellect Power cards are +1 to Venture when they Hit" – Again I went comic-adaptation first on this, and since Riddler's riddles are his raison d'etre then it makes sense that if they work (which is what his Intellect attacks would primarily be) he's accomplishing what he set out to do (hence the Venture bonus). Besides Riddler has probably the best overall specials of this entire set, so I good but not overwhelming inherent is just what he needs.
Two Face – "May have duplicate Flip of the Coin Specials" – Again comic-wise there is no more associated with the character than the coin-flipping, while game-wise it is clearly his most fun card so let's have more of them – lol; cause let's face it this is a game and games should be fun.
At your request, Lebowski! 8)
Gordon - The IA makes perfect sense and isn't too powerful. I like it. I think you should leave his stats alone though since it is Comm. Gordon & G.C.P.D., not just the "commish". A whole police squad has to be able to muster a 5 Strength, especially in a town used to dealing with Super-Villains! It's a good point that few people would use a 20-pointer with only one 6 on their Power Grid and nothing higher, but personally I try to give stats based entirely on merit and consider how many tournament-deck-building points are involved as an afterthought.
Huntress - Not familiar with the character.
Metropolis S.C.U. - Makes sense. Not too powerful. I like it. It could be place an additional anything and still make sense, I'd probably make it an extra Power or Special card.
Nightwing - The most ripped-off character in all of DC OverPower. Dick Grayson got ZERO 7's on his Power Grid while Robin had a 6 and a 7, and ZERO OPD's while Robin got TWO. Dick Grayson (Nightwing) is the original Robin, now matured and working solo!! How is he so inferior to a new teenage Robin?? You're IA is just fine by me and could still be stronger while remaining fair in my opinion simply because of how absent any good abilities at all Nightwing was. You could add to that the IA I was going to (and still may) give John Carter: Warlord of Mars, May play any level 7 Fighting and Intellect Teamwork cards.
Steel - Totally agreed on the raised Intellect rating. Anyone with even a basic understanding of the character of John Henry Irons knows he deserves at least a 6 Intellect if not a 7 like Iron Man got. I could list multiple reasons why but I've already done so in other threads. It was fundamentally unfair to give such a character a 4 Intellect. Honestly, I used to suspect that someone did that just because Steel is black and they were racist! No, no, no way in HELL John Henry Irons deserves the same Intellect as Wolverine. That is absurd. (Vent rant over.) The IA is awesome and fair for Steel as a max-6 character, and as someone who recently read Steel #'s 0 - 36 I find your comic book-OverPower translation explanation to be perfectly valid.
Superboy - Your description was spot-on. It's fun and it makes sense for the character. Let the strategy figure itself out! *prepares to be labeled an OP blasphemer*
Supergirl - Again, you're right. Most of her Specials are not nearly as strong as what one would think given what they're supposed to represent, and this IA would capture her shape-shifting ability much better than anything they actually gave her. I mean the OPD they gave her for it was good of course, there was just so much more they could've done with that ability to make the game interesting rather than just making it a good, blunt attack.
Thorn - Not familiar with the character.
Bane - I really like the comics-to-OverPower translation you explained for this one. Perfect sense!
Catwoman - Logically it makes sense. Kind of borderline as to whether it's too strong or not. Many OPD's are similar to non-OPD's except for that they can be played from Reserve, so playing a legitimate, good OPD from Reserve may be a little much. Any precedent for this one?
Hazard - This is one of Steel's main villains in the comics I just mentioned I read recently, so I can tell you your IA makes sense. While he does have some scientifically-gained "super-powers", he is also a Lex Luthor-type head of an organization, and I like the translation from doing stuff from behind the scenes to not being able to be blocked with Special cards.
Joker - I like it but you are correct that this alone would not completely "fix" the character.
Killer Croc - One of your more original ideas (so is Joker's), I like the balance it strikes!
Penguin - Barely ahead of Mr. Freeze for my favorite Batman villain, I also first took a liking to the Penguin as portrayed by Burgess Meredith on the old Adam West Batman program. I really like your IA idea, especially considering the CC you recommend and others we could think of that would make Penguin (and the IA) much more playable. Flame-Thrower Umbrella would've made wayyy more sense as an AE, especially since that's what Punisher's Flame-Thrower is! I always thought it was weird (not to mention INCREDIBLY disappointing) that the makers of DC OP didn't run with the idea of giving Penguin a bunch of umbrella cards. That would've been amazing. His OPD Avoid could easily have been Helicopter-Umbrella!
Poison Ivy - You're right - this is similar to Superboy's though obviously much better. But Superboy actually has some respectable Special cards, whereas as you pointed out all of Ivy's pretty much suck. So that works out fine in my eyes, and gives one way more options for DC Intellect deck-building.
Riddler - Perfect. Just...perfect.
Two-Face - Not a fan of this one simply because I hate the coin-flip card they gave him. It is an utter-crap card in my opinion, so this IA wouldn't effect me. Now maybe if we altered the card so it didn't suck quite as hard...
QuoteCatwoman - Logically it makes sense. Kind of borderline as to whether it's too strong or not. Many OPD's are similar to non-OPD's except for that they can be played from Reserve, so playing a legitimate, good OPD from Reserve may be a little much. Any precedent for this one?
Well there are several heroes who can play a one-per-deck from reserve as an inherant. Off the top of my head Strong Guy has Pile It On (Immune to Spectrum KO), Deathlock and Maggot both increase a skill to 7 for r.o.g., and Jean Grey has Telepathic Unity (team +2 to defense). So there's precedent for it.
Furthermore if Marvels had come out three heroes who already do stuff in reserve where being given opds to play in reserve: Hawkeye was going to get an insanely powerful and useful opd to play from Reserve, Maggot a low level attack with a viscous secondary effect, and Spiderwoman an offskill battlesite venture thing for the team.
I think Catwoman's opd is good but its not excellent. You sometimes eliminate a massively one-per-deck, but sometimes you just get some power and universe cards. Plus if she can only play the 1 card back there that's still not half as powerful as Spiderwoman and Flash who play an insanely useful non-opd back there. I'd rather 3 or 4 avoids or AIs from reserve then 1 Draw Pile discard. (and don't forget had Marvels come out Sable would be doing this too). But at her real low cost with an effect no one else does in reserve it gives Catwoman at least a marginal reason to exist.
BTW - I love Two Face's Flip of the Coin card. I admit its not really powerful. If I don't play i'd have that card anyway and be able to use it if it was a defense (although two face can grab an unusable or duplicate in this attack). But in terms of capturing a character's unique flavor I don't know if there's a better special in the game.
Quote from: The Dude on August 26, 2010, 01:08:14 PM
BTW - I love Two Face's Flip of the Coin card. I admit its not really powerful. If I don't play i'd have that card anyway and be able to use it if it was a defense (although two face can grab an unusable or duplicate in this attack). But in terms of capturing a character's unique flavor I don't know if there's a better special in the game.
I too like the idea behind the card, it suits the theme of the character. But the downside from a strategic point of view is that there's no guarantee with it. It could be a wasted card, where logically you're just better off leaving the card out and having the spare card in hand.
Perhaps if you altered Two-Face's inherent to be 'May draw 1 card after playing and resolving 'Flip of the coin.' Discard duplicates. That's an inherent I was considering for Two-Face. I settled on 'May have 1 duplicate .45 Automatic special,' but I'm still leaning towards making 'Flip of the coin' more serviceable.
-BBH
hey BBH what's up with that disc you're talking about? is there any way you can post a link to the specials it contains or mayhap email them to me? I've been trying to come up with specials to make DC1 heroes more playable, and that avoid for superman was exactly what I had in mind!
@The Dude
Yeah than I would have no problems with it!
Quote from: BigBadHarve on August 26, 2010, 02:41:38 PM
I too like the idea behind the card, it suits the theme of the character. But the downside from a strategic point of view is that there's no guarantee with it. It could be a wasted card, where logically you're just better off leaving the card out and having the spare card in hand.
Perhaps if you altered Two-Face's inherent to be 'May draw 1 card after playing and resolving 'Flip of the coin.' Discard duplicates. That's an inherent I was considering for Two-Face. I settled on 'May have 1 duplicate .45 Automatic special,' but I'm still leaning towards making 'Flip of the coin' more serviceable.
That's exactly why I think the card is useless and have never put it in my decks. An IA like that would perfect for making the card fun and usable!!! Great idea.
Quote from: Karmanal of Zert on August 14, 2010, 02:52:41 AM
Holy crap! That Riddler IA is SOOO perfect! I'm blown away!
This is sort of on topic. This card:
(http://overpower.ca/cards/specials/1317.jpg)
should definitely have been a 5 Strength for attack or defense CC code. Holding up that heavy door surely warrants more than a 4, and all one needs to do is look at the picture to see that is in fact depicting him in defensive action. This plus his two existing OPDs, both of which are good (7M) or great (draw 3), almost automatically make him much more useful, since currently none of his non-OPDs are usable in my opinion. Also, given his high amount of education and all the crazy gadgets and features he's designed on his various suits of armor with it, he should definitely get a Intellect Power Grid is 7 for Defense IA if not a full boost (and perhaps bring down the Energy to compensate).
Post Merge: July 22, 2011, 04:25:34 PM
Also all of these:
(http://overpower.ca/cards/specials/1004.jpg)(http://overpower.ca/cards/specials/1019.jpg)(http://overpower.ca/cards/specials/1370.jpg)(http://overpower.ca/cards/specials/1375.jpg)(http://overpower.ca/cards/specials/305.jpg)
could easily be 7's or even AEs in my opinion (except for Cyborg's, he already has an AE).
@TheDude
I remember you saying you have your own DC edits you've been working on to make the B/S set (how ironic) more playable. Unless Onslaught objects, I suggest we all pool our DC ideas together in this thread. 8)
heck id settle them being Ab