So the subject of Invisible Hunter being too good came up in our last game session. After thinking it over, I believe I have come up with a house rule to make it less of a "Must Have" card. In genral, it seems way to good to only cost 3 UP, and any build would be better with Invisible Hunter.
1. After the user has been "spotted" via a successful Awareness vs Stealth roll, only the 50% miss penalty still applies. In other words, the attacker does not have to continue to roll Awareness vs Stealth unless the target does something to regain his cover (i.e. move away unobserved, break LOS with all those that have spotted him/her, etc).
2. Make the 50% miss chance not apply to melee attacks at all.
That it's too good for only costing 3 UP. Even if you shank your stealth roll every time, you have a 50% chance of avoiding any damage from direct damage powers. There's not a single build I've made that wouldn't have been better with an Invisible Hunter card thrown in. At least that's the conclusion I've come to.
It doesn't stand up so good against things like Echolocation, Scent Tracking, Area of Effects, or Banes (like IMMOBILE). While yes, it's good, you just have to think outside the box in terms of combating it. ;)
Images of that 100 UP session we all had at CrisisCon just popped into my head.
LOL
A good way to render it useless is closed quarters fighting. Invisible Hunter (a favorite of mine) makes you invisible, not immaterial. So, in cramped quarters, it is very likely for someone to bump into you. Now, if they had Invisible Hunter AND Body of Air...well...that would be bad...
Either that or use your imagination...a sack of flour will immediately reveal any invisible foes in the area. Heavy dust, tall grass, paint, etc... There are lots of inventive, fun ways to reveal invisible foes. :P
There are a lot of ways to reveal an invisible foe, except that the card text has nothing about what happens if a character with that power is "revealed." It simply says that you are invisible and even if you are detected you have a 50% chance of attacks against you missing. Even with the other "non-vision" detection Powers, there's nothing specifically on the card to really help with invisible beings. Short of something in the PDF Primer talking about how to handle invisibility, you basically have to hope that GM discretion prevails - because the existing rules as written make it a VERY powerful card if you follow them and nothing but them.
The way I've found to deal with it? Attack it, the Power, specifically. Due to the low level of the Power and its low UP cost, it goes down *very* quickly when targeted by AoE abilities. That does not rely upon any sort of GM-dependent judgment, and so is a universal way to take it out of play if it's becoming problematic. This is actually why I don't consider it to be very imbalanced - it's easy to "kill" if you need to.










Er...so what's the problem with the Power as it is?
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