NighteyesGrisu wrote: I don't get why wolverine got ****. I mean he had relatively low health already and only was durable due to the true healing...now he's got less health than most of the other 3* with the exception of the really squishy ones....Isn't Wolverine supposed to be nearly unkillable? Now even guys without superpowers outshine him in the health department. And saying he's got healing isn't really an argument to me since it's one of this 3 powers, he shouldn't be punished for having them. or do you give guys a match make malus because they have hard-hitting powers? I think not. They must really hate wolverine since XF got the same treatment (as if the nerf wasn't enough). Now, unless I forgot somebody, he has the least health of all the 4* with the exception of the old, crippled guy?
Mawtful wrote: The two points which interest me the most are: 1. AXM Wolverine did receive a health boost, even though Patch and XForce did not. 2. Ragnarok did receive a health boost, even though Thor did not. (They're making such developments in the robot-clone sciences these days!)
Meto5000 wrote: Mawtful wrote: The two points which interest me the most are: 1. AXM Wolverine did receive a health boost, even though Patch and XForce did not. 2. Ragnarok did receive a health boost, even though Thor did not. (They're making such developments in the robot-clone sciences these days!) 1 - AXM Wolverine's a shell of his former 2 star self and has been severely outclassed by other 2* options. 2 - I mean...Thor gets **** out of a ...510 point health boost. I feel like that's just the devs making a statement that they acknowledge that he's more powerful than they wish he was.
Meto5000 wrote: TL;DR: This "buff" is more about D3miurge nerfing AP Stealing and True Healing than buffing other characters.
This "buff" is more about D3miurge nerfing AP Stealing and True Healing than buffing other characters.
babinro wrote: Protect Tiles only serve to address match damage. Something that makes a player 'feel' good but ultimately accomplishes very little in the match as a whole since characters are primarily downed by skill usage. If D3 wants to make characters like spidey and the new IW appealing they need to change the functionality of protect tiles.
Protect Tiles only serve to address match damage. Something that makes a player 'feel' good but ultimately accomplishes very little in the match as a whole since characters are primarily downed by skill usage. If D3 wants to make characters like spidey and the new IW appealing they need to change the functionality of protect tiles.
babinro wrote: This "buff" is more about D3miurge nerfing AP Stealing and True Healing than buffing other characters. Objectively speaking...this is GREAT! If you look where the games balance issues lie you'll immediately notice it's with these two features...ap steal and true healing. Characters like Daken, Patch and XF receive WAY more regular use than other characters. I'd imagine Groot does as well for newer players who don't have the alternative old fogey's yet. It's clear that OBW, Loki and Hood completely dominate all aspects of this game as well. If your goal is to create a more balanced game play experience with better roster viability than these features need to be made less appealing. The health change is one way to address that without directly nerfing the characters. This clearly matches the vision that D3 has for the game. Note: I very much dread the health change because of how much of a slog the game may turn into. I think it takes things too far and would rather see the same goal accomplished by another means. I would LOVE to see D3 address the other end of the feature spectrum as well... Protect Tiles. Protect Tiles only serve to address match damage. Something that makes a player 'feel' good but ultimately accomplishes very little in the match as a whole since characters are primarily downed by skill usage. If D3 wants to make characters like spidey and the new IW appealing they need to change the functionality of protect tiles. I propose that protect tiles be functionally changed to pulse an AoE true healing effect every turn they remain on the board rather than reduce damage. True healing is a valuable defensive resource. Preventing minor amounts of damage while sustaining the pain throughout battles is not.