Pre-Nerf Abilities

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Comments

  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    qscxzawed wrote:
    Speaking of nerfs, what did 2* thor and wolverine used to be like?
    His red used to be 6 AP, and generated..5? yellows. And his yellow dd about as much damage as lazy thor's but only generated 5 green. And his green....was not as good.
  • over_clocked
    over_clocked Posts: 3,961
    Old aWolverine used to put strike tiles with only 3 green. His red was dealing less damage. The strike tiles were more powerful as well. His regen was awesome, think of current Patch regen, only for a 2*. So you could field Wolverine as your tank, he simply wouldn't die to match damage and many abilities too.
  • DD-The-Mighty
    DD-The-Mighty Posts: 350 Mover and Shaker
    Spoit wrote:
    qscxzawed wrote:
    Speaking of nerfs, what did 2* thor and wolverine used to be like?
    His red used to be 6 AP, and generated..5? yellows. And his yellow dd about as much damage as lazy thor's but only generated 5 green. And his green....was not as good.
    Of the two Thor saw less nerf and more of a shift in his powerband. Less synergy going from red into yellow and but MASSIVE push into green. Before, it was red A-bomb into yellow A-bomb and Green if you felt like mopping up. (it was super weak like 400>200>200) So in the end he is still a massive pain in the A. but now he only has 1 nuke instead of 2.

    Where thorveine was born, was (one example) using that green to pump Wolvies Jawsome strike tiles. and having his Red to use at your leisure -though it was better used as a strike tile battery-. Or using Thors red to pump more yellow onto the board activating Wolverines sweet daken like healing factor. The combo had so much flexibility it was sick. but alas they did too much damage together.

    all in all wolverine is lackluster now. IMO only solid at level 85 with a 5g/5r/3y build. and hiding behind another deadly character to keep focus off of him.

    ...Damn shame what they did to that boy.
  • Where thorveine was born, was (one example) using that green to pump Wolvies Jawsome strike tiles. and having his Red to use at your leisure -though it was better used as a strike tile battery-. Or using Thors red to pump more yellow onto the board activating Wolverines sweet daken like healing factor. The combo had so much flexibility it was sick. but alas they did too much damage together.

    Yeah, Wolverine's red actually wasn't great previously, and his green generated fewer strike tiles but stronger strike tiles, and only cost 3, so you could stockpile red and just spam strike tiles. When Patch came out he wasn't considered good because 2* Wolverine's Green and Yellow were better than Patch's until you got Patch into really high levels

    At level 5 for all abilities:

    Old Feral Claws 3 AP
    •Dealt 31 damage, created 1 Red Strike tile, plus 1 additional tile for every 5 Red AP the team has.
    New Feral Claws 6 AP
    •Deals 56 damage and creates 1 Red Strike tile, plus 1 additional tile for every 3 Red AP the team has.

    Old Adamantium Slash 10 AP
    •Dealt 250 damage to the current target.
    New Adamantium Slash 12 AP
    •Deals 324 damage to the current target.

    Old Healing Factor
    •Every turn, healed Wolverine for 21 health.
    New Healing Factor
    •If Wolverine is below 50% health, and the team matches Yellow, he is healed for 63 health.

    Old Mjolnir's Might 6 AP
    •Dealt 125 damage to the current target and converted 5 basic tiles to Yellow.
    New Mjolnir's Might 8 AP
    •Deals 114 damage to the current target and converts 3 basic tiles to Yellow.

    Old Thunder Strike 11 AP
    •Dealt 250 damage to the current target and converted 5 basic tiles to Green.
    New Thunder Strike 12 AP
    •Deals 81 damage to the current target and converts 9 basic tiles to Green.

    Old Call the Storm 13 AP
    •Dealt 125 damage to current target and 63 to the rest of the team (this is the same damage as the new version at ONE cover, by the way.)
    New Call the Storm 14 AP
    •Deals 225 damage to current target and 113 to the rest of the team
  • gamar wrote:
    Old Feral Claws 3 AP
    •Dealt 31 damage, created 1 Red Strike tile, plus 1 additional tile for every 5 Red AP the team has.
    New Feral Claws 6 AP
    •Deals 56 damage and creates 1 Red Strike tile, plus 1 additional tile for every 3 Red AP the team has.

    The old tiles were 85 and new ones are 40 IIRC. So boosting 6R+G that was feasible started you with 4x85 strikes and some 500ish direct damage before you started the turn with an OBW color pull for double-riding.
  • Before Trickery, Loki had Transmogrify. Converted up to 10 Red and 10 Yellow to Purple, in a manner similar to Doom's Blue ability. I was rather fond of it.


    viewtopic.php?f=8&t=29&p=70#p49
  • Toxicadam wrote:
    Ok, thanks. Good to know! That CStorm Yellow does seem really overpowered...

    C.Storm's yellow was epically broken. You could take the default character the game gave you (in some events) and throw him at any match damage and it would trigger her yellow. Which also would generate 5 red. Which made her and Thor best friends.

    You could end matches in less than 40 seconds without taking any damage to your main characters.


    Not that taking damage was a concern, because every time you leveled a character they were instantly healed.

    Not to mention full damage was dealt regardless of the target's current HP... so if an ally had 2 HP and an enemy used an ability on them, it would activate.
  • yea, nice list and compilation here. thanks ! Didn't know loki and classic was so interesting back then. I started slightly after classic storm is nerfed.