Wolverine (Old Man Logan) 5* - Rebalance & New Costume

S0kun
S0kun ADMINISTRATORS Posts: 652 Critical Contributor
edited 14 August 2024, 21:52 in MPQ News and Announcements


Old Man Logan is the latest old man from back in the day to get a new rebalance. Here're a few notes from our team regarding how we consolidated his abilities and sharpened his claws to be a more powerful character in your roster.

Rebalance Notes:
General: Raised match damage and HP to modern standards.  This already goes a long way towards bringing up his power level.  Combine that with improved healing and Old Man Logan is tougher than ever.

One of the tough things about OML is that his design is cool; He has two modes depending on how well the fight is going. However, his gameplay is tougher.  Battles nearly never go how you want, especially so in trying to time when and how to push Wolverine over the edge into his damage mode.  Just less fun than it should be. So we took a different tack and combined the two!  Same flavor, and improved usability.

Normally, combining two sets of abilities would mean that the power of both abilities would be heavily nerfed, but Wolverine has a secret: He was one of the first 5-Stars.  5-Stars went through a period of power increases that meant that any newer 5-Star would have more budget and damage than an older one.  So, in raising him to modern standards, we realized that we could not only combine his kit, but STILL have room for higher numbers.

Black: Allows the player to choose either the old Living Legend or Still Sharp ability on use, with Still Sharp’s lower AP cost. Also spent a bit of the budget that could have been used for stronger Strike tiles instead of getting rid of that pesky “ends the turn” that Living Legend used to have.  Yay for usability!

Yellow: This was one that was a bit tougher.  We tried the same trick with Black in combining, but ran out of budget with 6 AP on the active portion. Fast abilities just don’t pack as much punch.  As it stood, we could have kept the 6 AP, but it would have resulted in a significant numbers nerf across the board for the ability.  So instead we raised the AP as little as we could to get a bit of ability budget, which netted out at 8 AP.  Still somewhat fast, but not as speedy.

Red: Nothing much here to report. Combined the abilities, raised the numbers, and now overall more powerful.