mischiefmaker wrote: Are you sure additional black covers reduces the trigger number? The description for L4->L5 from the event only mentioned the improved healing, and same for L3->L4. Is it a hidden change, the way that Intimidation increases damage with covers but doesn't say so in the description?
TheHueyFreeman wrote: Does anyone know if DP's black is true healing?
Katai wrote: Anyone figure out how Deadpool's black works with Hawkeye's Avoid?
Lyrian wrote: There appears to several attributes for adding Black covers: -- The percentage of damage threshold to trigger LotP appears to decrease with additional Black covers. At 1 Black, the threshold is ~15% of Deadpool's max health. At 3 Black (Colognoisseur), the threshold is ~12.75% of max health. (5 Black = 10%???) [Side thought: Could be possibly a side effect of leveling Deadpool, but that seems unlikely.] -- The percentage of health recovered (based upon damage threshold increases). At 1 Black, 55%; 2 Black - 65%; 3 Black - 75%; 4 Black - 95%; 5 Black = ??? (125%?) -- Note: These seem contradictory to a degree. If true, wouldn't that mean that a low-leveled, but highly covered Black is most effective in this situation in triggering LotP? Would need someone to buy and load up a Black cover to see if the damage threshold changes in addition to the percentage healed to verify.
Pwuz_ wrote: The problem with a lower threshold is that it seems like he is only healing for a % of that threshold, NOT a % of the damage he actually took. Sure his threshold could be low enough to trigger on any match 3, but if he got hit with a bigger attack, he would only heal for the same amount.
scthottie2 wrote: He is definitely only healing for a percentage of the damage threshold rather than the damage taken. The advantage of the lower threshold would be to allow him to start jumping in front of squishies with the introduction of strike tiles. His move is pretty much always going to process against any damage dealing power as the threshold at 3 covers, lvl 166 is 869 which is why the focus on a lower threshold isn't really about powers.
Phaserhawk wrote: According to MPQ wiki. Deadpools black when maxed will heal him for more damage than he stepped in for. If you are gonna eat a 2.5k Chemical Reaction I don't think you'll be gaining that life back.
OnesOwnGrief wrote: Pretty sure if they find his black to not be triggering much at all overall, they will change it like they changed Spider-man's purple. I honestly think Deadpool will be seeing some change soon, like within the next week or two.
Phantron wrote: His black is good but there's no place for a healing power that isn't downright overpowered like Healing & Heat or Healing Factor in the current game which greatly favors offense. The only usage for this would be if you're facing someone who piled up crazy strike tiles such that it triggers his black on normal matches, though you're already facing some kind of desperation scenario by the time strike tiles pile up to a point where it can trigger black. Deadpool lacks the health to take the biggest attacks so it won't have much effect on AP consuming moves. His black would be better if it scaled downwards, something like jumps in for attack > 400 and heal for 300, which allows it to mitigate the effect of most strike tiles before they got to the 'game over' stage.
Spoit wrote: OnesOwnGrief wrote: Pretty sure if they find his black to not be triggering much at all overall, they will change it like they changed Spider-man's purple. I honestly think Deadpool will be seeing some change soon, like within the next week or two. I thought that the purple was just changed because they read the spreadsheet wrong. Not because of the outcry that halving the effective defense tile value on top of the funbalancing of everything else actually mattered