Kolence wrote: Now that 2* Daken got buffed with a 3rd skill and extra levels, can Wolvie's heal trigger at least from 75% health? Please? Lower the amount healed if that would be needed with such a change, or something else. Just make his healing power a little stronger overall. I mean, Daken now has stronger strike tile, stronger healing and with 10 AP with enough does comparable damage as Wolvie with 12 AP (maybe beats his old man in that too, no precise calculating, just eyeballing max level stats). Only thing that helps Wolvie vs. Daken from these last changes is that now it's harder for Daken to overwrite all the before Wolvie has enough AP to put some of his own...
Phaserhawk wrote: Healing Factor - Yellow Passive (PASSIVE) Wolverine's healing factor mends major injury and sustains his assault. Whenever his team makes a Yellow match, his healing factor activates, restoring 17 health.Level 2: Recovers 21 health. Level 3: Recovers 24 health. Level 4: Recovers 28 health. Level 5: Recovers 32 health. Max Level: Recovers 281 health. essentially, get rid of the 50% cap but halve the healing. Because you have to actively match yellow it makes no sense to limit it, because eventually you will run out of yellow matches, and because Wolvie himself can't use it, it would be considered balanced IMO. His red I dropped the cost by 2. Green needs to have the strength of the tiles increased, the rest I would leave the same.
Phaserhawk wrote: They just need to do thisWolverine (Astonishing X-Men) 2 Star Rarity (Uncommon) Discussion link At Max Level: HP: 3920 Tile damage: 43/49/09/11/55/10/4.0Feral Claws - 6 Green AP Wolverine's rage builds. He deals 33 damage and places 1 strength 4 Red Strike tile plus 1 for every 3 Red AP his team has. Level 2: 43 damage. Level 3: Strike Strength 5. Level 4: 56 damage. Level 5: Strike Strength 6. Max Level: 520 damage and Strike tile strength 60Adamantium Slash - Red 10 AP Wolverine rips the enemy to shreds, dealing 180 damage. Level 2: 216 damage. Level 3: 252 damage. Level 4: 288 damage. Level 5: 324 damage. Max Level: 2884 damageHealing Factor - Yellow Passive (PASSIVE) Wolverine's healing factor mends major injury and sustains his assault. Whenever his team makes a Yellow match, his healing factor activates, restoring 17 health.Level 2: Recovers 21 health. Level 3: Recovers 24 health. Level 4: Recovers 28 health. Level 5: Recovers 32 health. Max Level: Recovers 281 health. essentially, get rid of the 50% cap but halve the healing. Because you have to actively match yellow it makes no sense to limit it, because eventually you will run out of yellow matches, and because Wolvie himself can't use it, it would be considered balanced IMO. His red I dropped the cost by 2. Green needs to have the strength of the tiles increased, the rest I would leave the same.
Ozark Boatswain wrote: 3 AP Feral Claws was really, really good. But I think if players had had more 3* characters, he wouldn't have been considered that great. At the time, Ragnarok, Magneto, Spider-man, The Hood, and probably GS Black Widow were all better.
NorthernPolarity wrote: I played back in the day where Thorverine was at its prime, and I distinctly remember when I had enough covers to max Punisher, and thought to myself "oh god, Punisher isn't even that much better than Wolvie...". Wolvie was basically as good as Punisher back in the day, and when your competition was GSBW / pre-buff Doom, etc, Wolvie was basically as good as a top tier 3* back then.
hurcules wrote: In the pre-funbalance days, the 2* Thor, AWolverine, OBW ran rampant. Collect green, collect red, get strike tiles out, OBW double dipped on espionage, true healed, and reconned. 2* Thor red into yellow was devastating (10AP red generated 5 yellow tiles). Get more green from Thunderstrike which means more strike tiles. This combo could take down any 3* teams in those days.