Thematically it makes more sense (if taking the 'make him angry approach') to have hulk spit out strikes when he is attacked and damaged over x amount. Thus he only gets stronger when he gets angrier.
His AOE should also be beefed up a bit as it's very weak for his tier. Banner often feels more like a 4.5*
I like the general idea of the character I just wish he was not so underpowered. On his character thread I had also posted that simply gaining AP on his extra matches would go a long way to making him a lot more useful and I still think that would make a difference. There have been a lot of good suggestions in this thread as well. I have another couple of suggestions:
Forbush said: In Hulk form, give him Anger, and make it proc above a level-based damage threshold, rather than a percentage (given his massive health), perhaps hitting everyone else in the match like the level 5 version.
Bang bang?
Sim Mayor said: OK, not disagreeing that his power set doesn't make you [tinykitty] yourself like a Hulk card should, but everybody here seems to be ignoring the fact that, managed properly, you have a tank who can die over and over again without affecting his "real" health bar.
zodiac339 said: I can't agree with the strike tiles just being thrown out there, since that doesn't just affect his damage. It does make me think that something modified from Vision's blue could be a choice though.Strongest There Is! - 0 (Black?) AP(PASSIVE) If one doesn't exist, creates a 10 turn Countdown tile that increases Hulk's damage as it counts down. When the Countdown resolves, Hulk smashes the board in his anger, destroying 16 random tiles, dealing damage but not generating AP.The modification would work something like "damage increased by (100 + 100/(CD time))%", which would mean 110% damage when CD says 10, 111% at 9, 112% at 8, 114% at 7, 116% at 6, 120% at 5, 125% at 4, 133% at 3, 150% at 2, and 200% at 1. That example may be too cumbersome. Perhaps a flat damage increase that goes up each turn instead of percentage? Let's see, (135 + (10/CD)*23) at level 270, which would be 158 damage at CD count 10, 365 damage at 1. I don't know. Any addition could help.