The Disparity in 5* Characters

Wouldn't it be nice if all 5* characters had a similar amount of health?
3* and 4* characters when maxed all have health that seem to be within a certain distance of each other, yet when it comes to 5* characters some health is over 80,000 while others have sub 40,000 which is just way too much of a gap when it comes to choosing which character to use.
I understand that as the game progresses, D3 have, as a general rule of thumb, made the health of each character a bit more and a bit more each time (no doubt so it can stretch out the time to play PvP matches) which is all well and good, but why not give older 5*'s a health boost to keep them at least competitive when it comes to overall health.
The reason I bring this up is that if I spend 250 CPs, I can finally (FINALLY) champion my Black Bolt (i'm on day 2307 of playing BTW)
But then I realized, what's the point? I probably won't get to use him in PVP, he is so much weaker than Apoc, BRB, iHulk and all of the "shiny new" characters that everyone seem to use.
It's bad enough that older 5*s have much poorer match damage, their powers are generally much weaker but they also have terrible health compared to newer releases.
Can't we just give them a boost to at least bring them up to standard? (compared to latest releases) It would be fun to use some older characters with match damage that makes a difference, powers that do decent damage and health that can actually take more than a couple of big moves from the heavy hitters.
3* and 4* characters when maxed all have health that seem to be within a certain distance of each other, yet when it comes to 5* characters some health is over 80,000 while others have sub 40,000 which is just way too much of a gap when it comes to choosing which character to use.
I understand that as the game progresses, D3 have, as a general rule of thumb, made the health of each character a bit more and a bit more each time (no doubt so it can stretch out the time to play PvP matches) which is all well and good, but why not give older 5*'s a health boost to keep them at least competitive when it comes to overall health.
The reason I bring this up is that if I spend 250 CPs, I can finally (FINALLY) champion my Black Bolt (i'm on day 2307 of playing BTW)
But then I realized, what's the point? I probably won't get to use him in PVP, he is so much weaker than Apoc, BRB, iHulk and all of the "shiny new" characters that everyone seem to use.
It's bad enough that older 5*s have much poorer match damage, their powers are generally much weaker but they also have terrible health compared to newer releases.
Can't we just give them a boost to at least bring them up to standard? (compared to latest releases) It would be fun to use some older characters with match damage that makes a difference, powers that do decent damage and health that can actually take more than a couple of big moves from the heavy hitters.
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Comments
It will not stop...
They are at a point where they can stop releasing new characters and start shining up some of the older characters and repackaging them.
I doubt that will happen as new characters earn more money than classic characters.
A lot of people on the forums, including myself, have been grumbling for a while about classic characters, dilution and feeders. The game changes over time and it's okay to revisit and restructure past characters.
I think there is a lot that needs to be worked on, but i think the game is going to keep growing and keep leaving old characters behind. The inevitable future is eventually there may be an MPQ 2 unless they figure out a better plan for character releases and tier progression, sometimes it easier to wipe the slate clean and start over.
We all know why they keep boosting the power of each new 5* -- to make them more enticing, so that whales and anyone else will want to get the new shiny hotness. It's nothing to do with balance or fairness. Create an illusion of balance by making the powers seem plausible and fair within a template that we'll accept, then boost the match damage and health just slightly higher than the last one. Boom -- instant sales.
I mean -- if they kept match damage and health the same the whole way, some of these newer 5*s might not have been nearly as shiny as they currently are, and that might've dropped sales a tad.
I know this all sounds cynical and negative. But I believe this to be a true metric, backed by the plain desire to make more money on each 5* release, but to not make it so glaring that some of your buyers/fanbase quits the game due to the blatant pay-to-win they'd create by doing it.
Sorry -- I don't even like my own post here, but it feels like its what it's all about.
Yep...she's my #1 example about this problem as well when compared to my Iceman:
Black Widow, LVL 455: 66 / 547 / 78 / 615 / 72 / 478 / 4.3x / 309 with 47,495 health
Iceman, LVL 452: 829 / 105 / 645 / 89 / 737 / 97 / 3.5 / 410 with 63,407 health
Black Widow's #1 match damage (615, purple) is less than Iceman's #3 match damage (645, blue), despite her being three levels higher.
Edit - and for comparison, a LVL 459 iHulk: 99 / 715 / 117 / 108 / 919 / 817 / 3.5 / 455. Health doesn't really matter too much with him, as he just bounces back with 19K if there's someone else that's still alive on your team when he goes down.