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nope
That's the point, Wolverine is one of the tankiest characters in Marvel Universe, size doesn't matters when you have adamantium skeleton and high regeneration.
So what about Captain America? It's not that big, Is just a human with a shield.. If we do a math proportion
human:shield/supersoldierpowewr = wolverine:adamantiumskeleton/regeneration
Ok spare you words, I'm not gonna have discussion with someone who doesn't have a constructive feedback about my ideas, enjoy my ignored list lol
That's cool and all, but this is a video game not a comic book or movie.
The real problem Wolverine suffer actually is Leap and Ult mechanics and hitbox.
The hitbox of the Feral Leap is too short, it should grab enemies at claws attack range to make it more instinctive.
His ult issue :
Enemy height: Wolverine's ultimate launches enemies into the air by a certain height, and Wolverine jumps to the same height. If, by bad luck, the enemy happens to jump just as the ultimate is activated, they’ll be sent to their jump height plus the ultimate’s height, meaning the enemy ends up higher than Wolverine. This makes it impossible to bring them back to the ground with the second part of the ultimate.
Solution : ult doesn't have to count the actual height of the targets, and put every enemies hit to the same height of Wolverine.
Ground target for the dive: When Wolverine is in the air, there’s a circular target on the ground that defines the impact zone for his dive. However, the target disappears if it’s too close to a piece of terrain or a wall, leaving you stuck in the air! By the time you figure this out and reposition, I’ve already been killed mid-air. You have to understand that if you don’t dive quickly, airborne enemies are free to move around and can attack you!
Solution : make it possible to target walls or obstacles even if Wolverine can't land on it, it doesn't matter if it bounce.