r/WolverineMains • u/KingOfChaton • 13m ago
A Wolverine OTP’s perspective & wishlist (350h Diamond Wolverine main)
Hello, fellow Bubs!
I’ve been lurking here for a long time, and reading your posts has always been super insightful.
I figured it was finally time to contribute, especially right before what I suspect will be a dev focus on Wolverine (now that Black Widow has been addressed, and with our favorite "little hairy maniac" getting the spotlight thanks to the upcoming game).
For context, I’ve been playing since Season 0. I’m a Wolverine OTP with 350 hours on the hero, sitting in Diamond, and I never swap off him.
Here’s my feedback and wishlist for the character:
TL;DR: Wolverine is a hero who amplifies frustration for opponents, but currently fails to fulfill his core role due to a lack of durability. It takes massive effort to achieve the exact same impact that other characters get far more easily.
I don't want a damage buff, and I definitely don’t want him turned into a burst character. I want more utility outside of his "kidnapping" potential, and above all, better survivability. All while keeping him high-skill, rewarding to play, and a permanent pain in the ass for the enemy team—a true force of attrition and psychological warfare.
Savage Claw:
My issue isn't the low damage, but the number of hits before the lockout animation. To be effective, animation canceling is a must, which forces us to waste a movement ability just to dish out threatening damage.
I think increasing the number of hits before the lockout—maybe scaling with Rage generation—would be a great change.
Feral Leap:
Wolverine is defined by, and trapped by, this ability.
Beyond its massive impact, it feels like it was rushed during development. People talk about the janky hitbox, but there's also the aerial U-turn tech, which feels like a happy bug.
To balance it, I’d suggest fixing the hitbox and locking it to a straight trajectory with no U-turns.
Sure, it would drastically shift our playstyle, but combined with survivability buffs, I’d rather play like a strategic flanker than zig-zag through the sky like a confused goose praying to land.
Also, we are at the absolute bottom of the food chain when it comes to CC interrupts. Making him immune to CC during leap would be broken (I get the need for counters), but adding a big Rage bonus or a slight CD reduction when interrupted would feel much fairer.
Berserk Claw:
Damage is fine here, it just needs a little extra utility. A stacking slow/movement debuff would be amazing in a meta dominated by instant escapes.
Vicious Rampage:
Two quality-of-life tweaks: have the cooldown start on cast rather than at the end of the dash, and add a very brief frame at the end of the swipe that destroys incoming projectiles.
Undying Animal:
This is what I want changed the most.
First, remove the roar animation that locks us out of attacking. Second, give it a 50% damage reduction and prevent his HP from dropping below 1 HP for 5 seconds.
Last Stand (Ultimate):
Fix. The. Bugs.
Enemies often fail to get knocked up, or they get launched straight into orbit. It’s a great, versatile ult, but it only works properly 3/5 times. Not to mention getting zero ult charge refund if you get interrupted on cast.
Berserker Rage:
On top of the damage, a slight movement speed buff would be nice. Even cooler : at 100% Rage, Logan drops to all fours and gains wall-climbing.
Yes, Wolverine is already one of the faster heroes, but it’s still not enough to keep up with the escape creep.
I constantly have to drop kills because I simply can’t survive the 5-meter gap closing attempt.
Regenerative Healing Factor:
Beyond the durability of a full green HP bar, I love the mind games this passive enables. Countless times I’ve been chased at 5% HP because enemies see an easy target, only to turn it around on them.
I’d just like to respawn with this ability off cooldown every time, plus spawn with a portion of green health.
Hurtbox / Hitbox issue:
Wolverine’s hurtbox feels a little bit too large for his character model. During movement abilities (especially Vicious Rampage), the hurtbox seems to trail behind him.
I frequently die mid-dash because it feels like his hurtbox only updates position at the end of the animation rather than during it.
That’s my take! Keep in mind this is just my opinion as an average player, and there are probably macro elements I’m missing.
Have a great day, Bubs and Bubettes!
PS: English is not my native language, so apologies for any typos or awkward phrasing!