Keeping Ult charge after swapping heroes will slightly mitigate streamrolls (anti handicapping)

just think if you could keep Ult charge after swapping heroes…like there was a conversion chart and everything.

now think about if one team wipes the other…the loosing team is bound to swap a hero or two, further handicapping them by nullifying any previous Ult charge gained.

So if Ults were allowed to be carried over after hero swaps, this would lessen the impact that Seagull complained about Ult charge.

Notice, i’m not agreeing or disagreeing with Seagull, I’m just giving him an answer to his problem

At what point does it go away though? Being able to bank ultimates so you could save a grav for last fight or something would not be right.

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you can’t bank Ult charge because the conversion chart would be perfect. 99% Tracer Ult would be worth like 7% Zarya Ult

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Zarya’s ultimate costs 1875. Tracer’s costs 1125 = 60% of Zarya’s.

pyah’s point still stands. E.g.:
Someone is playing Tracer or Gengi who build ultimate charge fairly quickly. Someone else is playing Zen and has ult (costs 2063, so more than enough for a grav). The team know they only need one team wipe to get the enemy off the payload and end overtime. Someone switches to Hanzo (dragonstrike costs 1500) and really quickly gets the small amount of ult charge required. Zen changes to Zarya because he already has ult so no need to wait for grav to build. Game over. Gee that was fun for the enemy team who was doing well against your team comp but got owned because there was no penalty for you guys switching heroes.

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This change would be something to actually kill the game for real. No thanks

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so the answer to this is to give a reduced rate.

thanks for doing all that math, now when someone switches, just give them half of the Ult charge that you calculated. Would it be feasible now?

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Different heroes gain ult charge at different speeds (talking about ult points not the percent). For example, Lucio is one of the slowest. What you’d be able to do is play a hero that can get charge quickly and then switch to a hero that gets it slower and now you have a free ult for not even playing that hero.

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This is something that the development team could do and would help the game. Or at least try it in the arcade and see what happens.

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I think this would be a bit too exploitable like some others have said. But I do kinda wish if say, you switched off Zen with 80% ult to a Brig and later in the same round wanted to switch back you could switch back to Zen say at half of your previous charge (40% ult charge). Then swapping to counter heroes wouldn’t feel quite so wasteful ult economy wise.

sometimes at the beginning of attack when i play dva if i lose mech but is early in the match i will switch to someone else and back to get another mech but i kills my ult gauge

I like that there’s a trade off to switching. Do you switch to counter, or finish building your ult?

On the other hand… maybe it would be fun to be able to jump on any hero at any time in order to counter, and not lose your Ult.

It’d be like a personal Ult charge.

Probably won’t happen because people would abuse it. Hop on a fast Ult gainer, build ult, switch to use an Ult…

AH, forget it. I don’t like that idea at all!

Not worth really the change, my opinion. Let’s say 50% for 100% would be nice though.

I like the idea tbh.

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I think this is a terrible idea to be honest, it would be abused and make things messy… the only way it could work is if everyone could see everyones ult % throughout the entire game. but that too would suck.

People need to learn to switch faster even when they have their ultimate, “I’ll switch after I use my ult” … drives me crazy that saying… by the time these people switch it’s too late, it’s better to not use your ult and switch faster more often than not !

It’s not the worst idea i’ve heard. But I don’t think it’s the direction Blizzard wants to go in to be honest.

Based on the conversations between Jeff and Emongg, especially with regards to hero-queuing

If you need the numbers
https://overwatch.gamepedia.com/Ultimate_ability

There are some issues such as if people went WM at start hit all their fully charged shots and then go back and swap to Zarya for 66% charge to grav, especially when the idea of getting ULT charge quickly as Zarya is meant to be well placed bubbles.

Point being, ULT charge is gained via health healed or damage dealt. These variables change depending on who you play. Hit 6 heroes in 1 swing as Rein and that’s 450 dmg ~32% ULT charge in 1 swing for Rein’s charge req or 24% of Zarya’s. Zarya first needs ~59-60% energy and then needs to hit a direct hit of her secondary fire to meet that same damage amount. Something which I’ve never seen playing Zarya myself outside of a 6 man Grav.

The balance required to be able to do this is something that I wouldn’t even really want to consider for someone to do.

Rather I think it would be in better interest for everyone to just remove Ultimates and make this game more individual skill based. Promote character switching by removing the “must hold ULT/use ULT” mentality and just have it be a game of ability cooldown management rather than a here comes D.Va bomb, our Rein’s dead and we’re all in grav. We just won the game cause we hit Q.

here we go.

get 70% ult as lucio, swap to junkrat and suddenly you’re taking a riptire to the face.

there’s a reason why this is in place lol.

you could convert it at a reduced rate. at least give junk 10% know what i’m sayin?