Mini Ultimate Skill Dual Timer?

A lot of characters tend to have skills that are really just weak ultimates in disguise on the E key. How about we introduce a dual timer cooldown for those mini ultimate skills.

As an example, something like Lifeweaver’s pull would stay as a 20 second cooldown but cost 5-10% ultimate charge to use after the 20 second cooldown. If you wait an extra 5-10 seconds it would cost no ultimate charge.

Thoughts?

Only if Widowmaker’s oneshot also costs 5-10% ultimate charge.

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If it makes people stop complaining about the abilities, i’m game.

It’ll affect lifeweaver more than mercy, since at times you might only rez once in a minute.

Ranulf has a good point with headsot too.

What other abilities would cost ult charge, on each hero?
What would count as an ability that requires this exchange?
Would cooldowns need to be adjusted for those abilities before this would be enacted?

It would be unfair if only some chatacters had abilities that required them to use ult charge for them.

Would sombra’s hack require an exchange?

Sigma’s grasp?
Ana’s sleep?
Cassidy grenade?
Kiriko’s suzu?
Tracer’s recall?
Venture dig?

I don’t feel like reinhardt or soujourn would have any abilities worth giving a cost to. Or reaper or junkrat for the matter.
Soldier has very few too.
Ramattra, zarya, ashe, zenyatta and some others don’t have abilities to put behind an exchange cost either. (I’m sure there are others too)

Would an ability on all of them have to be buffed enough so that it would feel fair to put a cost to?

Pretty much things like suzu, bap lamp, Ana’s nade etc. Skills that if you give too long a cool down to balance it, there is no point in the hero having the skill. But at the same time it’s really a mini ultimate so should be treated as such.

And now I think about it, it would be better if it scaled on the amount of ultimate charge it used, so the longer you waited the less ultimate charge it would use until it uses none rather than a hard timer of having to wait the full cool down for 0 ultimate charge usage.

I’m biased of course but I feel like tank abilities shouldn’t be included in this discussion. They’re kinda supposed to be strong because you only have one tank

Perhaps, but it can be argued that support also needs their abilities to save and help their team.

And dps need the abilities to kill things.

I just feel like the conversation is disproportionately against the supports because their job is to support, heal and rescue their teammates. And because of that they have powerful abilities, which are even more important in their value with the dps passive nerfing base healing numbers.

So suzu, rez, pull, lamp and nade? I thought it would be on sleep as nade is more reliable as a self defence tool for ana.

Depending on how high the ult charge payment is, this can either be fair or horrid for the role as a whole.

There would need to be a base cooldown between uses on top of a payment though. Otherwise a mercy on full ult charge could just go around rezzing almost her whole team if the full cost for the ability was 30% without a mandatory cooldown. Which would go directly against the idea.

A lifeweaver could pull two people out of a cagefight or other big ults.

The abilities would have to have at least a 15 second cooldown on each of them before they would be able to be used again.
How quickly would the ult cost go down?
If it starts at 20% ult cost and went down by 2% by the second, the ability would be free to cast every 25 seconds.

Some abilities could have shorter or longer mandatory cooldown, depending on the ability’s value.

I think it’s mostly that most tanks need their abilities to do their primary role; disrupt, mitigate, and create space. The primary role of DPS is generally to apply pressure through damage and for supports it’s lessening pressure through healing or through their own damage.

You remove dvas matrix or hogs vape they’re literally useless characters. Sigma less so because he still has shield but it’s still pretty bad.

I personally think support abilities are mostly fine with some minor exceptions, I think most of the conversation is about it because, well, the abilities are strong, I mean they have to be to fulfill their purpose. Also because there’s 2 supports. Dvas matrix is like insanely strong but there’s only one dva and only one tank to an extent you can avoid it.

Idk if this idea is good or not because I feel like you could do interesting things with ult charge but it could risk breaking the game it’s just that when it comes to tank they kinda have to be the way they are

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Make it so her meter charges to 101% to achieve this and you have to see 101% to one shot headshots

It would naturally still have a base cooldown. The point of the 2 different cooldowns and making it cost ultimate percentage would be to give the game another way of balancing skills. A lot of heroes don’t have any mini ult skills, but the ones that do can have it tuned further.

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