So, I have been thinking about this for a long while now. Even with the 1.6 change to ultimate gain I still think ultimates can be improved to feel more....ULTIMATE!
I will use Soul Tether and a couple of others as an example:
As of right now, Soul Tether cost 150 ultimate. 1.6 I believe it goes down to 125. Anyways, have you ever seen you ultimate just plain out maxed out and wondered to yourself "hmmm, I have 350 ultimate, and my ultimate only costs 150, so why is there no difference in damage for a skill that is clearly overcharged?"
So I thought about set bonuses and such, how the more pieces you have the more powerful the armor gets via said bonus's. What if a similar thing happened with ultimates? Using FTC and whatever other add-on I have (can't remember) I can see that at max charge Soul Tether is maxed out at 666%. Number of the beast aside, the skill should have added effects depending on how overcharged it is.
To make the math and such a bit more simple let's pretend for a moment Soul Tether cost 100 Ult. at 100 ult means 100% charged. 200 is 200% charged. So on a so forth until it is maxed out at let's say....500%.
At 200% you gain an additional 4% healing from the player you are Soul Tethered to. At 300% Soul Tether will do an additional 5% damage. At 400% your allies get a bigger heal from the synergy. At max over charge you gain 3 shadows that absorb X amount of damage.
Let's try this with Standard of Might. At 200% any ally within the Standard get's an armor bonus for X seconds. At 300% the radius is increased by 1 Meter. At 400% Damage over Time is increased slightly. At Max overcharge upon initially casting Standard of Might a fiery eruption happens that deals X amount of immediate damage.
Now let's try Summon Charged Atronach for Sorc. At 200% Atronach has more range. At 300% allies within X radius gain charged weapons that do an additional X amount of lightning damage for X amount of seconds. At 400% Atronach last for 5 seconds longer and can follow caster. At max overcharge Minor storm minions are called that pulse doing X amount of damage per second to enemies within X range.
Considering 1.6 changes the fact you cannot just sit there and charge your ultimates like we do now, I feel exploiting this stuff would be more difficult and you would have to actually be fighting (as per 1.6 new ult gain anyways) to get overcharged.
To me, this would make people really have to consider whether or not to use their ultimate as soon as it is ready or to wait. It can make it so groups can coordinate their max ultimate attacks, and the defenders could do the same. Obviously the extra effects couldn't be so much to where the skills would become unstoppable, but just enough to make the ultimate you have been saving feel, well, ULTIMATE and not just wasted!
What do you all think?
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