Players enjoy especially powerful moments that spice up the regular flow of combat. To accomplish that, many game designers give every character class an overpower "ultimate ability" with a long cooldown. That means many games today feel similar common issues.
Don't get me wrong. I'm not banning ultimate abilities. Some character archetypes work best with an ult, but it shouldn’t be every class. Also, I want to upgrade ultimate abilities, but in a global sense. Here are some other options.
1) How about Ultimate abilities that are not tied to specific characters/omni-frame, but tied to specific content. That means everyone can play with the cool new ultimate ability without giving up their favorite frame. Some examples:
2) Integrate the Ultimate/Core Ability into combat interactions. Let’s take the Execute archetype for this exploration. This class has a cc, a dash, a damage ability, and their ult can execute targets with low health by doing triple damage when the target is below 30% health. To “balance” the OP damage of the ult, the ult is on a long cooldown. Now let’s see some ways of designing the same archetype without an ult.
- To make a new class stand out, their ult needs to be extra overpowered... breaking balance.
- Play a class you don’t enjoy because their “ult” is too good for a map/boss.
- OP Ult are “balanced” by weaker normal abilities. Inevitably some classes are “boring except when ult is up.”
- Difficulty swing. A fight becomes too easy when everyone has their ult, but too hard when nobody has ult.
Don't get me wrong. I'm not banning ultimate abilities. Some character archetypes work best with an ult, but it shouldn’t be every class. Also, I want to upgrade ultimate abilities, but in a global sense. Here are some other options.
1) How about Ultimate abilities that are not tied to specific characters/omni-frame, but tied to specific content. That means everyone can play with the cool new ultimate ability without giving up their favorite frame. Some examples:
- Content-Specific Ultimate. Let’s say a kaiju with gaseous breath also drops explosive blobs whenever it attacks. After tuning your omni-frame’s Anti-Kaiju module to counter this kaiju (via quest chain, drop reward, crafting, etc.), you can now pick up those blobs to charge a new ultimate attack. Later on, if there are multiple kaiju in the same encounter, you can use the ultimate attacks learned from both Kaiju on either target.
Since each of these ultimate can only be used when the respective kaiju is on the field, the designer can design encounters with precise control of what ultimates are available, and not have to balance around all ultimates in the game.
- Clan and Structural Ultimate. Your clan is defending a base and that base can be customized to have ultimate abilities like a map-clearing nuke and an anti-kaiju rail cannon. To recharge the ability, the team picks up Tsi-Hu energy core from kills and deposits it.
2) Integrate the Ultimate/Core Ability into combat interactions. Let’s take the Execute archetype for this exploration. This class has a cc, a dash, a damage ability, and their ult can execute targets with low health by doing triple damage when the target is below 30% health. To “balance” the OP damage of the ult, the ult is on a long cooldown. Now let’s see some ways of designing the same archetype without an ult.
- Turn ultimate ability into a combo mechanic that rewards tactical play. Instead of controlling the frequency of Execute by locking it behind a cooldown, make it a combo effect that players actively plan their play to achieve. Ex: While the target is affected by the cc ability, each weak-point hit from a weapon increases the next damage ability cast on the target by 100%, stacking up to 300%. So instead of waiting for cooldown to finish, the player is actively making the ultimate execute burst damage possible.
- Bake the theme into the base kit and diversify instead of magnify. Ultimates by nature double-down on the magnitude of its role. So the Execute class is OP at killing one target, but is very useless in any other situation.
Instead of a single-target ultimate, we can give special power-up conditions to all abilities, and allow the class to shine in more situations. We change the base damage ability to get a multiplier depending on the target's remaining health. Also, CC and Dash abilities now also deal damage to enemies under 30%. Furthermore, Enemies killed by Dash ability will explode, dealing AoE damage. Killing with CC ability will heal the player. Now the player has 3 types of ‘execute’ effects that they can choose tactically: Big single-hit, AoE damage, or sustain.