matijamesic1234
Member
My suggestion is not to make Yamato's ult entirely counterable, but to create more interactive moments in the game. Right now, if she gets enough souls, she's already a hypercarry. Adding some form of counterplay during the startup phase of her ult isn't about fully negating her, it's about introducing some level of risk, which is a natural part of balancing hypercarry characters.I don't know, it seems more that you are advocating for Curse to have no weak spot and don't want to risk an earlier activation to prevent Yamato from going into her Ult.
Also, not every hero needs to have their moments of vulnerability in the same situations (during or at activation of ultimate). Having all heroes have similar or identical windows of vulnerability would only remove aspects of strategy that arise from heroes being different and you yourself needing to for one play against them differently, but also to play as them differently. Yamato can activate her Ultimate in the middle of the enemy team and don't feel like she wasted it. A McGinnes that activates her Ultimate in the middle of the enemy team is a fool due to the minimum range. So why would adding a vulnerability to Yamato's ultimate add more strategic options when it removes the strategic option of the Ultimate as a "free" getaway, thereby removing any strategic advantage of diving the enemy team to disrupt them while at the same time removing the strategic consideration of debuffing her with Silence earlier to ensure she can't escape since you can just interrupt?
(Btw, Curse is not the most expensive item in the game (more like 4th currently))
You're right that not all heroes should have the same vulnerabilities, but Yamato's ult being completely unstoppable once triggered removes a lot of potential counterplay. Even in other MOBAs, hypercarries have windows of vulnerability, and that's what makes the game feel more rewarding and balanced. Right now, the game almost asks players to run away or die once Yamato's late-game ult comes online, which leads to less engaging gameplay. Also Unstoppable counters Curse so that's another layer of counterplay.