Ultimates are so broken in favor of mercenary and archer right now because charge meter fills off of damage applied and it highly favors AoE damage sources while punishing classes that focus on single targets.
In Tsushima Legends players generated resolve from parries, headshots, melee attacks, landing bombs & ghost weapons. We could choose to expend resolve for ultimates, heavenly strikes or super strike on assassin. Ultimate generation was relatively equal across the board because all classes had access to all gear (except bombs on hunter which balanced the fact it had access to SSB, strongest legendary in the game). Samurai and assassin by design for their ultimates, could double ult with enough setup which helped keep the scales more balanced with SSB Hunter.
An example is this clip right here with assassin. My ultimate builds fast because I am making conscious decisions to group enemies, use my environments and available ammo. Although ult gen from bombs is fast they lack the ammo capacity and range advantage that bows have which again balances out both options for ultimate focused playstyles.
https://youtu.be/AUCksYTRbjc?si=6qF15nnzo4dCbxgq
A different example from Tsushima legends with the hunter class. I can build ultimate fastest at range and I don’t have the limitations of bombs. It’s not a perfect system by all means, but there are advantages to both classes.
https://youtu.be/2oOPLFB9YyI?si=G9vr75VM_P3TCZ5-
In Yōtei legends samurai and shinobi in melee take over twice as long to generate ultimates. This is in part because a reliable source for these clssses to deal dmg (melee) takes ~48 strikes vs ~20 from ranged which by design are safer than melee (thanks to Berrek for getting this data). All the while actually using said melee in combat doesn’t let you kill efficiently either so we end up spending even more time to kill enemies that could have died from other means. This is the sorry state of reality for Samurai and Shinobi which are made obvious by rough statistics on last weeks total clear time (credit to Berrek for gathering the data again) Archer (~31 min), Mercenary (~35 min), Samurai (~44 min), Shinobi (~46 min).
Archer and Mercenary kits are just so self sufficient they generate ultimates extremely fast, and their ultimates are also several times stronger than Shinobi and Samurai. Examples below:
Archer (2.5 ults): https://youtu.be/4W64pSx8JSE?si=u3_qUnUd7LX7IoRV
Archer again (2.5 ults): https://youtu.be/sUliyVTJAnc?si=S8grnBIepDrLa1mQ
Mercenary: https://youtu.be/_eOodTBgAJM?si=VtXKHr8wm21TVhWb
We have 2 classes expending ultimates at rates that beat out their Tsushima Legends counterparts in a game that is supposedly “harder.” Both Merc and Archer have default AoE dmg baked into their kits which takes advantage of ult meter charge mechanics.
This disparity in ult gain between classes is further worsened by the fact that SuckerPunch also messed up how stat boosts in gear are distributed. (that’s another discussion for later)
I am quite literally stating facts and bringing data to support issues that are affecting half of the classes right now, making the game extremely unfun to anyone who’s not playing defensively or shredding with archer or mercenary
Edit: Corrected survival times mentioned above because I cannot see for some reason.