changes feel when they're in the live game we will be monitoring and adjusting yada yada yada okay passing the mic to mike heyo super cool downs into the fray since destiny's launched in NUMBER_TOKEN super energy gain has all been almost entirely passive your intellect stat dictates how quickly your super will regen with a few other elements like orbs power armor and weapon perks and defeating targets as active sources the system worked well for a long time but has issues that have grown more obvious as the game has evolved into overall player skill especially skill in evaluating how to play around their character build has increased example in high-stakes game modes like trials or survival where each life is precious passive play becomes more common as players sit back and wait for their supers to close out a tied game true in general we want the most efficient way to gain super energy to be actively engaging in combat it doesn't mean you need to win every fight but we want you to try dude i like it to get us closer to that goal we're making a big change to the system super regen will still have a passive component scaled by your intellect stat but at a significantly reduced rate on top of your passive regeneration you will also gain super energy by dealing and taking damage to or from opponents here are a few key goals for the new system in pve super uptime should be relatively unchanged from the live game if not slightly higher we're pretty happy with the frequency of supers in most pve content and don't want to make a big change right now on that front fare everybody should get at least one super in a NUMBER_TOKENvNUMBER_TOKEN match that goes to the scorer or time limit as long as they engage in regular combat expression of power through using your awesome space magic is a core part of what makes destiny special and we're not looking to change that we think that the cadence of supers in NUMBER_TOKENvNUMBER_TOKEN modes is slightly too high but we don't expect a dramatic change in super uptime for most players in playlists like control or iron banner as a result of those changes super should be less frequent in NUMBER_TOKENvNUMBER_TOKEN than in the live game where two supers per match is a fairly regular occurrence that is true yeah these modes that's a big thing think trials man like right now currently some like i'd say out of a seven one card only one game i'll get a super because it's going so quick like this is telling me that there's no way to get that superman really really unless it lets you it depends on if we're doing regular trials or zone trials first of all but yeah yeah yeah uh these modes are about expression of player skill we want that skill to be primarily about team coordination positioning intelligent use of your abilities and first and foremost gun play while there is absolutely skill in out maneuvering active supers or playing around super uptime supers in general are purposefully designed to be accessible power fantasies for all players and that inherently creates asymmetry that we need to account for in more competitive play this is a really good swab um player weapon play should have a noticeable benefit in super energy regeneration with the new system we are scaling energy gains up and down granularly based on the source of the damage both outgoing and incoming outgoing primary weapon damage has a significantly higher return of super energy per damage point than any
NO_SEGMENT_TOKEN