The same principle had to be applied to Supers as well, which were and still are one of the most impactful assets in a Destiny 2 loadout, especially in high-end activities and PvP. As such, Bungie divided the various Supers available to each class and subclass into tiers that would determine how fast they would regenerate over time, also reducing the effectiveness of the Intellect stat in this process.
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A Reddit user by the name of Likilokaikai shared a post stating how this change ended up affecting the way players now perceive armor rolls, with high rolls on Intellect being regarded as mediocre compared to being very good prior to the December patch. The Destiny 2 fan made the post to see what fellow players thought of the change and how it’s affecting the gameplay in The Witch Queen, especially now that the Void 3.0 update has been live for almost two months. The problem is that Intellect now only affects the rate of passive Super energy gains, whereas it doesn’t apply to kills, Orbs of Power, or other sources.
Thus, a fellow Redditor suggested that Bungie should change how Intellect works by making it scale up or down the amount of Super energy gained through various means, such as kills or unique mods like Ashes to Assets and Hands-On. This suggestion makes a lot of sense because it would further diversify loadouts and builds in Destiny 2, which is what Bungie strives for, without making Intellect as mandatory as before the patch but overall better than it is now.
Still, an ever-shifting meta is something Destiny 2 fans know well by now, and it’s not uncommon for specific builds to become obsolete through sandbox patches. An example is the fact that Bungie is soon going to be nerfing Destiny 2’s Renewal Grasps and Loreley Splendor Helm because of how powerful they are in PvP, which will likely affect many players. But there is hope for Intellect to be buffed later on, and that’s a good thing.
Destiny 2 is now available on PC, PS4, PS5, Stadia, Xbox One, and Xbox Series X/S.
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