The Issue is that we all forgot about the "Hit-Supercharge-Recovery" which triggers when using any hit Ability or Weapon. I´ve also checked again and the "Base" Supercharge generation from the Supercharge Generator Abilitys give 150 points, the other 45 points you got from the hit recovery which varies alot between each powerset (for whatever reason goes from 30-56, used supercharge generator abilitys for each powerset, so its not cause of a power cost difference which would explain it.) therefore 150/4=37,5 so it does work correctly for all powersets except Water and Earth. My toughts: Powersets should recover same amount supercharge on hit, atleast in my opinion aswell as increasing those 25% of 150. It´s not that people would combine Soul Cloak, Black Adam, Quislet, Tactical Mods and magically make more damage compared to using Tranformation or Strategist Card Artefacts...simply because you would lose massive instant damage output, which you wouldn´t get over time by focusing the build on supercharges, specificly not if they stay this unbalanced in (DPS for Points). Therefore people will use Quislet as 3th Artefact and Swap either Card with Soal Cloak before using a Supercharge, in other words...those are passive boosts and an increase to 50% of 150 wouldn´t go to make Black Adam "OP" just a little more "visibly" useful, if we compare it with other Ally passive effects (Including other roles). I mean its already pretty useless if it requires the use of Supercharge Generator Ability, results in the loss of 1 other important Ability depending on Loadout...Therefore a balance between those powerset supercharge generator abilitys would be needed anyway, also in terms of damage per second, otherwise it will become just another little precision damage dealer booster.