Hello again! Thank you for all of the detailed feedback in the difficulty thread. We are moving the discussion to this new thread to talk about our goals for supercharges, artifacts, supercharge artifacts, and upcoming balance changes - in that order. Let's talk goals for a second... Goals for Supercharges We want supercharges to be fun, impactful, impressive, and mostly tactical (i.e. they have a specific purpose and should be used at a specific time to maximize effectiveness). We also want them to have a backbone of standard rules that are strongly adhered to and carefully adjusted in order to spice things up. Currently, there are tons of Supercharges that do not meet these goals. The biggest problem is that they do not adhere to a strong, reliable rules backbone for them. With that in mind, we have adjusted some of the existing ones towards the goal of having a more consistent ruleset. In the mid-term, we will be looking more at supercharges to help them towards these goals. I will keep in touch with you as these changes happen. After this adjustment, no more changes will be made to them for the release of EP 34 unless we find something truly game-breaking. Goals for Artifacts I am just going to reiterate a little bit of what has been said about artifacts in the past. These items are here to promote creating new playstyles, adjust current game rules, and give long-term goals. In serving that, we have goals for each artifact on top of these broad goals. We really like to use them to push people towards doing new things or to adjust existing mechanics is huge ways, to give you a reason to change what you do. Given that part of the core mission of artifacts is to push the envelope, sometimes we will push too hard and have to pull back. We don't like nerfing things, so at release we aim to be conservative with the changes/power, but still exciting. This is not an easy line to walk because we want to push the game far enough to be exciting, but not so far that we break things. We always take changing game balance seriously and never do it lightly. When we do have to make changes to artifacts or the mechanic they address, we do it with the game's best interests in mind. Our first goal is to make the game fun. Goals for Supercharge Artifacts Our goal currently for supercharge artifacts is to allow you to create builds that can utilize more supercharges, more frequently. The goal is not to allow you to tunnel on a single supercharge and use that as a singular crutch to succeed. BALANCE CHANGES HERE In an effort to make Justice League Dark content a little more challenging and tone down (but not remove) the supercharge shield meta, we made changes that will be hitting test today. One of the goals of Eye of Gemini and supercharges was to encourage coordination for a big payoff. We got the big payoff, but with minimal coordination that was ultimately too easy to achieve. Increasing the healer supercharge shield cost (should have) made it more difficult to maintain maximum uptime. In reality, tanks or healers using these very fast supercharges allowed the group to easily and without much coordination regenerate enough supercharge to still maintain maximum uptime. Therefore, we are making the following changes: Vacuum Bubble Increased cooldown to 30 seconds (up from 1 second) Increased damage Devastating Flip Increased cooldown to 30 seconds (up from 1 second) Increased damage Dash Attack Increased cooldown to 30 seconds (up from 1 second) Increased damage Increased shield value Gale Increased cooldown to 30 seconds (up from 1 second) Increased damage Speed Drain Increased cooldown to 30 seconds (up from 1 second) Increased damage Pheromone Bloom Increased cooldown to 30 seconds (up from 12 seconds) Increased damage Increased HoT and Burst healing With these changes, the supercharge shield meta is still possible but will require more coordination and will be more challenging to pull off - especially in elite content where everything rarely goes exactly as planned.