I think the best option would be this (or some variation of it):
- Axe tiers 1 and 5 as cooldown categories, and then put the supers that used to be in those tiers into the next closest ones.
Extra thoughts down below:
[spoiler]I don't mind that different abilities have different cooldowns, but it's very hard to justify having it set up so that someone running, say, 30 Intellect (the actual base cooldown) with Well/Bubble can get their Super at around the same time as (or potentially earlier than) someone using a tier 1 or 2 Super with 70-100 Intellect, even though the latter may be playing significantly better.
And on top of that, with only 30 Intellect, that person has far more stat points to invest into other areas like Recovery, Discipline, Resilience, Mobility, etc. while still having the Super cooldown advantage.[/spoiler]
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[quote]I don't mind that different abilities have different cooldowns, but it's very hard to justify having it set up so that someone running, say, 30 Intellect (the actual base cooldown) with Well/Bubble can get their Super at around the same time as (or potentially earlier than) someone using a tier 1 or 2 Super with 70-100 Intellect, even though the latter may be playing significantly better.And on top of that, with only 30 Intellect, that person has far more stat points to invest into other areas like Recovery, Discipline, Resilience, Mobility, etc. while still having the Super cooldown advantage.[/quote] This, IMO, is probably one of the biggest problems with the new Intellect system. Intellect is the most expensive armor stat to invest in (2 energy per minor Intellect mod, 5 energy per major Intellect mod), so incentivizing players to invest even less into it knowing that they can get away with doing this since their Super cooldown is already naturally faster than the enemy's (who may be running 100 Intellect) no matter how hard they invest into it leaves a bad taste in my mouth. You can then have far more armor slot energy to invest into other stats, as you said, or into Unflinching and Targeting mods for broad neutral-game constant viability and help.