We Are DESTINY 3
Back to all concepts
Gameplay Design Abilities

Supers as Combat States

Transform Supers from one-time attacks into sustained, expressive combat states that change how you play, not just what you do.

Supers as Combat States
0:00 / 1:08

The idea

Instead of pressing a button for one oversized attack, activating a Super should transition you into a temporary combat state with an altered moveset, different movement, and new decisions to make.

The Super stops being the attack. It becomes the twenty seconds you spend deciding how to spend it.

Answering What should Supers become?

The proposal

  1. 1. Normal State Build energy through combat and abilities
  2. 2. Super Activation Enter a transformed combat state
  3. 3. Altered Moveset New abilities, effects, and playstyle
  4. 4. Exit & Opportunity State ends with a finisher or teamwork window

Why this matters

  • More room for player expression
  • Buildcrafting continues inside the Super
  • Fireteams can combine states deliberately
  • Duration replaces burst as the balancing lever
A Super should change what you can do, not just what you press.

Explorations

Activation and transition

GuardianDesign 9 6

Weapon transformation

GuardianDesign 24 1

Altered movement

GuardianDesign 22 4

Exit and finisher window

GuardianDesign 7 2