Biotic Sage wrote...
Overpower, aka hyper mode. It wouldn't have a cooldown, just a penalty when it deactivates depending on how long you kept it on for. Like, if you kept it on for 10 seconds, when you deactivated it it might decrease the strength of your powers by 20%, but if you kept it on for 20 seconds maybe it decreases the strength of your powers by 40% once it turns off.
Kind of like the Metroid Prime: Corruption concept.
And it is an actual grenade; a dev described it via Twitter so unless he's misinformed, it is an actual grenade.
But I can completely see why this was done away with.
It comes down to the "hide behind cover" scenario which was the same reason that the devs found that thermal clips work better than auto-cooldown.
When you compare two systems where you have the option of performing at a peak level followed by a cooldown or one where your performance is relatively stable, you'll find that the first system (peaks and lulls) ends up causing a slowdown in gameplay.
I guarantee that part of the problem with Overpower was that play testers would stick to cover when Overpower was during its crash phase and only come out of cover when they were in god-mode. This probably led to the same issues that the devs saw with the hybrid ammo system where people would just wait for the cooldown instead of popping a new sink.
Its also an issue that I've seen with a lot of averagely played Infiltrator and Soldier videos. They only pop out of cover when AR or Cloak are up. This is not to say that this is the best or only way to play, but it comes down to a risk aversity issue. Players would rather play safe and keep their health up for a rainy day. Same issue with why so many people never used their Medi-gels in ME2 or skimped on Heavy Weapon ammo. These were both issues a dev addressed in a post on the forums WAY BACK.
The point is to speed up gameplay and I guarantee you that having a biotic super-mode only slowed it down.