So the tarrabah is an exotic weapon that is based all around perk activation and taking and dealing damage. I REALLY like this weapon but it has a lot of drawbacks. The problem I have with this weapon is that compared to the other two exotic smgs and the Recluse it doesnt stack very well. The Huckberry has rampage and completely reloads your weapon on a kill while the Riskrunner has a perk that also needs activation but once you meet the condition for activation it activates instantly and has theoretically infinite activation time. The recluse requires you to get a kill with any of your weapons for its perk activation which is also instant and can also theoretically have an infinite uptime. Also it is a legendary and can be ran with an exotic weapon. The one thing that all these weapon have in common that the tarrabah is lacking is the instant activation of perks. On the tarrabah not only do you have to charge up the perk but once the perk is charged you have to reload the weapon to activate its perk. I understand that it was made this way so you can choose the engagement that youd like to use the perk in. Also the perk just doesn't feel like it lasts long enough. Dealing damage adds time to the perk but unlike the recluse and riskrunner who both have the perk fully refreshed upon a kill, the tarrabah adds an indefinite amount of time to the timer while you do damage which feels underwhelming when you are fighting a smaller mob of weaker enemies. Also the charge on the tarrabahs perk is lost immediately once the weapon leaves your hand. Activating a super, switching guns, and pulling out your ghost all cause the perk to be instantly lost and need to be recharged. The recluse and riskrunner do not have this problem as both perks can run in the background while you use other weapons. My solution is that the perk be able to be charged passively by taking damage without having to have the weapon equipped along with having it equipped and dealing damage. Also the perk should not be lost upon the weapon leaving your hand and the perk should also refresh upon kills or add a more significant timer as you are dealing damage. The weapon should also have a faster reload time once the perk is ready so activating the it isnt such a hassle.
Thanks for the feedback! Will pass it along and let you know if the team can address it.