Can bungie please do something to change this, as it quite limits the usage of the sixth cyote even more when the exotic has a low usage rate anyways. To note my friend told me grenade kickstart doesnt work with osmiomancy gloves on warlock, so I am assuming that all exotics or abilities that give us 2 of whatever ability dont work with grenade, melee, and utility kickstart. BUNGIEEE PLEASEEEE
Note- I’m aware why it doesn’t work, I just want it to work and maybe for the most description to be changed so it just once you use the ability???
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Edited by Facelauss: 8/5/2022 11:58:37 PMVoid mod perpetuation*, same thing but it’ll work basically
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Utility finisher
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4 RepliesYou’re running an exotic with 2 dodges. How much dodge do you need ?
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6 RepliesYeah it’s a rare occasion where Bungie used foresight and actually balanced something. Not to mention that’s a crutch exotic that is never necessary unless you run like 50 mobility to spread your stats elsewhere. People are just using it for crutchy restoration. Don’t ask for buffs when an exotic is already broken. It’s why we get power creep
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9 RepliesIt's not supposed to work until [i]all[/i] charges are spent. Same reason Grenade Kickstart doesnt work on Exotics that give multiple charges. It would be weird for it to work anyway. If you have a second charge, why would you be focused on getting the first one back when you have another one to use? If you wanna spam dodges, use Radiant Dance Machines. As a bonus, Utility Kickstart [i]will[/i] work on those.
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Kickstarts Won't work if anything at all increased ability regen or grants ability energy. Firepower-caliban's hand-HOIM
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Gonna have to decline that idea. Why? Because Radiant Dance Machines exist and Bungie doesn't like fun. If Kickstart activated after each ability use, they truly would be dance machines.
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Just use perpetuation
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Kickstart mods only activate when the energy for an ability is reduced to 0, but with double dodge, you will only get down to 100% energy after the first dodge. The same thing happens with grenade and melee kickstarts with double grenade or melee exotics
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Kickstart mods have a bit of a delay before they activate specifically so they can’t work with other abilities/mods/exotics that give energy
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1 ReplyEdited by Amazinite: 8/3/2022 9:48:18 PMNo kickstart mods work with any double ability charge exotics, as kickstarts only activate if your ability is at 0% charge. Two abilities counts as 200% charge. Use one ability, -100% charge. Use your second ability, -100% charge again. But in the delay between using your first and second ability you gained 1% charge. Therefore, you never actually hit 0% if you have two charges and the kickstarts never activate. Use something like perpetuation instead.
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It literally says that it gives you class ability energy "when you fully expend that abilities energy" Why else would it specify?
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So use perpetuation and reading comprehension. Class ability energy has to be [b][i]fully expended[/i][/b] to activate kickstart.
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Read the mod. It activates at 0% energy. And with 2 dodges you are never at 0% energy.
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If your aware why it doesn't work then you should understand its working as intended. All kick start mods only work when you have zero energy for that ability. However exotics that give you 2 of that ability or that refund energy, cancel out kick start mods because you almost always have some energy and there is about a 1 second delay before they kick in. For example grenade kick start doesn't always work with lucky raspberry because of the 1 second delay. So if I toss my grenade and get a hit, refunding energy before that 1 second, then it won't kick in. You best option is to use a void class item as it has a mod that refunds energy over 2-3 seconds. Also void gauntlets, as they have mods that give class energy on melee or grenade hits.
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Also doesn’t work with loreleys
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1 ReplyWhat's the difference between Perpetuation and Utility Kickstart? Since you're complaining, I assume Utility Kickstart is superior for some reason
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Yeah, kickstarts don’t work if there are two charges. Tried using it with Osmiomancy last season, got frustrated, and looked it up. It’s work if you’re using your last charge, but not if you’ve got one banked.
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The description for the mods of each of those state it's on full depletion of the energy of the ability, so it's supposed to function unless you want to rapidly spend both charges of any of the abilities.
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@Ravenclaw915 @Amazinite @olderfella I understood already why it doesnt work but i want it to be made so that it does work. I mean this is a game where you are meant to have certain builds with your characters and what not right? Hunters are already not that good when they arent running stompees, so please just give some of the other exotics some viability thats all I want
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Have to deplete both in order for Kickstart to activate.
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It is the only exotic I use but kickstart should not be allowed with this exotic. If the mod worked as intended with the second dodge then it is almost like equipping another exotic. The extra cheese really isn’t needed.