Compared to other elemental status effect perks, Destabilizing Rounds feels sort of weak, mostly due to the cooldown between activations. I find that much of the time, I shoot an enemy that is just far enough from others that the explosion does not affect other enemies, and then once I shoot the other group, the perk is on cooldown.
I don't think you should have to self moderate when you want to activate the perk, especially with no timer on the cooldown (which would get lost in all the other buffs anyway). My suggestion is to only have a cooldown if you actually hit an enemy with the explosion.
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Volatile Flow in the artefact now and then, plus Echo of Instability, has covered up the fact that Volatile just isn't a very good keyword. Unless you're a Sentinel using Controlled Demolition, a single Volatile explosion does very little and is pretty ineffective in higher-end content. There is a reason why Voidwalker's one and only melee is held in such low regard; applying Volatile to a single enemy once is worth absolutely nothing. It's also very unreliable when it comes to working with Repulsor Brace, because the explosion might kill the enemy and that won't activate the Overshield, but an explosion that [i]doesn't[/i] kill the enemy doesn't leave any lasting effect that would trigger it; the only way to get it is to kill an enemy that is Volatile without making use of it, which almost defeats the point of having it.
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4 RepliesRemove the cooldown, period. No stipulations necessary. Incandescent has no cooldown. Volatile rounds has no cooldown. Why does destabilizing?
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Edited by AppleSoda: 10/1/2023 3:33:29 PMIt should really not have a cooldown at all. Maybe like 1 second max or something more akin to Headstone where it’s only after repeated activations in rapid succession that it goes on cooldown. Even without a cooldown, it’d still be the second weakest of the subclass perks (only ahead of Hatchling, which also needs desperate help). Scorch and Jolt are just so much better and can easily fit into any build regardless of subclass whereas Volatile really demands you run void or have Repulser Brace too to make much out of it. Headstone, while maybe a bit situational too, quintuples as AoE damage, ability regen, freeze and slow support, damage resist/overshield, and area denial/cover (depending on if you’re running Stasis and what fragments/aspects you are running): it is highly versatile and viable even without running stasis.
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Right? I have that adept rocket with destabilizing rounds and it’s complete garbage