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3/25/2024 6:49:35 PM
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Destabilizing Rounds could use a buff

I like Destabilizing Rounds as a concept, but the way the perk works currently is kind of just like a lower value Incandescent. You defeat a target to apply Volatile with a short ranged effect and then you can kill 2 enemies to set off the collective of enemies that are volatile provided they remain grouped up The setup on Destabilizing Rounds requires that 3 enemies be defeated for a chained destruction effect and it doesn't soften up surrounding enemies while Incandescent does both pretty well. It'd be great for Destabilizing if the initial debuff applying explosion also did damage on par with Incandescent's Scorch spreading explosions, and this may be a Volatile debuff issue but in my opinion it takes too much damage to detonate a Volatile target. I also find it off that Volt Shot can stun Overloads, Incandescent can stun Unstops, but Destabilizing Rounds can't stun Anti Barriers even though it's supposed to be a void equivalent to both. It'd be a great buff for the sandbox if kills with Destabilizing Rounds also offered Volatile Rounds for 5 seconds

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  • I'd like to see a cooldown reduction for destabilizing rounds. Would also like it if they did something about the limited synnergy between repulsor brace and volatile rounds since kills with volatile explosions from volatile rounds don't count as weapon kills and thus don't proc the overshield.

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  • Just a thought....have you crafted the Age Old Bond that rolls with Dragonfly + Destabilising Rounds (can craft 94 Recoil Direction)? Add in a Magnetic Void Grenade for Double Explosions PLUS a Buff the AOB's Origin Trait on Actium War Rig. It's quite spectacular IMO.

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    • It only pairs with void titan for healing purposes, and if you have replusar brace to get overshields without bastion (hunters could use it to get invis I guess, but gyrfalcon exist).

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      • This ties in with how clunky Void subclass verbs are in this game. Nothing connects and Volatile is just a purple Dragonfly. Between Volatile and Destabilizing Rounds I think that any defeated target should not only explode but apply Weaken to surrounding enemies. I would go so far as to say that Volatile Rounds, obviously generated by your Void subclass, should also generate Axion Bolts.

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        • [quote]I like Destabilizing Rounds as a concept, but the way the perk works currently is kind of just like a lower value Incandescent. You defeat a target to apply Volatile with a short ranged effect and then you can kill 2 enemies to set off the collective of enemies that are volatile provided they remain grouped up The setup on Destabilizing Rounds requires that 3 enemies be defeated for a chained destruction effect and it doesn't soften up surrounding enemies while Incandescent does both pretty well. It'd be great for Destabilizing if the initial debuff applying explosion also did damage on par with Incandescent's Scorch spreading explosions, and this may be a Volatile debuff issue but in my opinion it takes too much damage to detonate a Volatile target. I also find it off that Volt Shot can stun Overloads, Incandescent can stun Unstops, but Destabilizing Rounds can't stun Anti Barriers even though it's supposed to be a void equivalent to both. It'd be a great buff for the sandbox if kills with Destabilizing Rounds also offered Volatile Rounds for 5 seconds[/quote] Yup. Bump

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        • Make it like kill clip. Reloading after a kill gives you volatile rounds for 5 seconds .

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          • The struggles of voidwalker. The melee is so bad.

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            • They need to remove the internal cooldown, and increase the radius of the explosion that applies Volatile. There's no reason for it to be as pathetic as it is when we have Incandescent. On a side note, are they ever gonna make an Arc perk for Swords like Cold Steel? Swords have no perk equivalent to Voltshot.

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            • I used a Void build today to try this weeks Nightfall. It was a joke. Unless you use a build tied directly to the Seasonal Artifact, you'll do little damage and others on your team will do far better than you. And we are stuck like that for months. Bungie is a joke.

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              • The only way to utilise it correctly (or atleast consistently) is on hunter with the chest piece. Sadly destabilising rounds caught a nerf to proc rate meaning your guess is as good as mine for activation. It would be much better as a reload perk on kill like volt shot.

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              • My biggest complaint is the extremely long cooldown on the volatile application. Like you have to wait 3 or 4 seconds after applying volitile to do it again to the next enemy. It feels way off to me cause in nowadays sandbox it already is kind adifficult to get "last hits" a lot of the time cause everyone runs around with broken ability spam builds. Every single time theres a crowd of mobs, someone else already throws some sort of nuke ability at them so you have to fight for the volitile proc. Feels great in solo content but has no real place in any type of fireteam mode imo.

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              • You can't even reliably use it to trigger Repulsor Brace effects because the Volatile effect will often go off before the kill.

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                • I was thinking yesterday that destabilizing rounds should refund some rounds to the mag from thin air since volatile requires additional fire to trigger an explosion.

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                • Or just add dragonfly void into destabalizing rounds. Since dragonfly proc's after volitile.

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                • Slice also makes very little sense as far as perks go but that’s neither here nor there.

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                • Destabilizing rounds sadly has a long internal cooldown

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                  • Honestly. Destabilizing rounds would be fantastic if they removed the cooldown (it never should have had one). I wouldn't complain if they added a few seconds of volatile rounds on kill as well though.

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