[quote]As is voidwalkers can apply volatile via there shitty melee pocket singularity and astrocythe verse. However, there are no synergies tied to them. In most case scenarios, either your melee will kill something, never applying volatile. You will apply volatile, and killing a volatile target has no benefits whatsoever. Unless you are a Titan. He'll you can't even apply volatile to a boss. If I wanted to make something voalite, I can do so with volatile rounds or a finisher.
I'd suggest that pocket singularity apply weaken as well as astrocythe instead of volatile. It makes sense being the vampire class.[/quote]
This is just a problem with volatile. It should stay applied to an enemy even after detonating. Like how jolt and unravel work.
An alternative melee focused on pve would also not be bad. Pocket singularity is a very strong PvP melee, but does not provide much in pve.
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[quote]I always felt that Pocket Singularity should function like Handheld Supernova.[/quote] In PvP, it’s better since it provides the kickback without the absurdly long charge up. It also can be activated before turning a corner and pushing, unlike HHSN which requires you to be closer and have a line of sight on your enemy.
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I should have articulated my point better. So yes in PvP it's decent now but if it had some extra attack power to it on top of this it would be great. Wouldn't hurt to have the range and push of Singularity with the spread and attack of Handheld.
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[quote]I should have articulated my point better. So yes in PvP it's decent now but if it had some extra attack power to it on top of this it would be great. Wouldn't hurt to have the range and push of Singularity with the spread and attack of Handheld.[/quote] The melee does not need a buff in PvP. Its damage is low like other utility melee because of how effective it can be used to prime a kill. In pve, it’s better to just provide an additional melee option rather than giving it any substantial buff. Volatile itself could use a pve buff however.