I know that this is probably the 10th post about Destabilize Rounds, but unlike the others that think the cooldown needs to be removed, I think the real problem is the radius.
It's far too small to justify a 3 second cooldown. It suffers from the same problem that Voidwalker's Pocket Singularity melee had where the radius was too small to apply Volatile to multiple enemies. Destabilizing Rounds feels useless most of the time, unless the enemies are nearly shoulder-to-shoulder. The only time I've really find this perk useful is when it's on a sword that can roll Chain Reaction with it. The radius it has with Chain Reaction should be it's default, or at least the radius of a Headstone Crystal Shatter.
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1 返信I concur. Also that cooldown needs to go, that alone makes it so much weaker than voltshot or incandescent. The over shield from repulsor brace is extremely weak and next to useless. This combo feels extremely weak all around. Why would anyone want to use it over HC/Incan or especially anything with voltshot? Maybe you can change it to be more like voltshot, proc on reload and give volatile rounds for like 2-3 seconds. It's the only real way it can compete with voltshot or incandescent's possibility of ignition. With all the massive nerds lately, something needs a buff!
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Or just make it simple. Reloading after a kill provides destabilizing rounds for 3 seconds or something... The perk suffers from being too situational and weak when activated. I mean volt shot is S++ tier and it so much easier to use and activate...
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2 通の返信THE K1LL1ONA1REにより編集済み: 8/26/2024 3:23:15 AMVolatile is also a terribly weak verb (unless you are controlled demo Titan) compared to jolt and scorch into ignitions. It’s one instance of volatile which does like half the health of a red bar. In underleveled content it is probably the weakest verb in the game.
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1 返信Making it like kill clip wouldn't be bad either. Get a kill, reload, and you get destabilizing rounds for 3-5 seconds depending on if it's enhanced.
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3 通の返信