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9/30/2023 12:52:03 PM
4

Remove Destabilizing Rounds cooldown when the blast does not hit anything

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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  • Edited by AppleSoda: 10/1/2023 3:33:29 PM
    It 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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