Destiny 2: Destabilizing Rounds Are Just... Not It (Right Now, Anyway)
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- Опубліковано 8 тра 2023
- Destabilizing Rounds are new and I've called them "meh" for a few videos now. Today, I'd like to actually SHOW why I'm not stoked about them.
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Destabilizing Rounds feels like one of those perks that in 6 months to a year will suddenly appear in column 3 so we can pair it with damage perks.
what's column 3? origin trait? if so i've always felt osmosis should go there it's an extremely mid perk. it's never bad to have but aways a 2nd or 3rd option in every column it appears in
@@brusselseastside3546 Column 3 is where perks like rapid hit, outlaw, and stat increasing perks mostly are aside from a few outlier weapons/situations
@@kyledea187mdkjr5 Yeah, left-side Trait perk that typically contains non-damage perks.
Unless it's changed to be more effective in some way, Destabilizing Rounds will eventually be reclassified as a non-damage perk, on account of its overall ineffectiveness.
It won't be in the game then goofy.
@@mr.dr0bot731 don't speak
I think the main problem with it, is simply that it doesn't give volatile rounds. If it was a kill clip style, reload after kill for volatile rounds, it'd be way more useful.
I would love this. My Gyrfalcon wouldn't need to dodge to go invisible if I forgot the timer, just kill and keep going
@@xxAznToxin13xx i believe the volatile rounds now proc if you lose invis naturally to the timer
@@brennanonstad7394till no
At least not always for some reason, it gives it sometimes if you let it just run out and sometimes not
@@xxAznToxin13xx you must be using it wrong because i rarely have to use dodge to go invis
whats your build
If they made it like target lock where sustained fire made the target volatile, I think that would be WAY better.
They needa do something because it’s just not it.
(I know you read theses comments at night Bungie)
Maybe rapid kills or rapid crits grants volatile rounds for 5 seconds with a cooldown of 5 seconds
Sx 😮 😂
ok hear me out.
you call a perk
'supressing fire'
rapid damage on a target supresses them. i know its kinda useless but the name is cute
@@fluke7506 it's far from useless
I'ma be real with you chief... I did NOT realize a volatile enemy ceases to be volatile after you make 'em go boom. I guess most of my volatile experience is with Volatile Flow and Gyrfalcon's, so I'm used to enemies just continuously eating the purple. That by itself actually REALLY kills my enthusiasm for this perk...
Its pretty simple that the perk is pretty useless for hunters. Gyrfalcons is just too good.
I use the destabilizing rounds on harsh language on my voidlock. Got me through legend Avalon
@@theguardianwolf7206 Harsh language with DRs I can vouch for as well. Definitely gotta pick one up
Yeah, continuous fire with Volatile Rounds actually repeatedly reapplies a new Volatile debuff after the previous stack is consumed on the enemy, but by itself, each debuff is consumed after one explosion.
It's from the pre-3.0 Void Titan subclass, Code of the Commander.
Thus, perk-for-perk, Destabilizing Rounds is objectively inferior to Chain Reaction.
Chain Reaction immediately causes the affected targets to explode (with similar damage profile to Volatile). Meanwhile, Destabilizing Rounds applies the Volatile debuff to the nearby enemies.. then that debuff needs to be triggered by additional hits to each of the affected enemies.
Right now the two best weapons with it are a heroes burden and a Wave frame which are fine in the guardian games but significantly worse than either osteo striga or an incandescent weapon. There's a reason why my tow most leveled weapons are calus mini tool and osteo striga
As soon as it gets paired with Repulsor more often, I think it'll be my favourite perk, period.
The other subclasses don't have a Repulsor equivalent yet, so, the synergy of Destabilising Rounds is unparalleled for Void stuff besides like, Obligation.
Is the shotty from the raid the only one that can pair it with repulsor brace ?
@@Gee-bg2rv So far, yeah. And I don't even like slugs XD
@@salamanda550 regent heavy gl can do it as well
@@raddpluto oooh, I hadn't even noticed that. IF true...That's one to look out for.
@@salamanda550 it does, and you can crack them enhanced. On Hunter 2 kills are immediate invisible plus overshield, which makes it indispensable for survivability
Something I feel should be mentioned is that Scorch and Ignition holds the identity of whatever applies it, versus Volatile being classed as an untyped void ability. The difference that makes is that Scorch causes a lot of funky interactions, most infamously on Trustee, causing Bray Inheritance to proc from every tick of Scorch, but there are other interactions to be noted. With Volatile being classed as an untyped Void ability, it won't have such interactions. This is both positive and negative. On the upside, it will cause targets killed by its damage to activate Echo of Expulsion and Feed the Void. On the downside, it won't activate anything that calls for a weapon or a particular ability. With all these subclass debuffs that deal damage, I feel like they should be unified in some manner. I understand how they are classed currently due to the history, with Jolt coming from Lightning Weave on Way of the Current and Volatile coming from Controlled Demolition on Code of the Commander. With both having specific sources and being tied to abilities, when Bungie copied the code base over for the Light 3.0 reworks, they were automatically classed as untyped abilities of the given element. Scorch previously being just a generic "burn" effect made it equally easy to copy over as an effect that inherits the properties of whatever applied it, thus creating the current situation. Unifying the categorizations would likely be extremely difficult and is largely unnecessary right now, so I seriously doubt it will happen any time soon, if ever, but a man can dream.
Yeah, consistency in the behavior of all these elemental debuffs would definitely be appreciated.
Right now there's really no way to tell how all the interactions actually work, except by player testing.
The description of the Perks also tend to be misleading to a degree.
Voltshot being the main example.
It states it *Overcharges* the Weapon, and that it's next shot causes *Jolt.*
Why add Overcharge? What does it do? Nothing, great.
@@IcorthwasTaken 100% agreed. "Flavor text" is nice, but for mechanics descriptions it doesn't fit. These are important, they should be kept clinically concise and accurate.
Bungie could make debuffs their own thing and make mods and perks centred around debuffs killing an enemy or being killed with a debuff activating them depending on the debuff.
Something like that would power creep to hell all the subclass perks that are like kill an enemy that is weakened with a headshot to get an orb of power or getting an ignition kill makes an orb of power and those fragments both have 10 second cooldowns so it's not like you can go to town and kill 10 dudes and get 10 orbs which would make them niche but situationally useful, those fragments are so bad compared to making an orb after a kill with a grenade or melee with a 4ish second cooldown or making an orb every 3 weapon kills on a 4ish second cooldown with the siphon mods.
@@cykeok3525
I enjoy the bit of extra Flavor it grants, but it creates further confusion due to having similar Verbs to the Arc Subclass.
Amplified and Overcharged may seem like they have some form of correlation while present.
Other Perks have this issue unintentional, like Chill Clip.
You hit the nail on the head here I think, although I do wanna say that I believe the main issue with volatile is that volatile rounds is just so much better. Unraveling/Rounds have a similar problem, but unravel stands on its own a lot better.
What if “Volatile” had a larger more damaging explosion with a higher threshold if it’s not procd by Volatile rounds? Almost like the rounds grant mini volatile in exchange for being able to reproc it constantly.
Nessa’s Oblation can roll Destabilizing and Dragonfly together. This makes the dragonfly kills the volatile enemies which result in larger explosion from a single slug shotgun. Very useful for two special setup, works even better than trace rifle as long as the enemies are not too spread out.
Feels a bit too much leaning into something so hyper specific for an end result that is very whatever to begin with. Most of the time there’s very little reason to play with food especially with a slug in PVE when there’s better perks to be messing with.
I think destab would be nuts on a trace rifle or lmg.
Would be a cool wavesplitter catalyst
Didn't even think about this, sounds like it'd be really good
Chain reaction on a waveframe is nutz (forbearance), imagine this on a wave frame.
@@VallornDeathbladeI’ve tried it it’s not amazing
@@VallornDeathblade it is on a wave frame already harsh language world drop pool weapon can roll with repulsor brace and destabilizing rounds
Just so you know, you forgot "Regnant", the Seasonal Heavy GL which is craftable and can roll with Repulsor Brace and Destab.Rounds, a roll I actually want.
It's extra funny that he forgot it, since he's using Regnant in the opening 30 seconds; seemingly with the perk, too.
I use this combo alot and can confirm everything dies and you have unlimited overshield
@@HiroSuriya, while he's listing the guns too lol
U think datto kid is good at the game ? He is noob knows nothing
tried it, it's not as good as you might imagine. getting an overshield is hit or miss
I feel like Volatile just needs a little extra sauce to be really desirable. Maybe proccing a Volatile explosion on a target grants you a small burst of healing (stackable with Titans' Controlled Demolition), or maybe it pulls in nearby enemies similar to a Vortex Grenade. If we can't have big damage from the explosion, then just a sprinkle of extra utility would be nice.
If controlled demolition works with the volatile from the weapon perk than it should be pretty good at least on titan (outside of the repulsor brace overshield interactions), since titans do AOE heals off of volatile explosions, and being able to do that with your (primary) weapon without any exotic is pretty neat. Basically pocket precious scars.
It does work yes.
Completely agree. I got really excited about destabilizing and repulsor brace and built into trying to do an over shield-heavy load out and it just didn't really click no matter how much I used it. It's become something I'm probably gonna delete my load outs for which is a shame. Maybe if destabilizing spread?
They should take the same approach as they did with repulsor brace. Move it to the third perk column so it can pair with damage perks or give us some more repulsor brace/destabilizing round combinations.
The raid shotty with dragonfly spreads it farther and synergizes pretty well
I have been liking it with the raid shotgun with repulsar brace. It basically gives free shields but, using it on a slug shotgun on red bars to get the overshield, is overkill.
It’s better for endgame content like legend.
@@theguardianwolf7206 Fair, I haven't given it a proper shake in a master or GM nightfall and haven't really done any legend missions since day 1 tbh.
I have a Hero's Burden with Feeding Frenzy and DR, and that feels significantly better because you can just SPRAY WILDLY and anything that dies to the volatile gives you that super snappy reload. Satisfying to see the people booms fly around for sure, but doesn't really hold up in something like GMs.
i have the same roll and it shreds in some content, like against taken thralls, but feels weak in harder content - which im fine with. not everything has to have usage in GM content.
I use that in lieu of wavesplitter in raid add clear situations only if I have to run a Exo heavy. Its excellent for that. I feel like only a small amount of very specific set ups are for GM content but raid set ups are far more flexible. That SMG is exceptionally good at what it does
It feels like Volatile was designed around constantly applying it (Hence volatile rounds). Since destabilizing rounds only applies one instance of volatile, it feels bad. Perhaps if the volatile lingers for a duration and can be procced as many times in that duration, then it will finally see some use.
Its funny because detablizing rounds is basically just the void version of incandescent but because the explosion is trash compared to solars explosion the perk feels weak. the perk would best be used if it was moved to the third column and you could role destabilising rounds and repulsor brace at the same time
Regnant (seasonal heavy GL) has the destabilizing rounds and repulsor brace combo
@@nicgara8781 i meant for a primary not a special
I have it with Feeding Frenzy on the Hero’s Burden Iron Banner SMG and I absolutely love it. I think it feels like the final piece of the void puzzle with IKELOS SMG and CALUS Mini-Tool for Arc and Solar respectively
If you can get it, Unforgiven with Repulsor Brace/Golden Tricorn and demo is better
I haven't really messed with the perk to much yet but I crafted the defiance HGL "Regent" with Repulsor brace and destabilizing round and it's nice for overshield when surrounded by adds. That was the only build I thought was most appealing for Regent imo and it's not bad, already have G roll wendigo adept.
I'm looking forward to Nessa's with Destabilizing + Repulsor and No Backup Plans. Lots of healing, overshields, and explosions. I'll probably also use a sword or Tractor Cannon to double down on the close range playstyle.
I’m sure the activation will be reworked to give it volatile rounds or something of the sort. Maybe something similar for Strand getting Unraveling.
Personally I want them to combine some of the void perks and verbs to consolidate the whole thing.
The best places I've found for this perk is in raids and dungeons. It this best on the GL since they can hit multiple enemies at once anyways. The roll I got is threat detector and destabilizing rounds, and when I use it for ad clear in RON, I absolutely love it. Same for the duality, or prophecy dungeon.
Destabilizing is popular because of the Void and Bricks from Beyond perk from the artifact. It's almost like bonus damage along with all the heavy ammo.
i think this perk is used with non void subclass with the other perk being repulsor braze (defeating void-debuff target grants overshield) you add free overshield on kills + you make them volatile + any other interaction on subclass or artifact bonusses, i use grapple strand builds with the shotgun of root of nightmares with repulsor and destabilizing. (hunter preference with assasins cowl for grapple melee invis+heals).
love death’s razor with destabilizing, very fun and gives it add clear on top of it being vortex frame. tireless blade lets me use it forever. an MG with destabilizing would be a lot of fun
I have it on the SMG and I like it versus other void SMGs when running gyrfalcon’s on hunter because it seems to make things more explode-y. Like the explosion from destabilizing helps to trigger the volatile explosion on targets I already pinged.
Also on regnant, which can also roll repulsor brace in the third perk slot.
Used the shotty with ambitious assassin and destabalization round with gyrfalcon build and a terminal velocity smg with overflow and osmosis with a new gl having destabilizing rounds and repulsor brace. A room full of ads keeps exploding similar to chain reaction and fun to watch.
But i agree synergy wise solar effects are much better and jolt feels quite great to chain between groups of targets.
We probably won't get a new void GL for a while since we just got one this season. (stop reading if you care about leaks) Leaks for next season's dungeon show that it will have a stasis wave GL so definitely not coming next season. Not sure what they can do with a stasis wave GL. Obviously, headstone won't work. I guess they could make it the kinetic-slot version of forbearance if they do ambitious assassin + chain reaction. Personally, I'm hoping they put clown cartridge and chain reaction on it. This will make it better than forbearance.
Harsh Language does roll with Repulsor Brace. It’s been my go to for void builds this season as a hunter main with Gyrfalcon’s because it’s very fun in low-to-mid level content. Although, I don’t have a Nessa’s Oblation with RB yet and that could probably very easily replace it.
I got the Harsh Language with Envious Assassin and Destabilizing Rounds and I've found that I prefer the crafted Forbearance over it. I got the Feeding Frenzy and Destabilizing Hero's Burden and I haven't really tried it that much since I don't prefer that specific frame of SMG. I've tried the slug shotgun and found that I prefer Conditional Finality or my Aurvandil with Reconstruction and Chill Clip over that one. The one instance that I do really like Destabilizing Rounds is on the Basso Ostinato with Lead from Gold and Destabilizing and that's only in Gambit during this one specific season since void kills can create heavy ammo so between that and the ammo chests in Gambit you can literally main this shotgun from beginning to end if you want without running out of ammo (and the ammo chests mean you'll almost never have to reload the shotgun either), and since Gambit guys are grouped up Destabilizing works great in those groups. That's my take.
Overall, I do really like volatile rounds on weapons though because I'm a huge Devour fan and those pair really nicely together; for this reason I tend to go with Void over Arc even though Arc weapons have Voltshot. Although I have mixed and matched them to get a desired outcome before too.
With my hunter build, I found it really fun to use in pvp. I've got the hero's burden and it just shreds
Another thing on Destabilizing Rounds is that it's got a 3(?) second cooldown on activation, which just hurts it even more. There's just too many other options that are stronger or more available at any given moment to really justify using this in any high-end content, IMO.
yeah. The 3 second activation feels really bad compared to voltshot and incandecent. I wonder how broken their playtests were with no cooldown. Or if it's intentionally making the perk worse because they intenionally want it to be weaker right now?
Maybe they will buff it once we no longer have Volatile Flow artifact perk.
@@Semicolon42 Bungie does play testing? doubt
@@Semicolon42 I seriously doubt it's "broken" without an ICD, it'd just be doing stuff like infringing on Gyrfalcon's niche
I never even noticed the cooldown.. everything just dies when I'm using it
It should just be a kill gives you 8 seconds on Volatile rounds like the Volatile flow Perk
Definitely not 8 seconds but a few seconds would be nice. Maybe 5
This is the one!!
i would say like 3 secs MAX
That would be super unbalanced and it would just power creep grenade volatile, titan controlled demolition, and gyrfalcon
Maybe 2-3 seconds MAX but I honestly don’t think think this would be the smartest change
@@buen0_ 2-3 seconds would be just fine or they could do a "get kill and reload" for 4 seconds of v-rounds since we already have voltshot which chunks ads AND is anti-overload champ as well as Incandescent which, while it takes 4 kills, is anti-unstop champ. Headstone is outright with one precision kill a great ad clear tool and an anti-unstop option. Besides Strand weapons which just came out, Void weapons are the only weapons that have ZERO anti champ capabilities in the perk pools. It's not even that most void weapons are just insanely op to offset this anyways, because tbh unless I'm running the void hunter build with gyrfalcon's or I'm running a weapon I feel is good without any synergy (Very few examples : Funnelweb, Glacioclasm with slideshot reservoir burst, Taipan I guess???) I'm using every other energy type based on the anti-champ capabilities built into the guns.
i really like the perk on void hunter with stylish executioner. plus expecting no volatile flow next season im having a backup plan so i can spam invis more than i already do.
I enjoy it on the wave frame this season just because of Bricks from Beyond and running an all void loadout.
Pretty much the only reason I use it in special slot. Mine is Stats For All + Destabilizing and it's... OK? Envious Assassin would obviously be the best of the first column perks but TBH I'd rather just run Fighting Lion in the slot and an auto/smg in kinetic slot w/ Osmosis and a void LMG.
Honestly it helped me with legend Avalon on voidlock
Incandescent is great for me as a solar warlock because of the fragment that grants class ability when scorch is applied while destabilizing rounds doesn’t really affect me much if I run a void warlock (except for probably nezerecs sin and another exotic I probably don’t have)
I agree with the primary sentiment that it’s mostly redundant on a gyrfalcon build on void hunters but I still use it cause I like using it on hero’s burden as a way to kickstart the invisibility loop without having to expend any of my abilities to save them for when I deem it more necessary
I was going to make this exact comment, it may not be a DMG machine but it is certainly a very strong safety net for void hunters.
I think I needed this video to understand why people don't like this perk, because until now I thought people were joking when they called this perk bad lol. Void hunters get free invisibility basically just for killing two enemies. Sure you get easy volatile from Gyrfalcon's but this is a nice safety for when you're caught without your dodge and it gives you options to use other helpful void exotics like Orpheus or Omnioculus.
I like Orpheus rig rn cause of the add density in higher lvls
yeah having easy access to volatile made me a happy void hunter this season. I dont think ive whipped my orpheus rigs out ever since i got my hands on a gyrfalcons....i missed my third arrow.
For something like Volatile, personally it just seems like a better allotment of resources to have Void weapons with two useful perks and apply Volatile via my Titan build. Applying it with my ability also gives me that Saryn from Warframe vibe, why I greatly enjoy.
I really like this perk on ecliptic staff. I can spread volatile while blocking even once volatile flow is gone
I’ve been trying to create a build like starfire protocol, sunbracers is cool but only good for ad clear. I just can’t find a way. Can anyone give me tips?
How do you think the regnant GL would go with destabilizing and repulsor brace go?
Controlled Demolition is my favorite Aspect, I think you are overlooking the healing and ability synergy it grants.
Destabilizing rounds are also on fioritura, the void rapid fire sidearm
Spot on with the explanation...but this is why I wanted to see destabilizer rounds paired with repluzar brace on the Title SMG and Bungie didn't try it....maybe op maybe not or maybe just usable for good enough
Incandescent is SO vital to my Solar Warlock, I've been maining Calus Minitool for a whole year.
I used to be an Ikelos SMG main, but when the ver.3 came last year, I really couldn't switch to it.
The only smg that can compete is the old Hero's Burden with Repulsor Brace on Hunter.
What about the Season Of Defiance exotic machine gun “DETERMINISTIC CHAOS” ?
Description: HEAVY METAL - While holding down the trigger, every fourth bullet becomes a heavy projectile that weakens targets on impact.
For this gun or destabilizing rounds in general, I know there are some aspects and fragments that have a lot of benefit from defeating “void debugged” targets.
I remember one review said destabilizing round had a cooldown unlike voltshot or incandescent making it pretty lacking on hero's burden in easier content where you can mow down ads but not get the perk to proc.
Am I crazy or can destabilizing rounds roll on regnant, the seasonal heavy gl?
I have it for the hero's burden and I like it. I use the fragment echo of expulsion. It works well together
Got nessa's oblation with both repulsor and destabilizing and on titan with an oversheild build its really fun. But volatile needs a fragment that makes it stick and do damage bursts like jolt
Basso with Destabilizing is part of my RoN setup, because I can just spam pellets into a pack and kill everything in one magazine (and I'm specced for void guns atm).
The elephant in the room (Ok two actually) is that Destablizing Rounds has a small cooldown on activation for some reason so when you clear a bunch of enemies together you still just get one explosion unlike with Incandescent, Chain Reaction, or even Dragonfly and Firefly, where with these you get constant explosions that chip away at everything around them. (Like you mentioned maybe a Void Machine Gun would feel better to use? Just use Commemoration with Dragonfly and it's pretty much the same thing.)
The other elephant being why does it not just give Volatile Rounds for like 3-4 seconds after a kill or something along those lines, even with some kind of limitation in place since the effect on its own is still very strong so I could understand not having 100% uptime, this especially after Bungie went out of their way to make a specific Anti-Barrier interaction with Volatile Rounds when there's only 2 non-artifact ways of even getting it, being Echo of Instability and Gyrfalcon's. (Though I guess the same could be said about Unraveling Rounds as well, but I digress.)
Can’t for get the healing from controlled demolition. Saved me a lot and now you’ve brought this gl roll to my attention I’m going to be looking out for it
I think it’s hard to say right now with the current artifact. I do like how it’s a way to initially trigger Stylish Executioner without using an ability. I actually think that could be useful in harder content. I also think it’s a much better perk than you’re crediting with Controlled Demolition. Paired with Repulser Brace on the shotgun, it also makes a Controlled Demo + Offensive Bulwatk more viable (without Backup Plans).
Overall, I’d say it’s a good perk but even more situational than it’s Solar and Arc counterparts.
Great breakdown. If i had volt on more weapons id use it all day. Think i only have it on two plunder weapons and the ikelos smg which unfortunately dont help with champs.
I pair Harsh Language with Repulsor Brace on a Gyrfalcon's hunter, and I prefer that way more over Destabilizing. I like having the things I shoot go volatile over the things around it.
I believe it's also on the regnant as well
Feels like it should come on a potential collective obligation catalyst, and also repulsor brace with this would be solid but they're both usually 4th column perks
CO on Void Hunter alone is nuts...
@@DJleDev yeah, but with the way the perk works (ESPECIALLY rn) it wouldn't inherently boost the power of the gun. Rather, it would keep the game play loop it already has more consistent on all classes. Like.. it already does volatile, it would simply make the route of getting it's volatile debuff back easier.
Only roll I'm interested is that Repulsor Brace + Destabilizing Rounds w/ the titan exotic No Backup Plans seems like it would be fun
does anyone know is distabilizing rounds procs relentless strikes on the warlock sword? not a great combo but not aweful
The only scenario I use this perk in is when I'm running my Finisher-Centered Nightstalker build with Orpheus for more tethers so no Gyfalcon's. Also that exotic is ugly as sin so you damn well know I'm not equipping that malarkey. Finisher- everything is volatile- apply bullets- purple boom- Destabilizing proc- purble poom Ch.2. Very situational and only really works in harder content where enemies don't fall over from a relatively aggressive glance. Nice for invis in a pinch I guess but also Devour exists so invis is dumb.
So, the main reason I've been interested in destabilizing rounds is because of Nessa's Oblation and the combination of repulsor brace. The combo of thos perks together has made me plan out builds which, on paper (i.e. DIM), could be fun. And, to be honest, these builds ive planned out that have the most potential:
1) i probably wouldn't use in a GM with an LFG team (which is how i get GM done)
2) the builds do not have a void subclass as the centerpiece:
Nezarac Strand Warlock (i think this is based on a Plunder build)
Nezarac Solar Warlock
Renewal Grasp Stasis Hunter
Gyrfalcon Stasis Hunter paired with Rat King for invis
These are things that i want to try to find Destabilizing Rounds' niche. But i admit that it's Repulsor Brace that'll make it work
So the problem is volatile then? Seeing as it is not as prolonged as scorch or jolt.
Apart from on my hunter, i dont bother with volatile/repulsor brace loadouts. On my hunter gyrfalcons + repulsor brace weapon. Personally im using title smg atm but anything goes. Non stop ad and overshield. On titan or warlock, just use ignitions or jolt!
0:10 is classic investigator datto
I do feel like there probably be a new primary ammo DR weapon coming REAL soon too, will it be better? I doubt it. Probably not until a scout or handcannon with it comes out
I have the void wave frame grenade launcher with destabilizing rounds & wellspring and I love it with my void build get abilities back faster because of wellspring and it’s just good mostly if ur on void tho
I don't have the time or patience to figure out the stats on the perk but I knew from using it on my titan void build that it felt absolutely powerless against everything. Glad to know I wasn't wrong. I hope they buff it and apply it to the perk pools of more primaries, but if they don't then that's fine too. It's not impressive enough to be worried about, in all honesty.
Salvagers Salvo also comes with chain reaction if you dont want to raid
I think it definitely needs a build to support it to be worthwhile, but I think you’re maybe undervaluing the Controlled Demolition/Offensive Bulwark Destabilizing/Repulsor Nessa’s Titan build. Constant healing from volatile, volatile is spreading left and right, overshields, all the overshield benefits. It’s an extremely fun build and fairly potent. But if you’re a hunter, you’re running Gyr, and if you’re a warlock, you can get bent. Those are definitely true.
I got a roll for my titan banking that the healing and chaining from controlled demolition will make it more viable for mobs.
I hoping Destabilizing will be good on the RoN shotti when paired with the No Backup Plans buff, would be nice to then pair it with something that has Lead from Gold on it and then a machine gun. fingers crossed.
If you could get repulser brace and destabalizing, it would be amazing for survivability and ad clear during seasons without the volitile on orb pickup thing.
I think of all the legendary special ammo grenade launchers, prodigal return with voltshot is probably the best of the bunch right now. Lots of utility given you can also choose to put disorienting grenades on it as well for higher level content.
I've been looking into the gun and here are my thoughts: it doesn't get the two best reload perks available to special GLs (auto-loading holster and ambitious assassin), so you have to find some other way to spec into reload. You can get +10 stat from the second column and the masterwork, but there's other good column 2 options (I would use something with ALH if I wanted disorienting nades, but spike and proximity both seem applicable). You definitely want Voltshot in column 4, that's like clearly the niche of the gun; and you can't really get reload speed out of column 1 so I think blast radius is the next most important stat there.
Assuming spike or proximity nades, that leaves us at 72 reload speed. Column 3 has two reload perks (envious assassin does not count as it can't proc voltshot), which are Threat Detector and Field Prep. I tend to jump around a lot when using these so Field Prep doesn't help much, and I'm not convinced I like the idea of playing with Threat Detector in mind, either. However, if this is our main wave clear gun, there's actually another perk that might be worth more than either: Lead from Gold, which does wonders for our ammo economy. I'll go with that one, but that also sort of requires us to spec into better reloads.
72 reload speed is a 2.06s reload time. If we use an exotic to improve that reload speed (Ophidian Aspect for Warlocks; Speedloader Slacks for Hunters, with Dragon's Shadow as an alternative but one that is not as strong for this situation; I don't really think Titans have a comparable option), we can get 100 reload speed for 1.80s reloads. Speedloader Slacks in particular is going to add an animation scalar as we stack it up, getting us down to 1.6s. Ophidians requires less forethought, but since Speedloader is not super difficult to keep a high uptime on and buffs our teammates too, I favor it. If we slap Field Prep back on and combine it with the max Slacks stacks, that's a 1.23s reload!
As an alternative to using exotic armor, the Hunter aspect Flow State gives a ton of reload while amplified for a 1.44s multiplier on its own. If you're into Strand, Thread of Ascent gives us free reloads for grenade usage along with a 1.67s reload speed due to its stat boost and scalar.
You could theoretically get sub-second reloads with Field Prep AND Speedloader Slacks AND a reloader on your arms AND Thread of Ascent or Flow State, but that seems like overkill TBH. Kinda wanna try it anyway.
tl;dr kinda have to justify it against its most direct competition, Salvager's Salvo (jolt>chain reaction, but salvager's reloads better due to demolitionist); against Forbearance (which is also arc, reloads half as often, has chain reaction, and is a wave frame which means huge AOE, along with an origin trait that grants quite a bit of sustain); and against other GLs in slot that get their own stuff (like ALH wave frames or ALH disorienting nades). But it seems usable?
unraveling rounds also needs an actual perk and a HUGE buff for the fragment when you get a melee kill. the fact that its only 5 seconds is criminal
its only 5 seconds because unraveling is SO good! its easily my favorite of the strand keyworrds, and probably my favorite of the damaging keywords next to jolt. Unraveling rounds are so satisfying to proc,and spread. Plus once you begin unraveling one add, its permanent until the adds run out, as long as you keep doing damage. Unraveling rounds are SO good in the terminal overload activity. I have a lot of fun running the new scout rifle with hatchling. I grapple to an add, unravel it, and then sit back and spread the needles all around with precision shots and hatchlings. I feel like if it was a straight up perk, it would probably make everything else in that slot useless. Unravelling is super strong in PvP, so having that with no build up seems over powered and i dont know how we can have a perk with unraveling without it being oppressive and overbearing.
Destablizing Rounds by itself is not all that great but with Repulsor Brace, it becomes a pretty great perk combo. I think iwhen we start getting primary weapons and machine guns with that combo will it take off.
Bungie does sometimes reworks perks, aspects, and even fragments that underperform or overpreform. So, there is a chance Bungie may address Destabilizing Rounds. Though, I have noticed a pattern: with every elemental based weapon perk that is introduced to tie into a Guardian’s chosen subclass, there seems to have been two elemental weapon perks each each time. For example, void weapons can roll with void breach or destabilizing rounds, for stasis, its headstone, chill clip or cold steel.
and for arc and solar it’s voltshot/eddy current and incandescent/heal clip
I think another tangential thing about Destabilizing Rounds, is that it's an "elemental damage weapon perk" that has no anti-Champion capabilities. Void and Strand are the only 2 whose perks by themselves do not function in a way to counter Champions. Which is sort of a shame, as I like having these other ways to activate effects and deal with them.
Strand literally just suspends any champ and nullifies them… void is the only subclass without an ability to stun champs
Volatile rounds stun barriers though.
He’s talking about unraveling rounds and destabilizing rounds. No stunning synergy. Suspend yes, volatile rounds sure but those are the actual rounds themselves while destabilizing spreads volatile (the rounds themselves aren’t volatile)
Yes, I am talking about the weapon perks in a vacuum. Even disregarding the seasonal artifact, the only way to get Unraveling and Volatile Rounds are from 1 class fragment, not from the gun itself
This perk could be pretty decent IF they made it so consecutive hit shots have a chance to proc volatile on the target (can be a set chance per weapon or escalating) and then when a volatile mob dies it explodes spreading volatile to nearby targets as it does now.
I think you nailed it, it needs more subclass synergy. 99% of the time, I’m taking incandescent because it’s lowering my ability cooldowns every time it pracs. It’s damage is kinda cheeks.
With the no backup plans rework we just got, the nessas oblation with destabilizing rounds and repulsor could be a destructive combo if the perk ever gets buffed
I agree with you, but as a solo player I quite enjoy destabilising rounds on my gyrfalcons hunter because it really helps fill gaps in my gameplay loop caused by human error:
I dodge and get volatile rounds
Kill an few enemies
Go invis again
Pick up the breaches/orbs
Gain devour proceed to kill more enemies
Rinse and repeat.
If I don’t have a dodge or volatile still up, I kill two enemies and I’m back to being invisible restarting the loop
Chain reaction with forbearance does work with arc fragments enemies that do not die from explosion become disoriented.
I always appreciate your input
I admit I haven't done too much testing with the perk because I am more than happy to keep echo of instability on my very grenade heavy warlock and titan builds and just get volatile rounds to hose whatever I'm looking at down-range.
As much as I do enjoy volatile, I wasn't interested in seeking out destabilizing rounds to begin with.
I've been using hero's burden with destabilizing for ad clear in raids. It's okay-ish on its own, but combined with all the void synergy in the artifact it's really good.
I think the burst oh healing is at least worth a mention, it‘s what has helped me the most when using volatile in general.
Isn’t that from a Titan-only aspect?
For bring the "one off explosion" between solar arc and void, id like to see the explosion deal the most damage among them
It would break the game given how easy it is to proc volatile rounds.
Just imagine that machine gun deleting bosses even faster than back when volatile had no cooldown
I think the main 'issue' with destabilizing rounds is the fact it's procing an initially inert effect. With every other synergistic weapon perk it does something immediately or near immediately. Voltshot jolts and a few more shots will proc it to do loads of damage, Incandescent starts and immediate solar burn that if you get a few extra to proc will cause the whole room to immediately explode, hatchling creates a lil buddy that will go and seek out a target and end it on it's own accord without any extra effort on your part. Even Headstone (which is the 'least effective' of the bunch outside of destabilizing in terms of 'immediate effect' department specifically) has the decency of freezing enemies that are super close to the crystal when it spawns, giving you more wiggle room to shoot the crystal without the enemies ending you (and making the explosions after the fact more rewarding for doing so).
But Destabilizing does nothing immediately, it applies volatile *once* to a target, and doesn't even proc it on it's own. You have to re-engage that target and proc the volatile to see any benefit from the perk, which inherently just makes it feel a whole lot worse compared to literally every other instance of subclass synergy in the game. The fact it procs off kill is a bit annoying too, because unlike with incandescent that as you say, procs a bunch of subclass stuff instantly upon that kill happening, you don't get that with Destabilizing, you at best will get something to happen after the *next* kill you get, with Stylish or Cessation, but even THAT isn't guaranteed to happen because if the enemy lives through the volatile proc for long enough, you won't even proc those effects! And if you're running void already, why not just get the first kill with a grenade, and then have volatile rounds instead for 12 seconds? even without volatile flow added to the mix, it's still just never really a worth while option unless you are just HEAVY set on having like 10 discipline and no devour, and REALLY want to use your weapon to proc Cessation.
But in 99% of cases in the game at this point? just infinitely better to use literally anything else. I do really like the idea another comment put up of making it like target lock where it will volatile a target after X amount of time shooting/hitting it. I feel that would make it feel a lot better as a right column perk cause it would actively help you against the target you are *fighting initially*, instead of only providing a lack luster benefit on enemies around the target after it dies. (and for all pairing it with repulsor brace and calling it the bees knees, I still think it's infinitely better to just make volatile rounds either with G-falcon or a grenade on the other two classes who have the best kinds of void grenades [either controlled demolition vortex nad or just charged vortex grenade on warlok] and using that with a damage perk, like golden tricorn or frenzy on the shotgun. Though the incredible niche of using it on a NOT void class just to have an overshield is cool for certain, but I think I'd still rather just use Vex Caliber for that, unless they ever decide for some reason it's ok for a primary weapon to have both perks on it. I highly doubt that though, but we'll see!).
The ritual weapon glaive is so good, I think if you get used to how glaives work they are really strong in all lvls of content.
It is ammo efficient and provides survivability. Running severance finisher build plus the ritual glaive makes hard content ez. The gameplay loop is also so satisfying for me at least.
I think the only use for the perk rn is on nessa’s oblation with repulsor brace, kill one redbar with one slug to envolitile surrounding redbars then kill another one and get a full over shield, 2 ammo for a full overshield in the current shotgun ammo economy ain’t that bad, then again, it does mean you run a special for mostly overshield getting which ain’t that good either
Doesn't the heave seasonal grenade launcher 'Regnant' also roll with it?
just started the video and i think it might only be good with repulsor brace
A reason why incandescent is so good is because the explosion applies scorch to other targets as well, and if you are a sol Invictus titan those enemies will spawn a sunspot upon death. So over time they lose health. There's nothing like that for destabilising rounds. Kill an enemy will only apply volatile to other enemies while they remain unharmed or unaffected. I think we should do something like incandescent for DR, maybe the enemies that get volatile will become suppressed or something.
It counts as a void ability kill/damage which feeds into void builds, most notably devour. Sunspots do more damage, but to get the heal effect you have to run over to it.
If every verb had the same effect on the same enemies, what would be the point in having more than one
So a void volatile explosions doesn’t spread volatile?
got it. dismantling all destabilizing round rolls
How good will voltshot be after the nerf ?