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(I RE-WROTE THE POST TO MAKE IT MAKE SOME CORRECTIONS AND HOPEFULLY MAKE IT CLEARER)
It might be a hot take for some people, but honestly, i can't help but think that volatile is a bit too strong. And considering the meta for rumble (at least, at the moment) is all about being able to keep up the pace, it can make even a small difference in pace a lot more noticeable. It would be nice if it had a small tweak to how it works in order to give other play styles more time to shine against it.
---Things i think COLLECTIVELY contribute to why it's so much more powerful than a lot of other play styles:---
(THESE ARE NOT ALL THINGS I WOULD LIKE CHANGED, JUST THINGS THAT TOGETHER I THINK MAKE IT SO STRONG)
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In the hands of a high pace player, it makes spawning a structure to protect yourself a liability (without good timing, which can be much harder to pull off on client.). You spawn a wall to block the hit, and if it finishes it's spawn animation before the attack lands, it will unground it and cause it to fall toward you. And in the worst case (fairly common with high pace players.) a second attack sends it flying into you, dealing significant knock back. (Note: the issue with knock back is only a major problem on maps with the ability to ring out opponents.)
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If the player is using hold on a structure, (if it is grounded) it will unground the structure and break their hold. And (if it is ungrounded) it can still disarm the player if the structures collide in a way that forces the player and structure in opposite directions.
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If the player uses flick to defend themself, the knock back can cause the structure to sling shot back into the player, making it a liability.
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Using hold on a ungrounded structure (like a wall) for defense could work, but since the range of the hold is close enough to let volatile still knock back the player, it still makes it very powerful in cluttered arenas and on maps with ring outs.
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Despite asking every h(...)