Divinity has 1 niche job and that's debuffing bosses for dps and occasionally overload champions.
So with all the nerfs it's gotten to its debuff ability it needs a buff to its baseline functionality so it's less of a niche used weapon.
My thoughts:
1. Buff base non-crit damage and let it jolt targets. This would give it ad clear potential and make up for the fact that it's base damage is weaker than most legendary trave Rifles.
2. Let the arc cage explode more frequently, and the explosion creates an arc blinding effect. This would buff it's dps and make it more useful against high health targets like champions, while also letting it stun both unstoppables and overloads.
3. Greatly increase crit damage and precision kills create arc explosions and refund ammo.
All of these options would let you use Divinity in more rolls and make it more viable for casual content.
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The more I read this nerf, the less I care about it. This just increases the time for cage to spawn to increase from around 0.48s to around 0.84s (75% increase in ammo to start cage). As long as you don’t miss, this isn’t going to be an issue. I can think of about 3-4 bosses this is going to be annoying on due to how much they move/how abrupt: Summumah (Ghosts final boss), Rhulk, Nezarec, and maybe Ir Yut. Since they’re not adjusting feathering, I don’t think this will be an issue on slower bosses.