Talk:Charged Chamber/@comment-84.50.35.16-20140313170307/@comment-71.122.114.188-20140314183614

Well I'd tend to agree. The mod cost is a bit high and is like a double nerf on the "damage on 1st hit" factor. Primed chamber cost 2 less mod slots and does 60% more damage...so with DE trying to replace primed chamber with charged chamber, they went overboard with the damage reduction and increasing the mod cost over what primed chamber cost.

Primed chamber = 100% damage on 1st hit @ 7 mod cost

Charged chamber = 40% damage on 1st hit @ 9 mod cost

Something is wrong with that picture...a damage nerf and a mod nerf at the same time while you can get dual stat elemental mods @ 60% damage + 60% status chance (could be a -armor or -health or DOT proc) @ 7 mod cost.....or just simply use a normal elemental mod for 90% damage @ 9 (cold) to 11 (toxin, electric, fire) mod cost.

DE needs to take primed chamber out of the game permanently and revoke (delete) the use of the mod for anyone who has it. Then redo charged chamber and make it a dual stat mod (60% damage and 30% crit chance on 1st shot @ 7 or 9 mod cost) and give that to those who had primed chamber and make the mod a loot drop for the rest of playerbase. Such a mod would give a sniper like vectis 100% crit chance + 60% extra base damage on 1st shot. I'd say that is far more valuable than any single or double elemental mod.