After the elixir U nerf on engi I've started realizing how important stability actually is.With the old Elixir U I could: Reset safely/ play defensively - Heal up, you know the usual holo sustainability stuff ( the heat dissipation nerf did nothing for the most part. Healing turret and water field blast spam was way more effective, yes the 1k healing dodge rolls added up in that, but the nerf really didn't take much away from it) Reliably open with damage - You can still do this, it isn't much different using elixir U into 4, other than the 2nd stability becomes worthless since by the time you do whatever is next, jump shot, etc it's gone Yes, I know I get stability from 3 in holo, and using elixir X to set up cc into rifle 4 with the stability is something I still do.but the reliability of having a 2 stack 10 sec/stunbreak (with runes and traits) opened up a lot of the things holo was good at, now doing anything can easily be denied. ESSENTIALLY, I am forced to play my class kind of how the kit was meant to be played, having to work with my kit instead of just 'doing it' for free with stability. A lot of classes have a 'elixir U' making it easy to pop it and just DO what should be punishable relatively easy. Yeah reducing the duration/ stacks of stability game-wide will make cc abilities more important to dodge/ work around with, it makes CC something that should be feared as it is in other games where classes with a lot of cc makes others wary of fighting them and have to be worked around, maybe certain classes can keep their 'elixir U' but should have toned down offensive roles. or just give me my 10 sec stab back... :^)