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tl;dr random interrupt procs remove your ability to interrupt enemies consistently precisely when you need to. The knockback itself is horrible for your melee classes. It has 0 value for enemies who arent using melee.
Twin Slugs is a downgrade - makes the weapon worse because:
The knockback will screw your melees attacking the target - your melee will try to chase the knockbacked dude - take a disengagement attack and lose dps.
^best case scenario
worse:
Enemies in this game especially on higher difficulty tend to have "concentration". These enemies on higher difficulty tend to cast nasty abilities that need to be interrupted with precision.
Every talent in the game that adds "random interrupts" (the knockback here counts as CC effect and triggers concentration) is garbage because..
When you trigger a CC effect (interrupt/knockback) on an enemy without concentration who started the fight WITH concentration (pretty much ALL enemies that you want to interrupt for whatever reason) then they will get hit by the CC effect and instantly after that get new stacks of concentration (depending on the enemy multiple!).
So your useless random knockback just removed your ability to interrupt the enemy when you need to until you have successfully stripped all of his concentration stacks again.
However, maybe Twin Slugs negative side effect only a problem for difficulty above Classic? I am playing on Classic difficulty and with nearly all my fights AI automated (customised AI). Working great so far.
My main character is a Rogue (no sub class)/Ranger Ghost Heart. Twin Slugs is only in case I am being attacked by melee if I do upgrade to this option. Main character will summon Boar at start of every battle and re-summon when pet die. Maia, Xoti are also in my party.
Loving the Dragon Age Origin AI automated style of play. Wish they provided detailed cover of Customise AI behaviour mechanics. I have to guess, trial and error alot. Some are obvious but a lot are not obvious at all.