Explode disc should only unground the structures it is actually touching when it destroys.
Explode discs are extremely easy and fast to spawn or even spam, but has the same huge ungrounding blast radius as any other exploding structure. Even though it doesn't give an actual increased knockback, as disc knockback doesn't exist anyway.
Against hold based players this huge blast is really overpowered in dismantaling a lot of setups. As it doesn't necessarily have to hit, as long it's close by. Attacking the player is enough to deal damage while also dismanteling attacks. And unlike any other structure, you can't use waterbending techniques to protect against the exploding disc as they are way too fragile and will explode on the lightest touch.
There are a lot of complains about disc spamming being a little bit too powerful and that creativity can't win again high pace. This is a very small change that actually helps fixing this issue, even if it only does this very slightly.
Things that become a tiny bit more easier, as an explode disc is currently everyone's first reaction seeing these things:
  • Multistructure puppetmasters
  • Battering rams (puppetmaster pushing uncontrolled structures)
  • Chambering (holding a structure while attacking with another, mainly used with charge)
  • Chargestone usage in general
  • Multilayered defenses like the wishbone opening (spawning 2 walls)
  • Rare pillar based fighting styles (as the ungrounding from the first explode disk weakens a pillar enough to get destroyed by a second disc)
Explode disc can still dismantel all these hold based attacks and weaken defenses, but need to be aimed more and can't dismantle multiple structures in a huge range. So you either need a bit more precision and even more pace, or mix up with other attacks making the fights more creative.