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Hand of the Giant, Unfairly over powered.
#21
I favor the thought of making its knockdown effect a UL% chance to happen on a critical hit, since that's the main issue with it from what I've seen.

I, personally, don't see much reason to change anything else. Besides maybe the knockback distance.
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#22
"Spoops" Wrote:And I'd argue you can do nearly the same thing with goods bands + fire/ice/geo/wind jewel, if not more if you're including bands of the chimera, the only difference here is that hands of the giant disallows two-hand but has really good effects as a result.
The difference between Chimera Bands and HotG is that Chimera Bands spread those out over all of your stats, not just in a singular offensive one it even scales on, itself. An over-reliance on bonus stats isn't healthy for the PvP-aspects of the game, either. It rewards min-maxers, which was one of the largest complaints against the old system. This is just a different way to abuse the stat system.

"Raigen.Convict" Wrote:My two cents is simply give it a 24% chance on crit to KD like everyone said and make the 12 str scale on U.L./2. A 10* regaurdless of how many have it should be good or we're just repeating the mistake Gearbox made with a lot of the weapons in the Borderlands series.
HotG already gives bonus strength equal to UL/2, which is the whole point of the argument.


Overall I see several ways to rework the weapon. One or more can be picked between:
-Remove the bonus strength, or lower it significantly. This is the one I personally want.
-Remove a chunk of scaling from it, making it sub-par outside of specific gimmicks. I'd remove the defense scaling entirely.
-Make all basic attacks cost an additional momentum, like the Gigantys does.
-Make the effects, as others have suggested; UL chance to knock down on a crit. And make the knock-back effect incompatible with other knock-backs like Geldoren and Repel.
-Or make some other actual downside to using the weapon.
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#23
I don't see much reason to gut the weapon. I could see the knockdown effect being UL% chance based if it's too easy to stack critical so that isn't as overbearing.
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#24
I'm okay with some changes to the knockdown/knockback effects, but I'm not agreeing with removing or decreasing the STR it gives.
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#25
I use HotG myself and even I admit it's pretty over-powered even for a 10*, but there's a lot of items that give free stats and the knockback/knockdown can be achieved by a lot of other stuff as well as being heavily counterable.

I do agree with having the knockdown nerfed to a UL% chance on crit, and maybe having the knockback scaled down a little. But honestly, the STR is fine as it is. It's still not the strongest 10* out there, and it also has to be built for to use efficiently, not something that compliments a build like other 10*s might. I had to buy a fruit to redo my DEF when I got my HotG and even then, it has less SWA than if I were using say a rebelling brawler's with fireblood mats on it (Which by the way, is a 1*)
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#26
It already scales half UL, we're aiming for quarter. It's quartered in the off-hand.
Please don't lynch me, I'm too young!
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#27
I agree with Fern.
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#28
I'd much prefer the knockdown on crit changed to be Flatfoot lvl= 1/2 UL on crit, as even the chance of KD is very rough, but I am open either way.
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#29
"Spoops" Wrote:I'd much prefer the knockdown on crit changed to be Flatfoot lvl= 1/2 UL on crit, as even the chance of KD is very rough, but I am open either way.
That's not a bad idea, in my opinion. I could go with this, considering 24% is a very low chance.
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#30
I don't really know how I feel about something that can be tied with Geldoren + Rampaging also having an on-crit chance to reduce your evasion ontop of defense shredding...

However, it's better than KD fucking someone.
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