"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.