[video=youtube;6AyiBSEaDUI]http://www.youtube.com/watch?v=6AyiBSEaDUI[/video]
So epic.
I was chuckling out loud over this. Giants make slow rangers. Why did devcat have to throw a cooldown on throwing attack. Do they hate Giants that much?
I was chuckling out loud over this. Giants make slow rangers. Why did devcat have to throw a cooldown on throwing attack. Do they hate Giants that much?
Runnable, non-aimable 900~990% damage with 1% failure rate every 7 seconds is hate?
Stomp-lock with Throw Attack every 7 seconds is a sustainable "Ranged-only" combo for Giants, albeit SP-costly.
Runnable, non-aimable 900~990% damage with 1% failure rate every 7 seconds is hate?
Stomp-lock with Throw Attack every 7 seconds is a sustainable "Ranged-only" combo for Giants, albeit SP-costly.
I actually saw in altal master in my server yesterday...
In case you do not know, Stomp locking is impossible against fast enemies. Not to mention the heavy stamina consumption with low damage. Why should giants spend 4x more stamina and do less damage?
7 seconds is still long. Look at a scenario with a bunch of monsters without Natural Shield but they have Heavy Stander, you kill one with the javelin but then you have to wait for the cooldown to kill another while Humans and Elves just rampage through with .3 load time and AR.
So why have Stomp in the first place? Ignoring the master title and the Strength stats. Just because... Giants actually need a race-specific skill?
It's branded as a Melee skill, but has some Ranged properties. It does not matter if it costs 4x more Stamina and does less damage; the fact that it's still usable while Throw Attack is in cooldown is enough to tell you that.
What offense skills can a Giant use while having an Atlatl equipped while Throw Attack is under cooldown? Windmill? If you're using Windmill, then why bothering with an Atlatl?
If you're waiting for the cooldown to end and nothing else... then there's another problem.
Anyway, I'm on the fence about that now that Throw Attack is down to 7 second cool down. The main reason being, no matter what race, Melee action =/= Ranged action. An Elf has Smash, while a Giant doesn't have much in equivalency to that in Ranged, but that does not mean Melee =/= Ranged.
The point I'm trying to make is that Giants can't do jack s#1t to enemies that can be easily dispatched by ranged attacks (i.e. they have Heavy Stander but no Natural Shield making ranged attacks much more efficient, which Elves and Humans have but Giants do not)
Yes Stomp ignores Heavy Stander and acts as a "Ranged" attack, but it's not meant for real damage like human Ranged Attack. Its purpose is to "temporarily immobilize an enemy". I use it as a form of Rock Throwing, if an enemy is deadlied, I quickly use Stomp to finish it off. Also it's a great supplement with knuckles:
[video=youtube;yfbfflcRzD0]http://www.youtube.com/watch?v=yfbfflcRzD0[/video]
I know that it's still usable while Throw Attack is in cooldown, but look at how fast and efficient Humans and Elves dispatch enemies with their ranged ranged attack:
[video=youtube;affYQEEQ_6E]http://www.youtube.com/watch?v=affYQEEQ_6E[/video]
In my opinion, this is broken.
[video=youtube;14D6F2BOyxQ]http://www.youtube.com/watch?v=14D6F2BOyxQ[/video]
You tell me if Stomp and Throwing Attack alone can kill a Hardmode Cyclops
And as for Windmill then I ask, why do archers use Windmill?
My point to the cooldown is that it makes Throwing Attack pointless. It's suppose to be efficient and capable of dispatching an enemy without it smacking you within 7 seconds.
My whole argument, Throwing Attack is friggen useless with a damn cooldown. Either get rid of the cooldown and maybe lower the damage, or just make it as stronger than a Fireball.