Giant's Blood

Giant's Blood needs to be more punishing, using one handed weapon now makes no sense, maybe x4 to attribute requirement, and also some kind of bonus needs to be added for dual wielding
Last bumped on Jan 10, 2025, 1:25:09 PM
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Dellqq#3192 wrote:
Giant's Blood needs to be more punishing, using one handed weapon now makes no sense, maybe x4 to attribute requirement, and also some kind of bonus needs to be added for dual wielding


Being forced to strength stack and use armour as your defensive layer seems like plenty downside to me lmao.
I don't say this often but it needs to just be deleted.

I'm generally a fan the idea that you can balance almost ANYTHING with enough of a downside, but that keystone wrecks SO MUCH DESIGN SPAC#E. It makes FLails (when they get put in) an objectively incorrect weapon choice (and thus eliminates skills specific to flails) AND IT MAKES USING A 2 HANDED WEAPON with two hands A DUMB IDEA when you could get max block.

It literally just needs to be deleted or it needs to have the most severe game altering downside like "-10% less movement speed, Evasion and block; can't use movement skills or dodge roll"

Even then I'm pretty sure I would feel obliged to get it. In fact thinking about it that line would not even deter from always taking it.

Think about what Giants Blood actually means:

"you have double base damage and more flat life and can use a shield to max block"
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 9, 2025, 4:32:42 PM
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"you have double base damage and more flat life and can use a shield to max block"


Not to be that guy but it's actually only 40% more damage if you have a weapon of equal power.

Furthermore it's not even base damage +40%, both of your weapons hit separately (at the same time) with typically 30% less base damage each.

So any single instance ailment application (like poison, ignite, bleed) are weaker because the base damage applying them is less.

Any skill that has a Payoff mechanic consuming a debuff is weaker, because only the mainhand weapon benefits from it, so it's actually worse than just using 1.

The real broken part is being able to use a 2 handed weapon and a shield, that shits nuts.
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"you have double base damage and more flat life and can use a shield to max block"


Not to be that guy but it's actually only 40% more damage if you have a weapon of equal power.

Furthermore it's not even base damage +40%, both of your weapons hit separately (at the same time) with typically 30% less base damage each.

So any single instance ailment application (like poison, ignite, bleed) are weaker because the base damage applying them is less.

Any skill that has a Payoff mechanic consuming a debuff is weaker, because only the mainhand weapon benefits from it, so it's actually worse than just using 1.

The real broken part is being able to use a 2 handed weapon and a shield, that shits nuts.


Yeah I'm just talking off the cuff approximate one handed base damage versus typical 2h weapon base damage. Say a Expert Brigand mace 50-84 versus Greathammer 119-160. Not obviously a perfect comparison with speeds/crit and whatnot being different.

I think even 30% more by itself is strong for keystone let alone 40% more plus also an extra item slot, and/or block. And entire item of affixes can be added to the list of ways that this keystone is super obligatory and busted.

Also expect it to get worse when Axes and swords with their typically better attack speed 2h bases, and speed scaling skills and wider use cases get put in. Right now for example if you want to go crit the two handed maces might be a little discouraging without the base crit unique gloves.

But IMO for me at least the "cool" class fantasy of using a Warpick (and flails when they are put in) with a shield and going crit is pretty much completely obliterated by knowing my base damage will be so much worse. It doesn't help that there's almost no attack speed synergy for those faster ~give or take half dmg bases.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Jan 9, 2025, 5:03:26 PM
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I don't say this often but it needs to just be deleted.

I'm generally a fan the idea that you can balance almost ANYTHING with enough of a downside, but that keystone wrecks SO MUCH DESIGN SPAC#E. It makes FLails (when they get put in) an objectively incorrect weapon choice (and thus eliminates skills specific to flails) AND IT MAKES USING A 2 HANDED WEAPON with two hands A DUMB IDEA when you could get max block.

It literally just needs to be deleted or it needs to have the most severe game altering downside like "-10% less movement speed, Evasion and block; can't use movement skills or dodge roll"

Even then I'm pretty sure I would feel obliged to get it. In fact thinking about it that line would not even deter from always taking it.

Think about what Giants Blood actually means:

"you have double base damage and more flat life and can use a shield to max block"


agree with you, it needs to have more penalties attached to it or be deleted, i have seen no builds that uses one handed maces
If you want to use a shield you have to either use 1h mace early or you will have to spec almost entirely into strength.

I think there needs more upside. You need to count as wielding a 1 handed weapon as well with giants blood. So you have the option to get attack speed instead of reducing it on the tree.

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