Hammer of the Gods Glory

"Hammer of the Gods no longer has a Cooldown, but now requires 20 Glory to use. Glory is a resource that gets built up by Heavy Stunning enemies. The amount of Glory gained is based on the Stunned monster's Power. Quality is now +0-0.4 to impact Radius (previously 1% increased cooldown recovery rate)."

Please remove this, bosses have an extremely high stun threshold(no adds too) and you wont be able to use this skill during boss fights
Last bumped on Apr 10, 2025, 5:57:15 PM
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(no adds too)


Why not make every boss fight have some adds?
Bartender, your finest ale please.
I guess the idea is to build up charges on trash to unleash them when you really need them. Just that there is no trash in bossfights. You have your chance the first try, but when you wipe, your most powerful tool becomes unavailable.

Vaal skills had a workaround that granted them charges on dealing damage to bosses, making them available after a few percentages of the HP-bar. Tying this to the stun meter is a bad decision.

Fun fact: the first time I thought about the new activation requirements, I thought it was tied to Valour, since to me Glory thematically sounds the same. I woudn't mind it actually being tied to the same "resource" as banners do - which automatically charge up on kills plus when being close to a Boss. This also incentivises close combat gameplay.

Please merge these 2 rescources. And don't band-aid it with introducing a Unique item that somewhow generates Valour outside of heavy stuns - sorry ofc Glory is what I meant... :D
Last edited by Gussl#7418 on Apr 7, 2025, 2:45:34 AM
The problem isn't in boss fights; their power is such that you basically charge up HotG every time you heavy stun them (so far--I just got it and haven't used it on many bosses). The problem is in the other times when you would want to use it: against rares with ranged attacks and area denial abilities, to set up a delayed nuke to clear out a little space at the beginning of a ritual or early in a breach, etc. Those were some of the best uses of this skill, and now they're somewhere between unlikely and impossible.

I don't know what the perceived problem with this skill is, but if it was too powerful, just make it less powerful. This change just makes it strictly *less useful*, and that's no fun. I don't know what the devs saw that I didn't, but this skill had a pretty long cooldown already, so I can't imagine people were spamming it. Now, it's just a combo finisher but worse. If it were just a 10 combo skill, it would be annoying, but I could still set up more situations where I could use it.

The short of it is that having a skill that you can only rarely use feels worse than having a skill that is less powerful.
As a warrior main I agree that glory makes HOTG simply meaningless skill in certain fights. HOTG cast time already makes it meaningless in 80% of cases, but is fun vs bosses.

The old system was "free damage" every 20 seconds, sure, but it was fun.

Why not make HOTG cast off rage instead ? Like some ultimate skill that requires like 20 or 30 rage.
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Hoo there wanderer...
Last edited by Henide#3803 on Apr 10, 2025, 7:40:36 AM
You must not have a build for it then you stun bosses constantly.

Much more fair this version. I still refuse to use it as it does way too much damage in my opinion.
Mash the clean
Spear of Solaris has same mechanic. Even with ranged attacks I build up stun bar relatively easily during boss fights. Also I have skill often available while clearing packs.

I started with phys + bleed and I was stunning bosses 4-5 times during the fight, even act bosses. Bosses on maps are even easier, only few bosses have high stun threshold, but they also get stunned for longer. Stunned so many times not because the fight took long, but because it was so easy to build-up stun. You are clearly not utilizing stun build up.
Agreed, bring back CD even if you bump it up a bunch. My .1 character was a HotG Chronomancer so it'd be nice if they made it playable again.
Its good. You can easily stun most bosses so hammer of the gods now requires you to have stun investment for it to be a bossing skill. That is good, because before it was a no-investment no brainer ult every warrior had to bring.

The only thing they should do is make glory build when allies stun things as well for multiplayer.
It's the same with Spear of Solaris...I used it and missed at the start of the fight ..didn't eat another chance the entire boss fight.

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