The Hunter Exotic Calibans Hand makes the Aspect "Knock ´em down"´s last line of abilities not work anymore. Throwing Knife kills while radiant should return back melee energy. If you have the proximity knife equipped both parts of the knife (impact + explosion) return the melee energy on kill.
If you have Caliban´s Hand equipped this does not work anymore and you will loose your melee energy completely.
The other problem is that in the exotic perk description it says: "[...] ignites the target on direct hit", which it clearly does not. It only seems to apply scorch.
This makes this exotic way worse than Young Ahamkhara´s Spine and it´s a shame
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This is just added to the long list of hunters exotic comming broken or being so good they're nerfed to nothingness after a week. We pretty much all use year 1/2 exotics for a reason.
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Posting it here too because this thread is a bit more visible. As soon as I saw the "Changed text of.." in the patch notes, I knew it likely wasn't going to get fixed and would end up going the way of Oathkeepers. Which is quite sad because Hunters are on a terrible streak of getting underwhelming exotics or exotics that quickly get the nuclear option. On the plus side the team did fix it to where D-hit kills on bosses and majors now actually ignite. But on the down side: 1. It still doesn't cause ignite on things without crit spots. A D-hit on a shank will not cause an ignite. 2. The exotic still says it ignites on direct hits, not kills. 3. This change in intention sadly means that in high end content it's less effective at doing its gimmick than other combinations. Weighted knife causes ignite on anything that is scorched, allowing for a very similar loop. With incandescence, skyburners and the myriad other ways of applying scorch stacks.. that loop is extremely easy. Hell, with Athrys's Embrace you can significantly increase the damage on top of that to guarantee you're getting those refunds from kills. The exotic is still fun where it shines, but as enemy health raises it just feels like the effectiveness of your exotic slot plummets pretty harshly.
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Edited by Jinx: 6/7/2022 5:26:07 PMSo what I'm seeing here is that they changed the the wording of the perk without acknowledging that the weapon is still broken. I mean look at what warlocks can do with Winter's Guile or sun bracers. Sure it lets you spam explosions, if it works, but it usually doesn't. Where as warlocks can freaking flaming alchemist the entire map. Eh maybe they did fix it and just didn't comment on it, I don't have time to test it right now.
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Its really a shame though. The scorch and explosive damage from it is really good. I think this happens because the game thinks the explosion from Caliban's Hand counts as just that, normal explosive/scorch damage instead of melee.
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I use Ophidia for double knives or if I'm feeling in an invis mood, Assassin's Cowl with my exploding knife throws and finishers.
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Edited by Wilbow86: 6/5/2022 5:58:30 PMReally want these to work as described, the bugged version we have is fun when it works, but would love it to be consistent.
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yeah I have been having this problem too. I was playing around with it, it's not that the last line doesn't work, but it that it only works on "impact" kills and not the explosion if you have Caliban's Hand equipped. it is quite unfortunate and makes it hard to use compared to others please fix!
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It does still work but it's inconsistent as hell. I think you have to entirely kill the target with the throwing knife damage only, the explosion no longer plays any part in the math, if you kill them instantly with just the dagger, you get it back, but not with the proximity explosion. I'm not sure if this is "working as intended" or just a bug though. It's hard to know with Bungie.