u/ForeignAdvantage5931

▲ 30 r/BlackOps7Zombies+1 crossposts

It's a great wonder weapon...until it isn't. After round 51-61, it's actually just awful. Compare it to the Necrofluid Gauntlet that has almost infinite ammo, has a special melee attack, can heal AND overheal you, can pick up loot, can kill hordes of zombies (all of this being post round 55), the Jotunn Star just lacks in so many departments there. Why not make it so that when you swing it fully charged, it burns enemies with its wraith fire over time? Why isn't the whip attack combo consistent when actually hitting zombies, it just doesnt work sometimes, despite stating that it happens every 3rd/4th attack. Lastly, there is a bug that completely slows down the animation for whatever reason at times.

Even the Sundergat, despite having a long charge mechanic, can kill at least 10-15 zombies per shot.

Why does this WW fall off WAY earlier than any of the others? Either reduce the damage falloff of the melee swing, or of the projectiles.

It being a melee-slot weapon shouldn't account for the undeniably bad damage falloff. It goes from being a 8.5/10 to a 4/10 in a matter of a few rounds. Citadelle swords also had issues, but they got buffed a season later, and at least then, we had 4 of them.

Please, Treyarch, the Jotunn Star is a ton of fun, just keep it fun for a little longer!

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u/ForeignAdvantage5931 — 11 days ago