It makes no sense when taken in context of the rest of the game. Creatures much, much stronger than some giant trash in a level 17 wilderness area can't move my character an inch.
It in no way makes the content more difficult. It only serves to make the content more annoying and less immersive. As such, it should be removed.
What is even more irritating is after they knock you back the move up and then rubberband back to original spot with full strength.
1. Thief Acrobat II PRE only claims immunity. Doesn't actually give immunity to all effects (Titan knockdown being one of them). Anyone confirm if it helps with Giant's knockback?
2. Some effects are Balance checks, some are STR/DEX/Reflex checks. The Titan's knockdown in The Twilight Forge is a DC 35 Balance check to not be sent flying.
Author of Info Blue UI Skin (Really wish Turbine would update the skinning interface and enable all the new UI parts.)
If you don't have an SSD, you should be using DDOPreload (fixes the slow first login issue)
Best thing to do in the valley is to fight them off of the bridges. At least that way you won't get knocked off the cliffs and down. Besides that I'd recommend some type of ranged attack.
... a soldier,
Full of strange oaths, and bearded like the pard,
Jealous in honor, sudden and quick in quarrel,
Seeking the bubble reputation,
Even in the dragon's mouth.
Khyber: Runforr 13/6/1 Rog/Ftr/Mnk, Bakup 3/3/1 Mnk/Pal/Rog (TR Pal), Faylah 14 Mnk (TR Mnk), Janthyra 12/7/1 Brb/Rog/Ftr, Ainbthech 20 Sor, Fliethas 18/2 Fvs/Mnk, Unfilled 12/6/2 Mnk/Rgr/Ftr, Arcanemark 10 Wiz "Don't eat us dragon! We're like you, but smaller. And fly worse." - Kobold Crewman on the Heart of Wind
Prey on the hunter= RuuuUUUUUUNNNN!!1!!1!!!!111!!!
A rogue is basically, "Look at me or die."
Which is why I was fighting them on the bridges in the first place.
First giant you meet as you run from the entrance and down the valley stands on top of a vertical rock. My ranger quickly multishots it, my bard just runs past. He has no good ranged DPS, and the giant will not follow. Then path goes up past Aussircaex's cave and to a shrine. There is a giant before the shrine and one just past it. Those are not the problem; you fight them well away from the bridge. I do not remember if any giants actually spawn ON the first bridge, but if yes they are not a problem either, as they can be pulled to broad ground.
The problem are two giants who stand near the second bridge; they also have a winter wolf with them. They usually notice me as I had just crossed bridge 1, and head toward me. Along a narrow ledge. I can fight them on that ledge, or on bridge 1. Both choices are awful. If I run back to broad ground, they rubberband, effort wasted. These two are what I complained about in OP.
As I was writing, I realized a possible solution. Go into sneak mode (or run really fast in Shadow Walk), approach these giants, them move a bit up the path which leads to Risia Portal. Giants should follow me, and fighting them on that path should not be that bad.
"Beauty is in the eye of the beholder."
"Of course it is. Are YOU going to question beholder's artistic sense?"
I've always thought that a reflex evasion save following an unsuccessful attack on their part should negate the knockback. You know, they swing and miss, and you move yourself right under the bludgeon that didn't bludgeon you.
Archangels
Pwesiela - Completionist Arcane Archer; Pia - Silver Flame Assassin; Aes - of the Blue Ajah; Insene - Deathpriest; Enaila - Aiel Bodyguard; Uduk - Dwarven Meatwall; Vitalien -Warder