I am very much enjoying my Power Pal Paul’s new prowess, but officah always calls me a dunce and says that I have fingers like a chunky chip. Would it be possible to make it so when you press the new Power Maul Special button, if you re-activate it before hitting anything, you turn it off without putting it on the 12 second cooldown? Right now if I fat-finger the button I either use the charge on chaff, or use it not at all and lose it.
Alternatively, maybe extending the time it stays on before turning off may compensate as well by letting me find a target when I get a bit too over-excited.
EDIT: As it turns out, the trait of Power Weapons where the powered-up state gets lost when you get staggered, knocked back or otherwise stunned. With normal Power Weapons that is no concern, since you can re-activate it. With the Power Maul, however, it goes on the 12 second cooldown.
I think if the power maul doesn’t hit anything during the activation time or you are stunned out of it the cool down should reset. Also now that there is a cooldown there is really no need for the slowdown anymore.
Another thing that I noticed is that the new heavy strikedown is accessible only if you charge the heavy attack immediately after pressing the button. If you wait a bit you go to the normal relentless heavy attack, I wonder if this is by design.
Far as I can tell, the heavy strikedown thing is by design. It can still be accessed by doing push into heavy, or the two strikedown lights into a heavy. Due to that, you can still empower any type of attack (vanguard, relentless, or strikedown) depending on what you want to achieve with it.
I think the 12 second cool down is kinda insane for the DMG output. Very underwhelming.
I’m not wasting a blessing slot on an activation only blessing that only targets armour and can only be used once every 12 seconds. Takes 2 charged hits to kill a crusher and light attack can kill a crusher in half that time.
If there was a blessing for monstrosities on activation then might be worth it as a boss killer but imo the activation is very lacklustre and fiddly.
Are you guys actually finding it useful in higher difficulties?
I really wanted to like it but damn it’s like a weak thammer with 12 long seconds. The light spam feels better now but I hate light spam with ogryn.
It’s too early for me to really make any well-founded observations yet on the numbers balance. I ran it fairly successfully in Havoc 30 for a few games, and I feel Paul gives a lot of area control with its various attack options. The charge feels more like a concussion grenade you can toss out every 12 seconds to keep armoured hordes under control while your team stabilises, and the variety in vanguard, relentless, light strikedown and heavy strikedown attacks make it feel like a very versatile weapon - if a bit overwhelming.
I have been playing Paul most of my available time for gaming today which is was my free day from job.
I’m still conflicted if I prefer it compared to the old version. The new special attack is fun and powerful but 12s cooldown feels like an eternity, the fact that the cooldown applies even to instances where you don’t actually use the attack makes it even worse. There is still that damn slowdown for the activation that at this point should definitely be removed.
I like it as a space clearer and it staggers pretty much everything (including a Spawn grab). I would recommend not using it for damage at all and thinking of it as a setup for follow up lights or heavies.
It’s so slow to activate that it can be a death sentence doing it in a H40 moshpit though. Need to have some dodges ready to cover the time of the activation
The attack is strong enough, but often, when I activate it, the target I was intending to use it on it’s already dead killed by a teammate. I think reduce it’s cooldown do 10s, make the activation smooth like the other power weapons and see how it goes. (And don’t have the charge wasted if you get stunned for the emperor sake)