I don’t see how explaining that the crusis charged light has some utility (which you claim it doesn’t) and arguing for e.g. an overhead charged heavy in a pre-ironhelm setting are contradictory or mutually exclusive. Sorry, but I’m just not following you here.
Maybe I’m not doing the best I can to explain this. We’ll take it from the top.
Once upon a time, there was a world in which the ironhelm did not exist. Back then, the community - myself included - argued for some sort of solution to the problem of wasting too many charged hits on irrelevant targets. Fatshark’s response was to give us the ironhelm, a hammer with a cleaving effect that in return had a harder time reaching breakpoints and a (IMHO) worse move set. It’s not my cup of tea, but it’s nice for the people who like it, so I thought the matter was probably settled, at least as far as Fatshark was concerned.
Fast forward to patch 13, a patch where you hardly have to sneeze at a crusher to kill it because everything’s been buffed through the roof, and your thread arrives asking for a buff to the crusis hammer. I think that’s a bad idea because killing elites is quite frankly already easy as pie and doesn’t need to be any easier. Crusis has a more powerful charged attack than ironhelm, and if patch 13 is to be the standard for how easy it is to kill elites, then I think it’s fair to keep the crusis as is. In a world like that, we don’t need more powerful tools for killing elites (and that’s not even touching the topic of horde clear, where hammers also received significant buffs).
The good news is that concern has now been somewhat alleviated by patch 14. It’s at least something that fatshark agrees that elites shouldn’t just fall over the second you look at them. Anyway, that brings us to the part about our different view on the whole crusis vs ironhelm situation:
You see the ironhelm as being the straight up better choice. I think it’s probably crusis (though not by a particularly wide margin). You think that the crusis hammer needs a cleaving charged attack just to catch up to the ironhelm. I think that if you give the crusis hammer the cleaving attack that the ironhelm has, the ironhelm will fall out of favor to the point of hardly being used.
But since we probably can’t agree on that, then we should at least be able to agree that the crusis hammer has a more powerful charged attack. That’s fairly indisputable. This means that if you give the crusis a cleaving charged heavy, you’re moving the needle for what thunder hammers can do. It’s a buff, straight up. Do you honestly think that no one will subsequently ask for ironhelm buffs to get it up to par with the crusis? If not, why? Moving one piece moves another.
One last thing: Breakpoints matter more than you think they do. You say it’s only a matter of getting them, and once you’re there, the ironhelm is simply better. That’s leaving aside concerns about an RNG crafting system that we could also get into, but let’s just skip that whole debacle for the time being. Instead, to test your claim under the newly released patch 14, here’s the hammer I’d like to put in an order for. Craft me an ironhelm that can:
- One-hit a dreg rager
- One-hit a scab rager
- Two-hit a crusher
With non-weak spot, non-crit hits from a cold start with T4 thrust. And no, you can’t use your ult.
I ask because that’s the crusis hammer I’m currently trying to make, and it turns out it’s not that easy. I’m not even sure it’s possible (the best one I’ve managed so far falls just a bit short on the scab rager with only a few percentage points left missing on the relevant stats and perks). And if I’m having problems crafting a crusis that can do those things, you’re gonna have a hell of a time creating an ironhelm that can.
And before you ask, the pre-patch 13 version of that wishlist would have been 1-hit a mutant and 2-hit a crusher. This was actually possible to get, albeit difficult.
Anyway, in closing, none of this means that I am principally opposed to a crusis hammer that has some sort of mechanism for getting its charged heavys past the occasionally annoying poxwalker. If you can do it in a way that keeps the ironhelm relevant without essentially buffing it through the roof and also keep the overall power level of thunder hammers relatively stable, then in principle I’m for it. If you, say, grafted the heavy move set from a MK IX heavy sword onto a thunder hammer, I’d be over the moon. Oh, and since we’re just theorycrafting here, whichever solution you prefer, I’d appreciate if it was one that doesn’t prevent charged attacks from working reliably with Until Death/Holy Revenant. It’s less of a problem than it used to be, but it’s still one of my pet peeves about the ironhelm.