I think you’re looking for the suppression mechanic.
As an avid hammer user I don’t find this too bad or tedious and I find the high stagger and knockback/knockdown to be quite handy. I would be satisfied with adjusting the hammer charged attack mechanics first and foremost.
I have had the opportunity to try out this technique in earnest today. It backs up my proposed solution which I proposed in a previous thread also linked above.
But I am going to actually propose something extremely radical, a departure from the current norm of Power Weapons in general. Give the Thunder Hammer an on-off switch.
The new Thunder Hammer design is as follows:
- Eliminate Self Recoil on the charged hammer attack EXCEPT when hitting a monstrosity
- The weapon’s charged mode can be toggled on or off and lasts infinitely
- Charged attack damage is single target, first enemy hit as it is currently
- Enemies who are killed by a charged heavy gib in the direction momentum of the swing
- Enemies within 1 or 2 meters (very close) of an enemy killed in this way flinch (this will not be a powerful enough effect to suppress incoming attacks, its more for feel than utility)
Justification:
Charging the hammer over and over is tedious busywork. Unlike other powered weapons the Thunder Hammer, when charged, fundamentally changes weapon behavior entirely. You are sacrificing ALL cleave damage and cleave stagger for single target. This is already sufficiently punishing to the player to be running around in charged mode as it is. It has absolutely no value against hordes in this state and is a poor weapon against hordes in uncharged mode, only benefiting from its high stagger and single target KO on heavy swings. HOWEVER eliminating all recoil and charging animations from the hammer against monstrosities would result in them becoming incredibly easy meat for the Zealot. Thus ruining the fun for everyone. Adding the recoil against monstrosities actually enhances the fun by creating an additional layer of skill ceiling when fighting these most dangerous foes. Furthermore this keeps the character of the weapon without treading on the territory of either the Eviscerator or the Crusher.