I’d like to update my thoughts above and keep the conversation going. I know there are some differing opinions and I think that’s interesting. But I think we all agree that hammer’s do not feel good right now despite being kinda fun to use. After a fair number of hours using different Ironhelms that I rolled up (i think I built like 5 transcendent ones looking for something I liked) I have learned a lot about the hammer.
First of all I am finally using a hammer with Thrust instead of Momentum. I’m a less survivable but I can bonk things a bit better if I’m patient and get the timings right. I think I am missing the reliable breakpoint on muties by a bit since none of my Ironhelm hammers have 80% damage stats unlike my Crucius so I have to rev up Thrust to consistently kill them. Of the hammers I rolled I have three I reliably use. One that is bricked pending unlocks on Perks One that is even better than that one but is also bricked until Perks and Blessings are fully unlocked. (I can feel the zealous hate flow through me). The three Ironhammers I have available 2 are 20% flak and 25% maniacs. One has Thrust 2 and Slaughterer 3 and the other is Thrust 3 and Slaughterer 2. I prefer the former. I also have one with 15% unyielding and 25% maniacs, Thrust 3 and Slaughterer 3. I like this one the least.
Before I get into it I’m going to post a video of various hammer use cases and how things went. I know I misplayed against those two crushers, if I had used a dash there I would have taken no damage.
Here is my analysis:
First:
Losing out on the 20 or 25% (in the case of my crucius) flak damage really puts that breakpoint for shooters, stalkers and assault troops way out of reach. There are a lot of flak armored enemies that can take a lot of hammer hits until you get a fair few stacks of Rising Conviction or whatever else. It feels horrible. Plus I seem to struggle against flak ragers. So I had to go back to a hammer with Flak damage in order to not feel totally gimped against common enemies. That’s a decided demerit against the Hammer for not being able to reliably kill the first target of a generic flak mook on a heavy swing.
Second:
Thrust obviously has good value and helps increase the odds of reliably hitting a breakpoint on a 1HKO. But it also demands additional commitment. Now I’m having to charge the hammer, commit to a lengthy heavy attack windup, then commit to the self-stun effect after hitting my target. All for damage that just doesn’t feel that good against a lot of different targets.
Third:
I, still, do not find the self stun that punishing. Its not really different from using a force sword or chain sword. Except with both of those “latch” attacks you’re still able to move decently while the self stun here goes all the way to your feet. Its actually only about 1.25s long by the way. So maybe a way to make it feel better is to reduce the slow effect by about 50%. Might be enough to make you feel less exposed while waiting to get that block up. However using it by yourself without a team around to help beat things up is quite a bit harder. Still, its totally viable in a melee to use it.
Fourth:
Light attacks on the ironhelm feel awful. I liked them better on crucius (obivously for the damage). But otherwise it feels like the same hammer. The swing pattern took getting used to but is basically the same weapon, in some ways its more fun because I have more to do in managing what heavy swings I want. There’s some utility in using powered attacks on lighter enemies. Still playing with that.
Fifth:
The cleave on the Ironhelm definitely solved the GET DOWN MISTER PRESIDENT problem. But it has its own quirks that I don’t love. Still think its fundamentally a better hammer, however.
Final Thoughts:
I think I’m basically right here. I don’t think the 1-1 exploit was necessary to make the hammer viable. But I do think the risks of using it are way too high for what you get out of it compared to other weapons like it (diemos anyone?). For a giant two handed weapon that swings slow it hits pretty weakly. Antax has the same basic damage stats and swings far faster. Why not let the hammer be big, slow, and kinda hard to use, but give it appreciable first target damage? Let me hit those damage breakpoints on shooters without 4 different buffs in play. Let me actually power kill muties reliably without an 80% roll with 25% maniac damage and +an ogryn around and +a stack or two of rising conviction. Etc. Can’t we tighten up the constellation of requirements just a bit?
Sorry, getting long winded here.
Summary
- More base damage on heavy swings (first target)
- More base damage on light swings (first target)
- More base damage on powered swings (first target)
that’s what is needed.
GOOD DAY.