Thunder hammer rework when?

Do the devs plan on re balancing this thing with the itemization update?

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I sure hope so. Add the (spearhead)bolter to the list as well. I love using both just because of how iconic they are but my god do they feel bad to use sometimesā€¦

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Honestly i think they are ā€œmostlyā€ okey, if iā€™ll change something for them it would be the damage against elites, itā€™s so bad that a kitchen knife can kill group of crushers, maulers and ragers faster than the epitome of galactic bonks, and knifes arenā€™t so behind on boss damage compared to hammer anyway, and with a mobility/survivability far greater than hammer.

So if iā€™ll change/fix something of thunderhammers it would be:

  1. Buff damage against elites, enough to one-shot crushers, maulers and ragers (or at least to one-shot them with less buffs, perks n blessings, than now we need).
  2. Give a stagger AOE when hitting with special attack (enough to stop nearby elites for a split second).
  3. Fix no regs/ghost hitts
  4. Be able to cancel the charge animation of the hammer so now you can block/push dogs from pouncing you.

Im a big fan of the THUNDERHAMMERS, it is my favorite weapon in the game and one weapon that iā€™ve dedicated hundreds of hours to master so i think i know what im talking about. No weapon have to be perfect at everything so im fine that the hammers arenā€™t top horde clear weapons (not that they underperform anyway), but for that i like the diff/skill gap they have.

Now days i mostly use the Ironhelm, i know that it have like -30% damage output compared to the Crucis and that the attack pattern can be a little rough to the ones not used to it, but just for his special cleave on charge attack it makes it worthy it.

The build i generally use: Massive Bonks - Build for Darktide - Darktide WH40k.

Shoudfield is a solid option too, but i donā€™t like that i let to fight my teammates on their own while im safe, and FOTF gives you massive versatility has a frontliner.

PD: Basically i donā€™t think the hammers need a rework just a few minor tweks.

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Adding this to the Book to showcase more evidence of thunder hammer having a buff desired.

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Iā€™m glad Iā€™m not the only one noticing this. Really bad when you charge the hammer, spend a few seconds activating thrust, charge, swing, hit doesnt register, try to hit again once youā€™ve restacked thrust, and the hammer is now unactivated and you do 300 damage. Its been like 10 seconds of you in combat trying to turn your hammer on and off and dodging and stacking thrust.

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Powered attack should not recoil off unarmoured/low mass targets and must just send them flying. It is extremely annoying when your fully charged attack goes off a random poxwalker who pulled ā€œmister president get downā€ in front of a Mauler or Crusher.

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You should try Ironhelm if you are having trouble with that.

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This ā€œfeatureā€ should have not been a thing in the first place.

I didnā€™t understand, you mean that the Ironhelm special cleave shouldnā€™t be a thing?, or that this ā€œfeatureā€ should be for both hammers?, if you mean the second thing i donā€™t think that this should be the solution, if both hammers can cleave until the dessire target why someone would use the Ironhelm?.

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All hammers should cleave when powered and current Ironheim is just a band-aid solution. There are plenty of other ways to make weapons unique.

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Bolter is in a completely fine and usable state. I donā€™t understand people who say it isnā€™t, or who say itā€™s just as bad as the Thunder Hammer (the T Hammer is way, way worse).

Biggest 2 things it needs are to ignore limbs and to fix the recoil jank it has and itā€™ll be fine. Maybe some more body shot damage on flak and unarmored.

It doesnā€™t nees it but it makes 0 sense that it has such low infested damage lol.

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Whatever the timeframe is for the thunder hammer rework, itā€™s not soon enough

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Give the special the shovel treatment. All of the new Shovels have a feature where the attack following the special is always a vertical overhead even if the attack is not part of the regular moveset. The Crucis should get that too.

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Moveset! Though if the Crucis cleaved (clove?) then the damage of each would need tweaking. Among other thingsā€¦

Chainaxe also got it I thinkā€¦?

If I could make one change to the TH it would be this, and call it a day. I honestly still love the thing, but this would be just brilliant :ok_hand:

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Idk, I love cleaving through things to hit things with the ironhelm. I like that I can get a vertical attack if I want it though. The Crucis should probably have all its activation attacks be vertical though.

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this is definitely near the top of my ā€˜please come back and do somethingā€™ list. ironhelm is pretty fun though.

mk5 duelling sword is also totally useless, non brunt basher clubs are useless, graia autogun still has a shorter crit chain than the agripina and the same damage as columnus, obscurus force sword is still bad, lawbringer does nothing, the middle recon lasgun, las pistol ammo use is horrible for 4/6 target weaknesses, ripper 6, Mk19 shovel, mk2 evis vs the new one, Mk12 chainaxe, krourk stubber, surge staff, bolt pistol recoil reset, braced autoguns being bloat content, shredder autopistolā€¦the list of bad stuff would be like its own content update if they ever got around to tossing them a bone.

3 Likes

I agree with everything but this. What do you mean by this? The Accatran Las Pistol is one of the best ranged weapons in the game, on all 3 human classes. Giving it more ammo economy would be insane.

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Pretty much. Crafting rework notwithstanding, the thing this game needs the most is probably a balance patch.

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whatā€™s the issue with the surge staff in your opinion? just asking because i really like the thing, as it hits instantly and often keeps them from fighting back.

as for the others, i agree that many weapon families have their step child that deserves to be brought to the same level.

I enjoy using surge staff, but it currently still has too much unreliable variance on damage due to the lightningā€™s random hit location (it ignores limbs but not the armour type on the part it hits), the damage is end-loaded (the last tick of damage deals ~60% of the charge attack with no ability to affect how fast it ticks) and they nerfed its charge attack range and amount of enemies it jumps when they introduced Smite (talent bugs notwithstanding). At least it doesnā€™t cause eye strain and headaches any more.