Why can’t you dodge during the special attack recoil ? How are you supposed to fight groups of carapace with this $hit ?
Why does the Crucis TH special not go through fodder ?
Why is the horde-clear so mediocre even with the best blessings?
Why are the lights so weak they can’t even one-headshot-kill the melee mooks with unarmoured heads and flak vests ?
THs are a relic of early design and got powercrept.
They simply don’t deliver the power that’s supposed to come with the drawbacks.
I do love using the Thammer, it feels awesome, but deffo underperforms on mid to heavy targets without making in the center of your build which idk how to do and Im too lazy to try.
I have seen people take half a health bar off monsters in one hit before but thats on Malice. Mine doesnt do that. I think Im using the Crucis which iirc is the harder hitting of the two. I will go check now.
Thrust, either Inexorable Judgement or Martyrdom boosts, and the big chunky Thrust IV, plus every melee damage buff you can stack.
Even then it’s not really worth it except on bosses.
I just want it to reliably one shot ragers and muties as they run past which it cant do even on Malice.
But thank you, I will maybe (maybe) look in to crafting… ugh… getting a sanctioned Techpriest to fiddle with it.
Uh…yeah, you probably need Thrust for that, because the damage scaling from that means mine one-shots muties (less reliably so ragers) on Damnation.
Ok Im giving it a try and it does perform much better which is a shame. For a weapon thats meant to mess up tanks, it shouldnt need specific attributes to reliably kill a man sized enemy on a charge, imo.
Otherwise, I generally love the feel and attack patterns of the crucis. I really didnt like the other one but I may try in future.
Vermintide 2 was full of weapons I hated until I got gud at the game. I tried Dual Daggers on Shade and sucked real bad at them, whereas now I love them so very much!
I suspect there will be similarities in DT.
Tried the Crusher again and wow, it’s so good in comparison. Gotta push often to get the most out of Skullcrusher, but it’s night and day compared to the THammers.
In my opinion, the problem with the Thunder Hammer is, and has always been, the cleave damage distribution. It deals full damage to the first target, less than half for the second, and almost nothing for the rest. See the calculator for more details: Darktide Breakpoint Calculator
So you hit a bunch of targets and they fall to the ground, but almost all of them get back up again.
It should hit fewer targets, but whatever it hits should never get back up.
I disagree. That just makes all the weapons same-y. We’ve got the eviscerators, the heavy swords, and countless other weapons for crowd control.
The thunder hammer, by contrast, really needs to be good at killing one thing. It’s the plasma gun of melee weapons and considering the risks of melee and the self-stun it should be one-shotting basically everything not a boss when it comes to the special attack.
Bring a ranged weapon that complements it if you want horde clear.
Thunderhammer got indirectly nerfed by the elites getting more stagger resistance, you used to be able to throw them around from just the weakpoint stagger node in like all moves but Crusher overhead. I was amusing myself with a Skullcrusher/Headtaker build before they buffed them up.
But considering the Indignatus already does that whole shtick way more satisfyingly they just need proper damage. Look to the power shovels for more info, they don’t hit lag on hit and the empowered attack is actually a single target move that is easy to target with (elites are taller than horde).
You lost us when you made the plasma gun analogy .
Based on your statement, it seems to me we agree, not disagree.
We both want the Thunder Hammer to be a single-target elimination weapon and not a cleave crowd-control one.
I just wish so much of their damage wasn’t bound to their slow and annoying special charge. Like someone said above, if I hit a mook over the head with my giant, solid-metal scifi power hammer, I don’t want to see him get back up. That seems reasonable, doesn’t it?
A big part of the Thunder Hammers design imo will be Thrust. Thrust cannot and should not be integral to the preformance of the T Hammers, at least in the current design of the game (tons of elites and specialists spawning that you are required to kill). It should be a luxury to hit certain breakpoints without headshots and do more boss damage, not a base part of the weapon’s design.
Also you can’t thrust charge light attacks so I’m sure that’s another reason they feel anemic.
I still believe that Thunder Hammers should at least have some kind of increased effectiveness against Bulwarks. I don’t like groups of Crushers but at least you can try to fight them with the TH special attack. Bulwarks on the other hand can tank the special attack. They should either be staggered to the maximum and fall to the ground or they should die outright if it hits them (maybe with a damage penalty so you can scale it up to the breakpoint) or both. Hell, maybe this can be the one particular enemy that the TH can specialize in killing, unlike other melee weapons. This is not to say that it killing bosses is not a specialty but outside of Monstrous Specialists there isn’t much need for a TH. What if it could cleave Bulwarks in an AOE on a special attack hit and hit them all? One could argue the Bolter or the Plasma Gun could easily do this but I’m thinking only about melee weapons in writing this out.
In any case, that’s my feelings about TH. I enjoy using it but I agree completely it needs something more. It doesn’t have to be buffed to Plasma Gun tier to be good, it simply needs to be more flexible in combat IMHO.
In fairness this is more of a problem with bulwarks than with thunder hammers. In their current form, bulwarks were never meant to spawn in large groups. Once you get enough bulwarks together, their shields cover for each other and there’s never really an opening to attack. At that point, gameplay just stops, and you end up backtracking for miles until you can finally pull them apart. There is no counterplay, unless you happen to have one of the handful or so weapons in the game that can deal with it.
That being said, I think it would be perfectly fair for a charged TH heavy attack (on the shield) to knock down a bulwark. But if Fatshark wants to continue having them spawn in large numbers, then what we really need is a redesign of bulwarks.
Shock & awe (TH blessing) needs a rework…
Yes crusher is great… and with weapon customization mod you can skin the crusher as a TH and see a TH working like it should… or no
Crusher should be the real crowd dealer, TH should still remain a TH. But shock & awe should allow us to make the TH a crowd weapon, but less efficient than a crusher.
Problem of TH is that it is too much orientated single target. That’s, at least, my opinion.
Haven’t actually used hammers that much because I like utility, and hammers have too many drawbacks against multiple targets. I suppose if my movement was faster I’d be able to deal, but I don’t think I’m going to get 50% better at this point. Crushers don’t have enough interesting and fun blessings, but I still love them.
While I do think the weapon needs help/buff/tune downsides, on damnation it’s hella fun using both with thrust and marty. It’s great for 1 shooting packs of cara/elites, and of course muties. If a teammate triggers a demonhost you can kill it very quickly