We all know the hammers are laughably bad compared to some other melee weapons. My suggestions to improve them would be -
TL;DR -
1. Gain strength based on bonus attack speed
2. Sweeping heavy attacks to the legs force human sized enemies to fall over, empowered attacks to the legs from behind cause ogryns and bosses to fall over. Fallen enemies are more vulnerable to overhead attacks
3. Buff damage against carapace to compensate for recent buffs
4. Empowered attacks break Captain shields quicker, similar to the twins shields
5. QoL : Crucis empowered light attack is a sweeping strike, Ironhelm does more damage against carapace.
First suggestion - Attack speed grants extra strength.
This should honestly apply to all blunt weapon types. Unlike edged weapons, a lot of the effectiveness of a blunt weapon comes from the momentum, makes sense to have quicker swings hurt, stagger and cleave more. A percentage of the attack speed buffs being granted as weapon strength, a higher percentage for slower heavier weapons
like the hammers.
As an example - Running Faithful frenzy and Maniac at full stack grants 40% attack speed. at 80% effectiveness itâll grant the hammers (40x0.8) 32% strength. Not as good as thrust IV but applies to all attacks.
Currently attack speed doesnât really help the hammers, as they are still very slow and their special attacks do not get any speed bonus either, this would be a good reason to want the extra attack speed.
2nd suggestion is - Leg sweeps.
Darktide has a surprisingly detailed hitbox system, that is really under utilised in my opinion. The legs and thighs are modeled as different hitboxes that have their own armour and damage reduction, however that is about it. I think it would be cool if attacking the limbs would grant some boons in exchange for the lower damage. Currently no weapons gain any benefit by not aiming for the head as far as I am aware. So would make for a unique interaction with the hammers.
How it will work is sweeping heavy attacks from the hammers to the legs would make all human sized enemies fall over, and enemies not on their feet will take significantly more damage from strikedown attacks.
As an example - A cultist rager with 2000 health. A hammer dealing 600 dmg per light attack to the head will need 4 swings. But a heavy attack to the leg drops the rager to the ground and now takes 3 times the damage from the light attack to the head for 1800 dmg and dies in 2 swings. A unique way to deal with a group of ragers, you slide and heavy attack to drop them all and try to hit them in the head before they get back up.
This could also work for larger than human enemies with the special attacks. For ogryns, an empowered attack to the legs from behind would topple them, and for bosses it will drop them to their knees so they will recover quicker, But you will do more damage to them while they are in this state, maybe 1.5x instead of 3 for larger enemies. Since we arenât allowed to 1 shot bosses as easily, maybe atleast we can have flashy looking kills on them. Obviously wouldnât work on the daemonhost or beast of nurgle but they are quite squishy as is.
Damaging limbs should honestly have more interactions with all weapons, other than just doing less damage. Maybe shooting the legs slows enemies down while hitting the arms reduces their attack speed or damage or stops certain attacks temporarily.
3rd Suggestion - Armour penetration.
The hammer boss damage was severely nerfed and in exchange we could 1 shot crushers easier. Except they got buffed and now you canât unless you pick carapace damage and gain many stacks of bonus damage first. The hammer doesnât kill bosses nor crushers anymore.
The hammers werenât really making light work of crushers pre buff, they were not weapons that needed a tougher fight. You took significant risk trying to 1 shot a crusher in a group of them, locking yourself out of dodging at the wrong moment guaranteed instant death.
Solution is simple, buff damage against carapace.
4th Suggestion - Captain Shields take damage from empowered attacks
It currently takes both hammer marks 17 strikes to break the captain shields, regardless of attack type or weapon damage. It takes the dueling swords 15 heavy attacks. Which are significantly faster. The hammers are terribly slow and needing 17 hits to break the shield takes forever.
Simply letting the charged attacks deal more damage like they do with the karnak twins shields solves this issue. Hammers are the boss breaking weapon, makes sense for them to be able to crack the boss shields easier.
Chain weapons and shock mauls already do massive damage with their special attacks to shields. It wouldnât be very taboo for the highest melee weapon to also break shields quicker
This problem applies to all slow weapons, not just the hammers, and in turn makes these weapons a lot less viable in Havoc and recent expedition missions.
5th Suggestion - QoL changes for the marks
The Ironhelm is currently just a worse hammer. Being worse of the 2 terrible weapons is quite rough. It does not gain much for itâs lack of damage currently.
It looks spiky so maybe the ironhelm could in exchange have higher armour penetration than the crucis against carapace, to compliment itâs agility.
The Crucis since the major changes has had an empowered overhead strike for both itâs light attack and itâs heavy attack. In the middle of a fight it gets a bit confusing when you canât tell if you hit the crusher with a heavy strike or a light one, and donât know which 1 to follow it up with.
would be quite nice if the light empowered attack was instead a sweeping strike. Would also make it easier to perform the 2nd suggestion on ogryns and bosses.
Final words - Obviously the numbers used for examples are placeholders to help showcase the concepts, playtesting would be required to check for break points and balancing. But most of these changes would be simple enough to implement, I think.
Almost every enemy already has animations for being knocked over. And I do think it would look cool executing a plague ogryn on itâs knees.
Doubt these changes would make the hammers the new meta weapons. Nor do I think all of these changes need to be implemented simultaneously, but they will surely feel a little more interesting and fun to use.
Thank you if you read through all of that ![]()