correct, i haven’t used hammers in ages due to them being clunky (and bolters to some degree). i can’t stand clunky weapons. i hope this update improves their general usability.
Hi, thx for the preview patch, i will not say the patch is good until i play it but at least i’m hype for it ^^
the thunder hammers finally get the change it deserve, the humongous dmg it could do to monstrosity was not healthy for the game and to compensate that he was clunky to use which was weird compared to other weapon.
all the buff you do on it make sense in my opinion there is just the dmg buff on non activated who are not needed in my opinion and would do too much of buff in one time, if it needed(i don’t think it will) buff it 2 patch after, to have some feedback on it before doing too much in one time, buffing is good, nerfing is good too but all in good proportion and sometime with compensation to balance in a good way
good buff to reward good play:
bad/not needed buff for now:
Hahah have a like for our shared love of Hickok45.
Here to support this post, as a Zealot with near 100% playtime using thunder hammers, I wish FS would listen to the people that actually uses them a lot. Landing a well placed fully charged backstab perfectionist hit should reward you with a one shot when your whole build must revolve around doing so. Most other classes can melt them in the span of mere seconds by holding M1. All it really needed are the self stun reductions and slight damage increase IMO.
IMO all weapon and builds that can trivialize bosses by nuking them in 3 seconds or less should be nerfed.
Bosses should be team fights.
It’s fine to specialize in boss damage, but it should still take a decent effort to take them down.
By the way the same thing happened at some point in VT2 where bosses became a mere nuisance, not something that made you sh*t your pants.
So… is helbore getting a draw time decrease like bolter @FatsharkStrawHat ? No reason it should be more unwieldy than bolter.
then they nerfed shade so hard it felt useless afterwards
“Unhealthy” lol the 3 other classes have their own ways of deleting bosses in 5 seconds or less, yet they’re nerfing the one weapon that should specialize in it
One of many examples;
https://www.reddit.com/r/DarkTide/comments/1f8inwr/daemons_0_krumpa_4/
The nerf makes no sense.
I wasn’t aware of that setup but yeah that one should go too.
Are we done with the whataboutism?
Personally I’m excited to have T Hammer be a real weapon again and giving up some of the questionably useful gimmick is a very fine trade.
Also saying they’re “nerfing the weapon” with that list of changes is a huge lmao from me.
Bringing up “whataboutism” into balance patch discussions is wild lol
I mean obviously that the buffs are great overall and place it in a much user friendly & better spot, no one’s complaining about that. All I’m addressing is the unnecessary nerf to unyielding damage given current balance around bosses.
I’d rather have them keep all buffs & increase boss health for compensation since they’re trivial right now tbh. Or even spawning more than two in higher difficulties.
Also; it was already a real weapon, just because not everyone dedicates themselves mastering harder utility than plasma VoC doesn’t mean said utility is useless in everyone’s hands. You don’t have to top scoreboard to be useful.
But… you just said they’re trivial, so that said utility is already useless?
I was and still am flabbergasted people are upset about the change to the Thunderhammers. Making it a non gimmick weapon and hopefully usable, while also making boss fights with it not as boring is completely fine with me.
And again, the consensus is that insta boss deleting shouldn’t be a thing in general. So if you bring up anymore “but this weapon does this!” just know the answer is going to be, “Ok but it shouldn’t.”
I simply meant it in that you were using examples of other quick boss killers to justify why T Hammer shouldn’t lose unyielding damage… Because you were.
I disagree with this approach. I think the majority of weapons and setups do reasonable boss damage and would hurt unnecessarily from a HP increase. Makes more sense to me to just bring down the significantly smaller pool of weapons that do unreasonable boss damage.
Look I played it pretty heavily before patch 13, both before and after the recoil cancel was removed. I then played it fairly heavily after patch 13, even defending it at that point against people saying it needed more buffs. Then the elite hp increases came and it just wasn’t it for me anymore. TBC though the lack of use cases for light stacks both powered and not was always an issue, I’m very happy they’re addressing that.
I don’t disagree it’s currently usable, but I think it’s going to be in a much better overall state after these buffs, and frankly instant boss deletion is just lame, so never gonna be sad to see that get toned down
you talk about demon host who have 40k (lol) hp and i talk about plague ogryn who have 60k hp and can get one bonk for 60k hp without stim, so yes the weapon was unhealthy and was clunky in this non activated attack du to this humongous dmg.
opinion rejected, next !
I’d be wary of the unyielding damage nerf effecting things other than monsters with the Thunderhammer. Double triple check that you don’t give thunderhammer mauler breakpoints at the expense of reaper breakpoints. You’ll end up with a new wave of complaints.
It would have to be a substantial nerf, given how Reapers have just under 4000 HP, which is the base damage of a Crucis power heavy hit against Unyielding right now. I’d be more worried about losing those kills on Bulwarks that need at least 1 thrust stack currently.
Good to know the crucis is where its at. With the ironhelm you need max stacks. Its probably more in danger of encountering this.
Crucis T.Hammer
Boop hammer sure did need an upgrade after all this time. I thank you for that. I do ask that we keep the identity of the hammer in mind.
1 - First and foremost I’m a bit put off by needing to reduce part of the hammer’s best feeling (unyielding damage) in order to receive the other tweaks the hammer has needed. I strongly recommend keeping the scaling on unyielding the same, but raising the health of monstrosities to avoid the quick kills because its already a 5-10 second job for auric teams to kill a monstrosity with or without a thunder hammer. Reducing the hammer’s strength relative to the rest of the team’s arsenal isn’t helping anyone enjoy a longer boss battle. We’ll just take another vet and mark/krak it to death in 3 seconds.
2 - I’m personally 100% happy with an update that lets us boopers hit breakpoints to compete with other classes against armor (y’know krak nades killing 3 at one time and all). However, I don’t feel we necessarily need to go too far on boosting horde clear. Yes, t.hammer could use a tiny bit love in the horde clear (go for it!) but not at the price of losing unyielding and armored clearing identities.
3 - As a player that enjoys being rewarded for skill and accuracy in the fray, the overhead heavy boop being added is completely unnecessary. Hammer enjoyers will slide, spin, jump and aim those crushing blows to the enemy heads from hours of practice and muscle memory. Free boop not needed.
TLDR: Allow hammer enjoyers to reach break points on armor to compete with other classes that are already cleaving and AOEing the armor packs as is… Lower the self stagger… toss in some minor horde clear buffs if you are feeling generous… nerf nothing and stop. There is no scale to balance. The hammer IS outdated and needs a bump. Monstrosities dying in 5-10s is not a hammer problem, its an every game problem. Buff monster hp.
Make it make sense. What are you trying to achieve here?
Im trying to bring to light that the thunder hammer is not the only cause of monstrosities dying 5-10 seconds into the fight.
Straw hat said they were unhappy with the fast kills on monstrosity ( 2-shots and the like). I pointed out that in most of my games the bosses are dead in 5-10 seconds with or without the hammer present.
If the devs are looking to prolong monster battles nerfing the hammer hit isnt going to affect that hardly at all. It only serves to make the hammer bad at another thing where it currently does well.
For reference i counted last night in games with no thinder hammer. Every monstrosity died in roughly 10 seconds and the assassination boss took 12.
Stated problem by strawhat was fast monster kills were unhealthy.
My point: nerfing the hammer dmg doesnt stop that. It just makes the hammer garbage in another category relative to other meta options in other classes.
I recommend raising the monster hp instead so hammer remains relevant to the monster battle while reaching the implied dev goal of longer boss battles (the battles are short with or without hammer currently).