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Change the warmaster rocket hammer charge to be useful.

3 replies [Last post]
Thu, 05/21/2015 - 01:41
Quaquonfaes's picture
Quaquonfaes

As it is, the hammer charge attack is one of most unrewarding, unforgiving, dangerous and pointless charge attacks in the game.

It pushes you right into the enemy, has to attack twice which means you're helpless for those 2 attacks, does damage equal to 1.5 of the normal hammer combo and the knockback isn't nearly good enough to justify using it for that. (As opposed to say leviathan.)

The only thing its good for is trolling AFK players by pushing them onto spikes.

I have a very simple suggestion to fix most of these issues.

Triple charge damage, reduce the number of attacks to 1, and give it knockback equal to that of leviathan.

There. Now the damage is worth it, it doesn't put you into nearly as much risk as before, and skillful attacks knock enemies away to prevent you from getting hurt.

Thu, 05/21/2015 - 02:34
#1
Thunder-The-Bright's picture
Thunder-The-Bright
algorithms are the solutions to any problem.

I think the charge attack of the hammer was made to stand out of the troika line. it already has a very similar attack pattern.
I'd suggest the charge attack to work like this: you dash forward, then do a calibur spin with associated knockback. it would be a great tool to get in melee range faster than the normal attack.

Thu, 05/21/2015 - 05:44
#2
Hexzyle's picture
Hexzyle

How about a spinning attack that covers the same distance? Knockback equivalant to the regular swings, so it's not going to fling enemies like the Leviathan blade, and neither is it going to hit enemies multiple times (if it had no knockback) and since you're moving along while spinning, you're not going to hit stationary enemies multiple times either (so basically a Brandish charge where you end up at the end of the beam, and the monsters are more likely to be knocked to the sides rather than to ride the wave)

Thu, 05/21/2015 - 09:49
#3
Fangel's picture
Fangel
Ehh..

Well the hammer charge is actually okay, it's just a very risky and very situational charge. Similar to a cutter charge in terms of execution, you must be aware of what you're doing and when you do it. Using the charge at the wrong time will hurt you.

Only reason I can really vouch for the hammer charge is because mine has a CTR: High UV on it so I've sort of just decided to see how that works out for me. The charge should be used to cover ground, and the second smash should be the one to focus on, not both of them. It's also more for flinch affect than damage.

Hammer itself is okay. A spinning attack wouldn't be out of place but the current attack is fine. Perhaps give the second hit a quicker animation or allow us to shield cancel out of it quicker, or slow (not stun, like the snow affect) enemies on hit for two seconds. That should be enough utility to see some use, however not be a charge-spam weapon like so many swords end up being.

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