Darktide Zealot | Thunder Hammers Just Need A Tiny Buff | Monstrous Darkness Auric Maelstrom A-I-II

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  • čas přidán 8. 09. 2024
  • 1:20 : Build
    2:50 : Combat Start
    Power creep is inevitable in games that introduce new weapons and kit over the life of the game. Of course balance patches will address this but there will always be some outlying stragglers until devs either notice or prioritize it. The Thunder Hammers are one such categoy due to being a hyper-specialized weapon type but I think they could do with just a minor buff and they will be in a good enough place.
    Build is a tweak of my regular Martyrdom builds due to the Darkness modifier, I sorely missed my Throwing Knives but having area denial from Incendiary Grenades more than made up for it in this specific context. The Double Barrel of course is an extreme pleasure to shoot so i had to bring it along especially after I slapped Man Stopper on it.
    If you're wondering how I have different sights on my guns, skins on weapons you haven't seen before or weapons on mine and others' backs it's from the Extended Weapon Customization mod that's available on NexusMods in the Darktide Section.
    Modder's Discord: / discord
    Mod List if you've actually read this far:
    animation_events
    ads_crosshair
    buy_until_rating
    creature_spawner
    crosshairs_fix
    crosshair_remap
    custom_hud
    DisableScreenEffects
    FilterTrash
    Healthbars
    hub_hotkey_menus
    ItemSorting
    KillfeedImprovements
    MergedTalentStats
    NoLetterbox
    NumericUI
    PingMonitor
    psych_ward
    PsykaniumDefaultDifficulty
    PsykaniumInvHotkey
    reveal_blessings
    scoreboard
    ScoreboardDamage
    ShowAllBuffs
    ShowEquippedInLobby
    ShowInsignias
    smaller_talent_tree
    SoloPlay
    SortBrunt
    sorted_mission_grid
    SpawnTweaks
    stuff_searcher
    true_level
    TruePeril
    weapon_customization
    weapon_customization_mt_stuff
    #darktide #fatshark #40k #darktidezealot

Komentáře • 15

  • @Vamp0613
    @Vamp0613  Před měsícem +17

    Thunder Hammers are absolute single target erasers but they could still get a tad bit of love from either a minor damaging explosion on activated hit or *slightly* more damage to armor on their unpowered attacks and I would be content.

    • @chumbucket5198
      @chumbucket5198 Před měsícem +2

      A little more "reach" like 10 15% ... it'd be swell to see a blessing that focuses on activated ability ... little brother hammer for knife builds when?
      Great content Vamp, tremendous help to the hammer community all 50 of us lol

    • @Vamp0613
      @Vamp0613  Před měsícem +2

      @@chumbucket5198 Thammers Anonymous

  • @Melee2Kil
    @Melee2Kil Před měsícem +6

    The Crucis would feel great if it could cleave a pox walker or two on special hit.
    So you can actually hit the elites/monsters behind them

  • @Axehilt
    @Axehilt Před 19 dny

    Yeah, Thunder Hammers need some love. Just do a pass on all the attacks to ensure there's a scenario where each is useful. For example it _seems_ like the light-overheads on Crucis could one-shot flak hordes without being too OP (since they're low-cleave attacks), and the Special-Light-Overheads might then be powerful enough to one-shot at least one type of gunners (maybe both).
    Self-stuns (on charged hit) could be in a better place too. This could either be (A) just backing off on the duration slightly, or (B) keeping the duration but adding a Crusher/Pmaul style explosion (so you're stunned, but now so are enemies in a radius near your impact).
    So just make the weapon overall more useful (and if that maybe has to come at the cost of slightly less Extreme Monster Killing, then that'd be fine honestly. Weapons can't be so extreme in their specialization, and even if they are it should never be against _monsters_ which are generally pretty rare; also Monsters do feel just a tad easy for some weapons, so I don't mind trimming back the most extreme monster-deleting options).

    • @Vamp0613
      @Vamp0613  Před 19 dny +1

      Yeah the special back stun needs a better payoff. I’d propose a more offensive version of the Crusher’s special where the thunder hammer’s explosion does actual damage too to justify that back stun. I also agree with its base damage in general as this big blunt damage that should just maul certain heretics in one hit. There’s already precedent with Vermintide’s 2h hammers as the armor mulchers of the game.

  • @Rampage868VidNest
    @Rampage868VidNest Před 3 dny

    I wish the thunder hammers were more lore accurate

  • @nd-xu4en
    @nd-xu4en Před měsícem +2

    they jsut have to remove the slowmo after hitting someone

  • @brycekorlan3556
    @brycekorlan3556 Před měsícem

    I never understood why the power hammers were so bad. They are too slow and too weak hitting to be worth it IMO.

  • @punnk3d
    @punnk3d Před měsícem

    what GPU u use?

  • @Ebb0Productions
    @Ebb0Productions Před měsícem

    this is the worst UI i have ever seen.
    Nice gameplay tho :)

    • @Vamp0613
      @Vamp0613  Před měsícem +2

      @@Ebb0Productions my autistic brain just likes seeing relevant info in my lower middle peripheral. At default I’d have to glance at the corners for certain things like ability cd or buffs when I could still be staring at a filthy heretic in front of me instead.

  • @RicardoPleasure
    @RicardoPleasure Před měsícem +6

    as much as i want to love the thunder hammers i inevitably feel frustrated using them. as beautiful as it is seeing a jaw dropping amount of life disappear on that one perfect hit to a monster, in a lot of situations i feel like i'm swinging a nerf bat. im sure a lot of it is a personal skill issue, but it's just not as satisfying as some other big meaty weapons

    • @Vamp0613
      @Vamp0613  Před měsícem +4

      Yeah that's where a tiny damage explosion on activated hit and/or extra base armor damage would help its niche immensely. The explosion being damage would be a trade off from the Crusher's activated hit being an AOE stagger.