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hammer auto attack rework idea


arazoth.7290

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I was thinking about what you all had said, making it feel heavy hitting but also same time not cluncky.

 

My next "awsome" idea, for you guys/ladies to judge:

 

hammer auto:

•1 second cast time and hits target 2 times. initial hit is instantly and 2nd hit animation wise is after 0,5 seconds.

• It's no longer a projectile finisher. 1st strike gives 1 stack vurnability and 2nd strike gives 2 stacks vurnability.

• It's 240 aoe attack with 5 targets.

 

 

For this to work the animation needs changing and I was thinking about. =>

When the 1 sec cast time is complete and follows up with 2 attacking hits, that it looks like 2 hammers in mist form smash the target. This way there no travel time, bc it appears around the target

And that the hammers explode in mist around the target, that way the mist spreads in that 240 area, so the aoe attack is visible.

Edited by arazoth.7290
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1 hour ago, arazoth.7290 said:

It's no longer a projectile finisher. 1st strike gives 1 stack vurnability and 2nd strike gives 2 stacks vurnability.

• It's 240 aoe attack with 5 targets.

Sounds cool and all but the 100% projectile finisher is the one thing that makes Hammerbolt worth a hoot though. I'd be sad to see it go. 

 

I'm still leaning toward just make the skill multihit (each auto is a volley of multiple hits) so that it can take advantage of things like IO and Battle Scars. 

 

 

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I think all heavy armor hammers need a buff to aa.

Warrior: slow aa + no effect

rev: slow aa + no effect 

guard: slow aa + protection

 

Fixes:

Warrior: speed up aa + add daze (very short: 1/4 sec)

rev: speed up aa + damage and vuln on return + 2 skill vuln and blast.

Guard: speed up aa

Edited by Infinity.2876
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15 hours ago, draxynnic.3719 said:

Conceptually, I agree. In practice, though, a lot of other revenant stuff, especially power revenant stuff, relies on landing hits every half second or so - IO, the Kalla elite, Battle Scars procs, and so on. As a result, the slow attack speed is a handicap when it comes to synergising with those abilities. It's why renegade never uses hammer even when playing power.

That's because Hammer is designed to be used as a heavy single hitter. It gets pretty much everything to be good at it too.

Everything is large/AoE, it pierces, finishers are all guaranteed.

It may not be the best in PvE but in PvP combined with unblockables can easily throw off anyone underestimating it. Likewise, the hitbox nerf feels like it's done on purpose because they assume it would be too strong.

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On 2/4/2023 at 1:20 AM, Infinity.2876 said:

Warrior: slow aa + no effect

It's actually the fastest Hammer chain animation to complete of all the Heavy armor hammers, and it boasts the best ratio amongst the three. This is great in both PvE and PvP for cleaving. 

 

 

On 2/4/2023 at 1:20 AM, Infinity.2876 said:

rev: slow aa + no effect 

It actually has 100% projectile finisher chance and 5 target pierce. For a sieging weapon this sort of property is godlike, but sadly it swings slower than my grandma. 

 

 

On 2/4/2023 at 1:20 AM, Infinity.2876 said:

guard: slow aa + protection

Vomit.

 

On 2/4/2023 at 1:20 AM, Infinity.2876 said:

Fixes:

Warrior: speed up aa + add daze (very short: 1/4 sec)

rev: speed up aa + damage and vuln on return + 2 skill vuln and blast.

Guard: speed up aa

No, Maybe, Yes.
And this is a Rev Hammer thread btw, can we keep it strictly to Rev hammer? Thanks. 

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On 2/3/2023 at 5:51 AM, arazoth.7290 said:

•1 second cast time and hits target 2 times. initial hit is instantly and 2nd hit animation wise is after 0,5 seconds.

• It's no longer a projectile finisher. 1st strike gives 1 stack vurnability and 2nd strike gives 2 stacks vurnability.

I came to the same conclusion on delayed multi-hit. That would reduce volatility, as right now hammer is too easy to avoid.

Disagree on losing projectile finisher. That's hammer's only special thing.

I love theorycrafting off-meta builds and finding potential in less popular tools. Revenant hammer is so disappointingly *bad*. It's just an inferior option. You can get some gimmicky high crits with it, but good luck landing them. That willbender burst you down between your autos.

Thing that could potentially help:

  • Faster projectile speeds (not attack speed)
  • Bringing Coalescence of Ruin's hurtbox up closer to you. Right now it lands BEHIND anyone in melee range. Bizarre thing for a hammer smash to miss the person right in front of you as you desperately backpedal.
  • Projectile reflect bubble instead of forward-facing so you can kite. Or wider so you can help allies with it more reliably. Or stronger effect so it's worth positioning for.
  • Multi-hit on auto, prob with some delay as you suggest
  • Second hit in melee range. If both its ranged and melee attacks hit, the second one's damage is reduced.
  • Or, sigh... just a numbers buff like ANet usually does after five years of waiting 😛
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  • 2 weeks later...

At this point, I just want skill 2 min range removed but honestly just do anything. I get that Rev has no build diversity due to the Legend utility link.

 

Also, we need Axe Mainhand as Core Rev Mallyx Ranged. There sweet kitten lore approved as its Legendary Demon Stance aligned. Mallyx Axe/Axe sets up Range/Gap closer. Make Skill 2-3 or whatever on Mainhand axe proc Invoke Torment or something IDK.

 

This gives Core Rev a Power + Condi range option w/o being forced. Quite frankly its embarrassing that Rev doesn't have a condi ranged weapon as Core as it feels like the core class is flat out not finished. Does any other class suffer from that? Pure speculation but my thoughts are the release of Rev in HoT forced the development crunch on the spec when the core idea took a u-turn and it never got finished such as adding weapon spawn instead of having 4 Legends (like Ele) that you could switch to but not have weapon swap. Please finish Core Rev in 2023. Thanks.

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22 hours ago, Endless.9320 said:

Also, we need Axe Mainhand as Core Rev Mallyx Ranged.

Some folks have talked about future expansions offering new core weapons instead of whole elite specs. I think that's an interesting approach, as new elite specs make the game harder and harder to balance, especially in competitive modes. They also increase learning curve dramatically, again especially in comp modes. 

I think you'd find most of us interested in a greater array of core weapons for revenant. A ranged one-handed weapon would be awesome. I am personally hoping for pistol, but if it's a thrown axe or dagger or heck, a thrown mainhand focus, I don't care xD

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16 hours ago, Anonynja.3172 said:

Some folks have talked about future expansions offering new core weapons instead of whole elite specs. I think that's an interesting approach, as new elite specs make the game harder and harder to balance, especially in competitive modes. They also increase learning curve dramatically, again especially in comp modes. 

I think you'd find most of us interested in a greater array of core weapons for revenant. A ranged one-handed weapon would be awesome. I am personally hoping for pistol, but if it's a thrown axe or dagger or heck, a thrown mainhand focus, I don't care xD

While I'm in favour of revenant and engineer getting an additional core weapon each, in general I don't think expansions adding new weapons to core is going to reduce balance headaches. A large part of the point of elite specialisations is that you can't mix and match between them.

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6 hours ago, draxynnic.3719 said:

While I'm in favour of revenant and engineer getting an additional core weapon each, in general I don't think expansions adding new weapons to core is going to reduce balance headaches. A large part of the point of elite specialisations is that you can't mix and match between them.

Less balance headache than new e-specs? Your point is valid, but ANet gets enough complaints about expansions lacking content. They've gotta come up with something juicy for their core market, casual PvE.

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