Thunderhammer and its not even close. I really tried to like the powerfist because I think it's a cool weapon in the lore but it just sucks. Tbh they should both be much stronger but at the moment it is at least possible to feel like a bad ass rolling hammer. I will say the powerfist has some dope executions. I would like to see the hammer made stronger and the fist made much faster, really differentiate the two.
I wouldn’t mind the slowness of the hammer if it did the Bonk, same with the fist. I hate losing in a 1v1 in PvP doing lights and trying to weave in a heavy just for the enemy to dodge out the way and I’m stuck punching the wrong way
Ive been maining assault for a while on ruthless, my issue with the powerfist is that half the stuff doesnt feel like it works, ground slam has almost no AOE, the power wave doesnt feel like it does 4 let alone 8m with the perk, and it takes forever to take out groups of gaunts consindering they labelled it more crowd type weapon. Thunder hammer for me is just better and more fun, the aftershock is so immense with the double spin. I do find the TH a little more tricky on the defense side, but once you figure out the timing its fine.
I want the thunder hammer to feel like a greatsword true charge slash from monster hunter. And we need a shoulder tackle/barge that can poise through attacks while doing a little stagger that can let us go right back into the charge attack
The Fist of Dragos is an Ancient over-charged Power Fist with a built-in melta gun, prone to violent overloads, that was once wielded by the successful Death Watch Sergeant Brother Dragos of Kill-team Malleus. Dragos was never satisfied with the performance of his power glove relic. After every engagement, he would return to the Chapter forges and beseech the Techmarines to make adjustments and modifications. The Techmarines protested that such tinkering would offend the Machine Spirit residing within the artifact, but given Sergeant Dragos's victories in the field, his wishes were usually granted. His obsession was finally ended when his customer overcharged meltagun on his power fist exploded as he attacked the infamous Ork Badmoons Big Mek Dred Morgruk. His power fist was recovered intact along with what was left of his mangled body; Moral of the tale - “Only in Death does duty end” - Creed of the Adeptus Custodes.
that it shouldn't be maybe 10% or something like that, maybe 10% every 20, 30 seconds, and I think some dmg reduction would come in handy, and maybe they make the normal dodge use the jetpack, and not that I have to press Q every time, and I forget that in 99% of cases
The Relic grade fencing fist is so good. Not only is your parry window bigger, but you can multiparry, which is very important for higher difficulty when you're not being attacked one enemy at a time. You'll never be touched.
My ideas for fixing Assault, Power Fist, and Thunder Hammer 🤔 *Assault* [Mechanical] Increase stagger resistance significantly when charging (in general) Reduce incoming damage by 25% to HP and Armor when charging an attack during a Jump. Change Jumps to count as a dodge for enemy attacks (should be obvious) [Statistical] Reduce Jump cooldown time by 30-40%. *Power Fist* [Statistical] Increase opening attack range (for closing in) up to 5-6 meters. (increases combat flexibility) Increase overall damage by 15-20% Increase ground strike radial attack damage by 25% [Mechanical] Reduce incoming damage by 25% to HP and 50% to Armor when charging an attack (on the ground) Allow parrying during charge (trade off being a reduced parry window) -On successful parry the charge is either accelerated dramatically or immediately follows the parry (this would allow power fist more windows to let out a charged hit) -On perfect parry the charge is either accelerated dramatically or immediately follows the parry but also deals additional damage (rewards precise parrying) *Thunder Hammer* [Statistical] Increase overall damage by 10-15% [Mechanical] Reduce incoming damage by 50% to HP and 50% to Armor when charging an attack (on the ground) Allow parrying during charge (trade off being a reduced parry window) -On successful parry the charge is either accelerated dramatically or immediately follows the parry -On perfect parry the charge is either accelerated dramatically or immediately follows the parry but also deals additional damage (rewards precise parrying)
yeah overkill him XDDD assault is really strong at the moment you people are just bad i guess only thing they should fix is this dodge mechanic with jumppack its just useless kinda
@@CieloIdeIverano Consistently seeing Space Marine content creators who have 300+ hours in the game and who do actual testing say the class needs some help definitely means they're all just bad at the game. 🤡Guessing you didn't even watch the video above 😆
@@Direwolf13PS3Bro time in the game is of course a plus but it won't help if you don't study and don't try to learn the mechanics of the game. You are all looking for ez mod and don't try to play the game. From what you wrote about TH... It need only stagger resist when charge and drop down after jump, while you MUST receive damage during this as it should be. I have 250+ all classes and weapons maxout btw...
I feel that the power fist should get a change in role to be more akin to the knife in it being focused damage rather than trying to compete with other weapons. The reason I feel this way is that to me it feels more fitting of the weapons style and fills a niche that currently isn't really filled for the assault and bulwark. Though here is the way I might describe how each weapon including weapon ideas should act or fill in their roles. (Btw when I refer to spectrum I mean between single target or multi target) -Chainsword: Should be general use and versatile while changes can be made to make it lean towards either side of the spectrum it will still be a fairly well rounded weapon. -Combat Knife: Quick and light it should do good damage just doing it quickly instead of per hit definitely a more focused weapon. This should most definitely be on tactical especially for lore reasons, but that is a mild grievance I have with this weapon. -Power Sword: While akin to the chainsword it uses it's abilities to swap between styles to change which side of the spectrum it is in at that moment. -Power Fist: It should be decently fast and with some good weight behind each swing to make up for the short reach of the weapon. The wave from this weapon should be good at staggering and throwing away enemies while direct blows should wreck anything hit by it, but something that would set it apart from other weapons is the ability to stun and because of it's speed it should be able to keep it up on a few enemies. This would also make it act as a nice supporting tool as you could help wrangle enemies or help allies in their fights by stunning whatever they are fighting. -Thunder Hammer: Slow and heavy hitting swinging around the user to hit whatever was around you and quaking slams which shred anything close to it. The stun idea might be neat for the thunder hammer too though it should be held back in the amount one can CC by it's speed. -Power Axe: A weird in between of the thunder hammer and chainsword in speed and on the spectrum with it's moveset being filled with broad slashes and slams. Shared by bulwark and assault for sure as it makes sense for both to be able to use it. -Power Maul: This should act very similar to the thunder hammer in a lot of ways, but should account for it being lighter and shorter than one. My idea for this is that it is bulwark specific allowing for them to have something close to the thunder hammer. -Lightning Claws: This should a fast weapon with a lot of twirling around and cleaving perhaps with attacks that involve a quite a bit of lunging and rushing making it a very mobile moveset. Perhaps it's heavy attacks are lunges and rushes while the light attacks are what makes up the twirls and cleaves. -Eviscerator: Very much like the chainsword just with some heft to it making it hit harder and slower with some more reach to it. Btw if it wasn't obvious the lightning claws and eviscerator should be assault specific as both in lore and in game it is the only that makes sense to have those 2 weapons.
At least when you do double ground smashes with the thunder hammer it feels like you are actually doing some damage to everything around, with the power fist you can punch the enemy all day but if you don't parry and gun strike it feels like you are just tickling them...
Power fist buff also affects not fully charged attacks but at a lesser scale. There's been testing done on it. Is it better than the power sword or thunder hammer... Probably not. I think they need to give it more reach and speed it up alot
About Assault with Thunder hammer, You have a perk that makes u take less dmg while charging aftershock, but u loose the perk that makes ur aftershock faster, and there are 3 perks that makes u immune to knockdowns and stuns, like after a ground pound, after u kill 10 enemies with litght attack, and the class perk that makes immune to knockdonws when charging hevy attacks,
I agree, it takes to long to do an attack. Mean while you get some much damage. I get the charge for a power fist, but like said you dont have enough time to do it.
You are missing alot of information about the power fist, the buff is for any charge atk, full does more. You can combo both combos into one no need to restart it. And much more. I would recommend italian spartacus vid, he does into great details.
Came here to say this Power Fist is dope. The Combo tree is also super handy that it builds. And like you said any charge attack doesn't have to be glowing but there is a sound that makes it charged. learned all that from IS as well
The Thunder Hammer and the power fist both go crazy when you get the skill immune to heavy attack stagger that video you uploaded unlocked everything For the thunder Hammer Make sure you have armor , light attack into the heavy ground pound twice(hammer skill) animation cancel (parry) into a quick aftershock charge double slam (hammer skill) Bro I feel like Thor, sometimes you're able to stagger majoris enemies with the ground pound then getting aftershock out super quick giving you one armor back from a gun strike from little guys
What they definitely NEED to do is revert the Jump Pack back to how it works in PvP and Campaign. I don't see a single legitimate reason why they felt the need to make it work in Operations like it does. "uurrgh but low ceilings!" bruh there are places in PvP with low ceilings and you can still use the damn thing normally.
Its bc of map boundaries. If you could jump that high itd break immersion. Youd slam into endless invisible walls. In many parts of the map it would break the whole difficulty to jump that high.
An easy indication of how much charge would be very helpful. Especially the full charge, atm it all looks very similar. Am i charged up? Maybe, maybe not, or they could just apply the 30% buff to any charged attack, that way you do more damage across your heavys and get more the longer you charge. Preferably both.
I did some damage testing on my assault build using the postgame screen: uncharged fist r1: 27 charged first r1: 53 That's a decent boost, but spamming lights with a heavy once to keep the combo going is probably the better way to go, even after the buff. The charged attacks need an AOE buff based on the fist's in-game description along with the Ground Shake perk before it's worth using. The hammer at least has nice heavy attacks, but could use a damage and stagger buff overall.
Sadly, Im afraid we already got the "class change" they were planning. You can ground slam and 1-2 light attack to get majoris to execution state. Ive saved aftershock mainly for mob clearing, which works great. I think they need to add more damage via perks and increase the speed of both weapons. Instead of invulnerability while charging, id say heavy attack stagger would be more fair
Aren't the attacks considered fully charged once the lightning effect is added? Its basically 1/2 a second charging or something. Pretty sure after that its just you keeping the fully charged attack prepared.
Melee in general needs a buff to single target dmg. The assault would feel much better if a fully charged attack got a 200% contested health recovery. That way there is a risk of getting staggered but you can trade. Also the jet pack dash needs to just be its default dash and add a special attack to a jetpack dash that is single target heavy dmg so it doesn’t power creep the ground pound.
Thunderhammer needs more damage for sure, but buffing that on top of the other buffs MAY be too much. Melee in general just feels so weak in all three main areas: damage, stagger, and a lot of floating enemies/bosses
Power Fist does a lot more DPS against bosses. Thunder Hammer doesn't deal as much DPS against bosses, but more effective against hordes and crowd control. Based on solo hive tyrant runs where I did some damage testing, I think fencing Power Fist may have the highest DPS combos out of any melee weapon
You dont have to parry to cancel animation, literally take half a step left or right and you can do aftershock. Also you dint have to charge aftershock, you just have to hold melee for like a tenth of a second and let go for aftershock
My only problem with the hammer is it feels insanely repetitive compared to the rest of the melee weapons there’s like 2 combos and feels like there’s not enough variety in the animations and executions. it’s a great weapon but it’s not as fun after 2 matches because it encourages spammy behavior the combos are so limited. it’s okay if anyone feels differently but to me it feels like some weapons got less attention than others and the hammer was the red headed child compared to the chainsword and power sword combo and animation wise
The power fist took 1/3 of the hive tyrants health while it was stunned from a parry. I simply charged it up at 5 seconds and wham...... You seriously underestimate its damage output
for me its choosing whether you want to be a frag or a sniper rifle. 10% ground pound dmg will ensure you can hit a lot of minoris which will make you a good horde cleaner while +100% dmg will make you a good priority target killer but sacrificing your horde clearance
10%. The radius loss decreases the amount of ground pounds you will be able to do. More ground pounds outputs more dmg overall. Maybe against chaos the 100% could be better but not on tyranids
A champion class dedicated for single target damage (like the sniper but for melee) could be fun ! Give it the thunder hammer, the chain axe, a power great-sword (two handed), the famous grey knight hallebarde, or even dual wielding weapons like lightning claws.
@@Astartes7670literally just bulwark. Also the melee single damage class if you are interested in the master swordsman theme. One perfect parry takes 25%hp off the hive tyrant on ruthless.
I love the hammer. I want to do the fist…but for me it just sucks. And it doesn’t take that long if you do it right. You can keep killing the horse on decapitation. I don’t consider myself that good at this game. But I can do ruthless and not be the weakest link. In the end for me. The fist sucks 😂
Power fist range is a shame and make it the worst melee weapon, thunder hammer is cool but pretty useless u just die in the middle of the combos, if u d not have time invest it on Chainsword the best melee weapon and u can use it on 4 to 6 operators
I think you are honestly putting yourself into shitty spots with the charged power fist attacks. So many of the clips that you used had the fist charged but you decided to sit there and let the enemy walk away and then let it go. Like if you have a point to make that is fine but don’t purposely play like shit just to try and make it look valid dude. I do agree that the power fist should be buffed a little more but I think it’s single target damage is not bad. It is not as good as the hammer at clearing hordes but it isn’t horse shit in general.
I just finished unlocking the last of the cosmetic armor pieces for the assault class today and maxed out all 3 weapons. Chainsword beats thunder hammer, thunder hammer beats power fist. ‘Nuff said.
Really?! I’m about to start leveling assault. So the chain sword beats the hammer? Maybe I shouldn’t bother with the assault class then. I’m already using the chains word of multiple characters so now I’m thinking why bother with assault. Hmm
@@betterarmed I was half joking, I meant more that the chainsword is more fun to use. Hammer does considerably more damage and it’s AOE is good at quickly dealing with swarms but you can do that with the chainsword as well with the double stomp skill. It’s more about personal preference. When playing assault, I usually start an op with the sword then switch to the hammer half way through.
My Carcharodon assault class watching this video in silence waiting for more chain weapons or claws.......
Me too. Waiting for Chain axe
My brothers, maybe one day we will both get our proper weaponry and find our gene seed daddy, but it is not this day
@@Benjamin_Unbuttoned Wonder where he has Gone and the chain axe.
Heh, “in silence”
I’ll take a bigger hammer
Thunderhammer and its not even close. I really tried to like the powerfist because I think it's a cool weapon in the lore but it just sucks. Tbh they should both be much stronger but at the moment it is at least possible to feel like a bad ass rolling hammer.
I will say the powerfist has some dope executions. I would like to see the hammer made stronger and the fist made much faster, really differentiate the two.
I wouldn’t mind the slowness of the hammer if it did the Bonk, same with the fist. I hate losing in a 1v1 in PvP doing lights and trying to weave in a heavy just for the enemy to dodge out the way and I’m stuck punching the wrong way
Ive been maining assault for a while on ruthless, my issue with the powerfist is that half the stuff doesnt feel like it works, ground slam has almost no AOE, the power wave doesnt feel like it does 4 let alone 8m with the perk, and it takes forever to take out groups of gaunts consindering they labelled it more crowd type weapon.
Thunder hammer for me is just better and more fun, the aftershock is so immense with the double spin.
I do find the TH a little more tricky on the defense side, but once you figure out the timing its fine.
I want the thunder hammer to feel like a greatsword true charge slash from monster hunter. And we need a shoulder tackle/barge that can poise through attacks while doing a little stagger that can let us go right back into the charge attack
The Fist of Dragos is an Ancient over-charged Power Fist with a built-in melta gun, prone to violent overloads, that was once wielded by the successful Death Watch Sergeant Brother Dragos of Kill-team Malleus.
Dragos was never satisfied with the performance of his power glove relic. After every engagement, he would return to the Chapter forges and beseech the Techmarines to make adjustments and modifications. The Techmarines protested that such tinkering would offend the Machine Spirit residing within the artifact, but given Sergeant Dragos's victories in the field, his wishes were usually granted.
His obsession was finally ended when his customer overcharged meltagun on his power fist exploded as he attacked the infamous Ork Badmoons Big Mek Dred Morgruk. His power fist was recovered intact along with what was left of his mangled body; Moral of the tale - “Only in Death does duty end” - Creed of the Adeptus Custodes.
Assault needs major boosts to Melee damage and speed along with 10% health gain on executions like vanguard.
that it shouldn't be maybe 10% or something like that, maybe 10% every 20, 30 seconds, and I think some dmg reduction would come in handy, and maybe they make the normal dodge use the jetpack, and not that I have to press Q every time, and I forget that in 99% of cases
dude u get free armore from gunstrike even if u dont kill assault has great survivability
@@CieloIdeIverano You only get armor when you use gun strike? It's not like every class in the game can hit a parry and get the armor back? 😂
@@a.common.American The fact is that vanguard is better in everything right now than assault, but that's just my opinion
@@CieloIdeIverano Did I gripe about armor? No
The Relic grade fencing fist is so good. Not only is your parry window bigger, but you can multiparry, which is very important for higher difficulty when you're not being attacked one enemy at a time. You'll never be touched.
My ideas for fixing Assault, Power Fist, and Thunder Hammer 🤔
*Assault*
[Mechanical]
Increase stagger resistance significantly when charging (in general)
Reduce incoming damage by 25% to HP and Armor when charging an attack during a Jump.
Change Jumps to count as a dodge for enemy attacks (should be obvious)
[Statistical]
Reduce Jump cooldown time by 30-40%.
*Power Fist*
[Statistical]
Increase opening attack range (for closing in) up to 5-6 meters. (increases combat flexibility)
Increase overall damage by 15-20%
Increase ground strike radial attack damage by 25%
[Mechanical]
Reduce incoming damage by 25% to HP and 50% to Armor when charging an attack (on the ground)
Allow parrying during charge (trade off being a reduced parry window)
-On successful parry the charge is either accelerated dramatically or immediately follows the parry (this would allow power fist more windows to let out a charged hit)
-On perfect parry the charge is either accelerated dramatically or immediately follows the parry but also deals additional damage (rewards precise parrying)
*Thunder Hammer*
[Statistical]
Increase overall damage by 10-15%
[Mechanical]
Reduce incoming damage by 50% to HP and 50% to Armor when charging an attack (on the ground)
Allow parrying during charge (trade off being a reduced parry window)
-On successful parry the charge is either accelerated dramatically or immediately follows the parry
-On perfect parry the charge is either accelerated dramatically or immediately follows the parry but also deals additional damage (rewards precise parrying)
yeah overkill him XDDD
assault is really strong at the moment you people are just bad i guess only thing they should fix is this dodge mechanic with jumppack its just useless kinda
@@CieloIdeIverano Consistently seeing Space Marine content creators who have 300+ hours in the game and who do actual testing say the class needs some help definitely means they're all just bad at the game. 🤡Guessing you didn't even watch the video above 😆
@@Direwolf13PS3Bro time in the game is of course a plus but it won't help if you don't study and don't try to learn the mechanics of the game. You are all looking for ez mod and don't try to play the game. From what you wrote about TH... It need only stagger resist when charge and drop down after jump, while you MUST receive damage during this as it should be. I have 250+ all classes and weapons maxout btw...
I feel that the power fist should get a change in role to be more akin to the knife in it being focused damage rather than trying to compete with other weapons. The reason I feel this way is that to me it feels more fitting of the weapons style and fills a niche that currently isn't really filled for the assault and bulwark.
Though here is the way I might describe how each weapon including weapon ideas should act or fill in their roles. (Btw when I refer to spectrum I mean between single target or multi target)
-Chainsword: Should be general use and versatile while changes can be made to make it lean towards either side of the spectrum it will still be a fairly well rounded weapon.
-Combat Knife: Quick and light it should do good damage just doing it quickly instead of per hit definitely a more focused weapon. This should most definitely be on tactical especially for lore reasons, but that is a mild grievance I have with this weapon.
-Power Sword: While akin to the chainsword it uses it's abilities to swap between styles to change which side of the spectrum it is in at that moment.
-Power Fist: It should be decently fast and with some good weight behind each swing to make up for the short reach of the weapon. The wave from this weapon should be good at staggering and throwing away enemies while direct blows should wreck anything hit by it, but something that would set it apart from other weapons is the ability to stun and because of it's speed it should be able to keep it up on a few enemies. This would also make it act as a nice supporting tool as you could help wrangle enemies or help allies in their fights by stunning whatever they are fighting.
-Thunder Hammer: Slow and heavy hitting swinging around the user to hit whatever was around you and quaking slams which shred anything close to it. The stun idea might be neat for the thunder hammer too though it should be held back in the amount one can CC by it's speed.
-Power Axe: A weird in between of the thunder hammer and chainsword in speed and on the spectrum with it's moveset being filled with broad slashes and slams. Shared by bulwark and assault for sure as it makes sense for both to be able to use it.
-Power Maul: This should act very similar to the thunder hammer in a lot of ways, but should account for it being lighter and shorter than one. My idea for this is that it is bulwark specific allowing for them to have something close to the thunder hammer.
-Lightning Claws: This should a fast weapon with a lot of twirling around and cleaving perhaps with attacks that involve a quite a bit of lunging and rushing making it a very mobile moveset. Perhaps it's heavy attacks are lunges and rushes while the light attacks are what makes up the twirls and cleaves.
-Eviscerator: Very much like the chainsword just with some heft to it making it hit harder and slower with some more reach to it. Btw if it wasn't obvious the lightning claws and eviscerator should be assault specific as both in lore and in game it is the only that makes sense to have those 2 weapons.
At least when you do double ground smashes with the thunder hammer it feels like you are actually doing some damage to everything around, with the power fist you can punch the enemy all day but if you don't parry and gun strike it feels like you are just tickling them...
I have the perk but it literally never does it hasnt once.
Power fist buff also affects not fully charged attacks but at a lesser scale. There's been testing done on it. Is it better than the power sword or thunder hammer... Probably not. I think they need to give it more reach and speed it up alot
About Assault with Thunder hammer, You have a perk that makes u take less dmg while charging aftershock, but u loose the perk that makes ur aftershock faster, and there are 3 perks that makes u immune to knockdowns and stuns, like after a ground pound, after u kill 10 enemies with litght attack, and the class perk that makes immune to knockdonws when charging hevy attacks,
Melee weapons all suck when it comes to actually attacking. It's all about parries and gun strikes with all of them.
naah
I agree, it takes to long to do an attack. Mean while you get some much damage. I get the charge for a power fist, but like said you dont have enough time to do it.
When you get a parry you can hit them with a light and a heavy attack before repost
You are missing alot of information about the power fist, the buff is for any charge atk, full does more. You can combo both combos into one no need to restart it.
And much more. I would recommend italian spartacus vid, he does into great details.
Came here to say this Power Fist is dope. The Combo tree is also super handy that it builds. And like you said any charge attack doesn't have to be glowing but there is a sound that makes it charged. learned all that from IS as well
i think a good fix is adding a lot of light lunging moves, like instead of the last uppercut the 2nd light would go a lunge.
The Thunder Hammer and the power fist both go crazy when you get the skill immune to heavy attack stagger that video you uploaded unlocked everything
For the thunder Hammer Make sure you have armor , light attack into the heavy ground pound twice(hammer skill) animation cancel (parry) into a quick aftershock charge double slam (hammer skill)
Bro I feel like Thor, sometimes you're able to stagger majoris enemies with the ground pound then getting aftershock out super quick giving you one armor back from a gun strike from little guys
What they definitely NEED to do is revert the Jump Pack back to how it works in PvP and Campaign. I don't see a single legitimate reason why they felt the need to make it work in Operations like it does. "uurrgh but low ceilings!" bruh there are places in PvP with low ceilings and you can still use the damn thing normally.
Its bc of map boundaries. If you could jump that high itd break immersion. Youd slam into endless invisible walls. In many parts of the map it would break the whole difficulty to jump that high.
An easy indication of how much charge would be very helpful. Especially the full charge, atm it all looks very similar. Am i charged up? Maybe, maybe not, or they could just apply the 30% buff to any charged attack, that way you do more damage across your heavys and get more the longer you charge. Preferably both.
I did some damage testing on my assault build using the postgame screen:
uncharged fist r1: 27
charged first r1: 53
That's a decent boost, but spamming lights with a heavy once to keep the combo going is probably the better way to go, even after the buff. The charged attacks need an AOE buff based on the fist's in-game description along with the Ground Shake perk before it's worth using. The hammer at least has nice heavy attacks, but could use a damage and stagger buff overall.
If the game wanted me to use powerfist it would have been called warpowerfist 40k
So far I have collected 38 out of the 40k warhammers required to cleanse the galaxy
Sadly, Im afraid we already got the "class change" they were planning.
You can ground slam and 1-2 light attack to get majoris to execution state. Ive saved aftershock mainly for mob clearing, which works great.
I think they need to add more damage via perks and increase the speed of both weapons. Instead of invulnerability while charging, id say heavy attack stagger would be more fair
Massive dude with a huge hammer drops down from the sky and knocked back by whip... Love it... They totally need rework it!
Thunder hammer really needs a lunge to its attack. I play heavy with heavy plasma now and tyranids die long before the thunder hammer hits them.
Aren't the attacks considered fully charged once the lightning effect is added? Its basically 1/2 a second charging or something.
Pretty sure after that its just you keeping the fully charged attack prepared.
I have power sword for bulwark and thunder hammer for assault, nothing else needs to be said
Melee in general needs a buff to single target dmg.
The assault would feel much better if a fully charged attack got a 200% contested health recovery. That way there is a risk of getting staggered but you can trade.
Also the jet pack dash needs to just be its default dash and add a special attack to a jetpack dash that is single target heavy dmg so it doesn’t power creep the ground pound.
I like your jetpack dash idea.
Thunderhammer needs more damage for sure, but buffing that on top of the other buffs MAY be too much.
Melee in general just feels so weak in all three main areas: damage, stagger, and a lot of floating enemies/bosses
Power Fist does a lot more DPS against bosses. Thunder Hammer doesn't deal as much DPS against bosses, but more effective against hordes and crowd control. Based on solo hive tyrant runs where I did some damage testing, I think fencing Power Fist may have the highest DPS combos out of any melee weapon
Good to see a fellow PS player
You dont have to parry to cancel animation, literally take half a step left or right and you can do aftershock. Also you dint have to charge aftershock, you just have to hold melee for like a tenth of a second and let go for aftershock
Hey pip, are you playing on performance mode?
Maybe they need to let those two classes share all melee weapons for start... Sword on assault and hammer on bul would be awsome!
No you go for Chainsword🤣 for both
both wp need hyperarmor while charging, and armor regain for a fullcharged attack
Nah, use the last perk on the bulwark so you can't get staggered if you have armor. The perk is so underrated
My only problem with the hammer is it feels insanely repetitive compared to the rest of the melee weapons there’s like 2 combos and feels like there’s not enough variety in the animations and executions. it’s a great weapon but it’s not as fun after 2 matches because it encourages spammy behavior the combos are so limited. it’s okay if anyone feels differently but to me it feels like some weapons got less attention than others and the hammer was the red headed child compared to the chainsword and power sword combo and animation wise
How are you supposed to do the double aftershock?
There is ana ssult perfect the keeps your from getting knocked back while charging melee attacks
The power fist took 1/3 of the hive tyrants health while it was stunned from a parry. I simply charged it up at 5 seconds and wham......
You seriously underestimate its damage output
Yo man can you share your controller settings? Aiming looks really fast and fluid
il try to make a video as soon as I get some time:)
@@Crazymrpipz appreciate it 🤝🏼
What are peoples thoughts in the first gear perk column, +10% ground pound damage or +100% damage -50% radius?
for me its choosing whether you want to be a frag or a sniper rifle. 10% ground pound dmg will ensure you can hit a lot of minoris which will make you a good horde cleaner while +100% dmg will make you a good priority target killer but sacrificing your horde clearance
10%. The radius loss decreases the amount of ground pounds you will be able to do. More ground pounds outputs more dmg overall.
Maybe against chaos the 100% could be better but not on tyranids
Power fist should be able to charg while blocking
Isnt there perk on assault classs that makes you charge in 1 sec?
A champion class dedicated for single target damage (like the sniper but for melee) could be fun !
Give it the thunder hammer, the chain axe, a power great-sword (two handed), the famous grey knight hallebarde, or even dual wielding weapons like lightning claws.
Ah yes, emperor's champion pack for black templars goes hard
@@Astartes7670literally just bulwark. Also the melee single damage class if you are interested in the master swordsman theme. One perfect parry takes 25%hp off the hive tyrant on ruthless.
This just isn't true. There is literally a class ability on the assault that stops you being knocked back while charging
Bruh, there is literally a perk that prevents being knocked up while charging attacks. WTF are u saying?
First like and comment ! Yes!!! 😅
Hold this comment in name of the Primark
CONFIRMED BROTHER!!!
thunder hammer an its not close reach and stopping power it walks the power fist
I love the hammer. I want to do the fist…but for me it just sucks. And it doesn’t take that long if you do it right. You can keep killing the horse on decapitation. I don’t consider myself that good at this game. But I can do ruthless and not be the weakest link. In the end for me. The fist sucks 😂
The power fist is absolutely pathetic. No range no damage and so damn slow. I cut through enemies with every other weapon.
the answer is chainsword
Power fist range is a shame and make it the worst melee weapon, thunder hammer is cool but pretty useless u just die in the middle of the combos, if u d not have time invest it on Chainsword the best melee weapon and u can use it on 4 to 6 operators
People who say powerfist sucks just suck with it and are playing it wrong
Hammer and it's not even close.
I think you are honestly putting yourself into shitty spots with the charged power fist attacks. So many of the clips that you used had the fist charged but you decided to sit there and let the enemy walk away and then let it go. Like if you have a point to make that is fine but don’t purposely play like shit just to try and make it look valid dude. I do agree that the power fist should be buffed a little more but I think it’s single target damage is not bad. It is not as good as the hammer at clearing hordes but it isn’t horse shit in general.
Wait, it continues to charge? I thought it was just a flat charge
if u let it charge all the way and hit it it deals MAX DAMAGE
THIS GUYS VIDEOS ARE REAL BAD AND HE LIES
ya fuck this guy... his so tall and good looking at the same time like wtf
I just finished unlocking the last of the cosmetic armor pieces for the assault class today and maxed out all 3 weapons. Chainsword beats thunder hammer, thunder hammer beats power fist. ‘Nuff said.
Really?! I’m about to start leveling assault.
So the chain sword beats the hammer? Maybe I shouldn’t bother with the assault class then. I’m already using the chains word of multiple characters so now I’m thinking why bother with assault. Hmm
@@betterarmed I was half joking, I meant more that the chainsword is more fun to use. Hammer does considerably more damage and it’s AOE is good at quickly dealing with swarms but you can do that with the chainsword as well with the double stomp skill. It’s more about personal preference. When playing assault, I usually start an op with the sword then switch to the hammer half way through.
@@jackdoe663 I was kinda worried for a minute man! I’m going to go ahead and give it a shot.
Just don't use the power fist it's extremely underwhelming and far too slow for the amount of damage you get.@@betterarmed