Hammer Rework
Isn’t Hammer weak enough as it is? :<
Isn’t Hammer weak enough as it is? :<
Pretty sure I buffed it and removed lame autoattack damage.
This would do nothing but massively cripple an already terrible weapon. The damage of hammer is the main thing that gives the weapon any sort of purpose in the moments it has, while not addressing one of its biggest problems: it has no way of stopping someone from charging at you aside from praying they’re dumb enough to eat all of its slow attacks.
Damage numbers, cooldowns, and energy costs can all be redone later, but if hammer is to be changed then the skills themselves need to be reworked.
Hammer 1: Fine as is, damage can be modified.
Hammer 2: A short ranged cone attack, about 300, that causes cripple.
Hammer 3: Rework so that the leap location is where you end up at, and the blast finisher and chill happen where you leap from, making this a good kiting skill and give people a reason to question rushing hammer.
Hammer 4: Fine as is.
Hammer 5: Drop the Hammer is gone because it’s useless, and now this becomes Coalescence of Ruin but changed. Now, each of the three ranged points apply a different CC: 1200-900 being a short stun, 900-450 being a knockdown, and anything closer being a knockback.
Duration of CC and conditions can vary, but hammer needs a way to keep people away from you, which it can’t do as it is. I’m also thinking in the idea of not having weapon swapping because Anet NEEDS to remove it from the class to balance it properly.
This would do nothing but massively cripple an already terrible weapon. The damage of hammer is the main thing that gives the weapon any sort of purpose in the moments it has, while not addressing one of its biggest problems: it has no way of stopping someone from charging at you aside from praying they’re dumb enough to eat all of its slow attacks.
Damage numbers, cooldowns, and energy costs can all be redone later, but if hammer is to be changed then the skills themselves need to be reworked.
Hammer 1: Fine as is, damage can be modified.
Hammer 2: A short ranged cone attack, about 300, that causes cripple.
Hammer 3: Rework so that the leap location is where you end up at, and the blast finisher and chill happen where you leap from, making this a good kiting skill and give people a reason to question rushing hammer.
Hammer 4: Fine as is.
Hammer 5: Drop the Hammer is gone because it’s useless, and now this becomes Coalescence of Ruin but changed. Now, each of the three ranged points apply a different CC: 1200-900 being a short stun, 900-450 being a knockdown, and anything closer being a knockback.
Duration of CC and conditions can vary, but hammer needs a way to keep people away from you, which it can’t do as it is. I’m also thinking in the idea of not having weapon swapping because Anet NEEDS to remove it from the class to balance it properly.
I don’t think either of you play hammer.
This would do nothing but massively cripple an already terrible weapon. The damage of hammer is the main thing that gives the weapon any sort of purpose in the moments it has, while not addressing one of its biggest problems: it has no way of stopping someone from charging at you aside from praying they’re dumb enough to eat all of its slow attacks.
Damage numbers, cooldowns, and energy costs can all be redone later, but if hammer is to be changed then the skills themselves need to be reworked.
Hammer 1: Fine as is, damage can be modified.
Hammer 2: A short ranged cone attack, about 300, that causes cripple.
Hammer 3: Rework so that the leap location is where you end up at, and the blast finisher and chill happen where you leap from, making this a good kiting skill and give people a reason to question rushing hammer.
Hammer 4: Fine as is.
Hammer 5: Drop the Hammer is gone because it’s useless, and now this becomes Coalescence of Ruin but changed. Now, each of the three ranged points apply a different CC: 1200-900 being a short stun, 900-450 being a knockdown, and anything closer being a knockback.
Duration of CC and conditions can vary, but hammer needs a way to keep people away from you, which it can’t do as it is. I’m also thinking in the idea of not having weapon swapping because Anet NEEDS to remove it from the class to balance it properly.
I don’t think either of you play hammer.
+1 for best retort.
Yes, I’ve played hammer since the beta when it could hit 15 targets with CoR on a 2 sec CD running berserker stats and insta downing thieves and eles’s. (Can still do that last thing.)
Hammer is held together by damage and utilities like Impossible Odds and Riposting Shadows, not by the functions of the weapon itself.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Skill 5 is strong good, just got to use it intelligently.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Skill 5 is
stronggood, just got to use it intelligently.
Drop the Hammer is near useless for anything PvP related aside from the fact that it doesn’t have a red ring under it and in the heat of a zerg fight you can’t tell who’s doing it. Anyone else that gets hit with it is either braindead or put themselves in such a horrible position with skill cooldowns and endurance that they’d be hit with anything.
In PvE, the only use it has is that it can be placed in very weird angles and hit enemies where the other skills can’t.
Add in that it goes on full CD if you cancel it for any reason and you have a horrible skill.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Skill 5 is
stronggood, just got to use it intelligently.Drop the Hammer is near useless for anything PvP related aside from the fact that it doesn’t have a red ring under it and in the heat of a zerg fight you can’t tell who’s doing it. Anyone else that gets hit with it is either braindead or put themselves in such a horrible position with skill cooldowns and endurance that they’d be hit with anything.
In PvE, the only use it has is that it can be placed in very weird angles and hit enemies where the other skills can’t.
Add in that it goes on full CD if you cancel it for any reason and you have a horrible skill.
I hit people in small scale all the time with it. You have to know what you are doing.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Skill 5 is
stronggood, just got to use it intelligently.
In PvE or WvW, maybe? In sPvP, no body cares you managed to hit a dummy. The skill does not work at all.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Skill 5 is
stronggood, just got to use it intelligently.In PvE or WvW, maybe? In sPvP, no body cares you managed to hit a dummy. The skill does not work at all.
In what manner doesn’t it work? It does exactly as advertised. Maybe it is the users who don’t work at learning how to use it that’s the issue.
The issue is skill 5. Seriously long cast time with an animation that a blind man can see it coming. If it is changed to be a mobility skill that will make hammer much more viable outside WvW.
Skill 5 is
stronggood, just got to use it intelligently.In PvE or WvW, maybe? In sPvP, no body cares you managed to hit a dummy. The skill does not work at all.
In what manner doesn’t it work? It does exactly as advertised. Maybe it is the users who don’t work at learning how to use it that’s the issue.
Yes, it does as advertised, the problem is that it is horribly inefficient at doing that effectively.
It’s a 2 sec (iirc, using my phone) knockdown with a 1.75 sec cast time that’s advertised by one of the most telegraphed animations there is. If I’m not mistaken, Drop the Hammer has the single longest cast time of any weapon skill, at the very least among non-channeling skills.
This is objectively pitiful. No amount of single instances of someone playing thier keyboard with thier feet will change that.
You can like the skill, no problem with that, and if you find some uses for it then great, but seriously compare this skill to something like ranger LB 4. It’s near instant cast, very fast projectile, and does what it’s supposed to do, which is getting what’s in your face out of your face. Can you really say the same about Hammer 5?
As a hammer rev main I would say all of the ideas aren’t very good, except the fact hammer 2 does need work.
As a hammer rev main I would say all of the ideas aren’t very good, except the fact hammer 2 does need work.
In what way, be more specific.