​As demonstrated in the video I’ve linked https://www.youtube.com/watch?v=Q97Dqrz-OFo and https://www.youtube.com/watch?v=b6w29pcki3c&t=5s , the Power Fist can exploit a bug that allows its Ground Slam to damage airborne enemies, such as Zoanthropes and Neurothropes, hovering several meters above the player.


This bug is highly visible and breaks both the immersion and balance of the game:


  • Immersion Problem: The Power Fist is not designed to project energy waves or shockwaves capable of reaching airborne enemies. Lore-wise, it is a purely melee weapon, designed to deliver devastating, close-range physical damage to grounded targets.
  • Gameplay Balance Issue: This exploit enables players to repeatedly damage hovering enemies by simply aiming at the ground beneath them, circumventing any challenge or tactical approach required to deal with such foes.

This mechanic, coupled with the Power Fist’s reliance on spamming Ground Slam to deal any meaningful damage, showcases the weapon’s broken state. The developers should address this bug to restore gameplay balance and ensure the weapon functions as intended.


2. Poor Gameplay Balance

In addition to the bug, the Power Fist suffers from significant balancing issues that make it underwhelming and frustrating to use:

  • Ineffective Against Majoris Enemies: Even with multiple Adrenaline Rush stacks, the Power Fist struggles to eliminate enemies like Tyranid Warriors in a reasonable time frame. A full heavy combo (four punches) or repeated Ground Slams are often required, which is both time-consuming and inefficient.

  • Overreliance on Situational Perks: Many of the Power Fist’s perks, such as Focused Intention (50% damage resistance when below 30% health while charging a heavy attack), are highly situational. These setups force players into dangerous or impractical conditions just to make the weapon viable, which is neither fun nor strategic.

  • Lack of Versatility: Unlike other melee weapons, the Power Fist lacks flexibility. Players are forced to rely on repetitive mechanics, such as spamming Ground Slam, instead of having meaningful combos or utility in combat.


3. Lore Discrepancy


The Power Fist, as presented in Warhammer 40K lore, is a close-combat powerhouse capable of crushing heavily armored enemies and even destroying tanks. However, in its current implementation, it fails to deliver on this promise:

  • Its damage output is far too low for a weapon designed to deliver devastating single-target melee strikes.
  • The reliance on the shockwave mechanic (which has no basis in lore) undermines its identity as a brutal, close-range weapon.

The Power Fist should excel at obliterating high-value targets like Tyranid Warriors or heavily armored foes, but instead, it struggles even in optimal conditions.


4. Suggested Changes


To fix the Power Fist and align it with its intended role, I recommend the following:

  1. Remove the Shockwave Mechanic: Replace the Ground Slam’s energy wave with a localized, high-impact explosion on contact, emphasizing its raw physical power rather than unrealistic ranged attacks.

  2. Increase Damage Output: Rework its base damage to allow it to efficiently eliminate heavily armored enemies like Tyranid Warriors with fewer hits.

  3. Improve Utility: Introduce perks that enhance its close-range lethality, such as bonuses against armored targets or the ability to interrupt unstoppable attacks more consistently.

  4. Fix the Zoanthrope Bug: Ensure that Ground Slam does not affect airborne enemies to maintain balance and immersion.


Conclusion


The Power Fist, as it stands, is poorly balanced and fails to deliver the power and utility it should offer. The Zoanthrope bug further highlights the weapon’s broken mechanics, making it frustrating to use in its intended role.

A proper rework is essential to restore its gameplay utility, align it with the Warhammer 40K lore, and ensure it is both competitive and rewarding to use. The Power Fist should be a devastating melee weapon, not an underwhelming tool reliant on exploits and situational mechanics.