Preface: hyper Armour perks on charged attacks are currently useless
In an undocumented change since version 6.0, many weapons that have charge attacks currently have hyper Armour during charges. This means that currently, all perks that grant hyper Armour during these specific attacks currently serve no actual function.
With the preview of patch 7.0, I am 100% certain that this was not an intentional change, as there were perks added, specifically for the thunderhammer, that grants hyper Armour similar to how perseverance works, without the hp reduction of course.
Problem
The obvious issue is that these perks have very limited purpose right now. I've tried these perks out, but they don't seem to grant any extra benefits (except for perseverance). Having perks that don't work is definitely not something we want to see. Even more so when the perk is already out competed by others in the column.
Suggestion: DO NOT REMOVE HYPER ARMOUR FROM AFTERSHOCK BY DEFAULT!
It has always bugged me that an attack as slow as aftershock and ground slam didn't have hyper Armour by default. It's meant to be an attack that requires timing and spacing, with devastating power. Yet, it was so easy to be interrupted by the smallest of attacks! Ever since learning that the TH has innate hyper Armour, my enjoyment of the class has increased dramatically. Nothing beats strategically trading with a group of warriors, losing half my healthbar, only to regain all my lost chp after killing multiple of them.
Instead of forcing us to take a perk (which by the way is extremely poorly explained, and honestly just a lie if you know how it actually works), we should have the hyper Armour be available by default and have perks that specifically benefits only hyper Armour during charge attacks serve other functions that rewards a trading gameplay style.
Perseverance has a decent effect of reducing damage during charge, but I think it should offer other benefits as the other perks in the column already has damage buffs (that are key in many breakpoints, such as precision strike 1 shot with the block hammer without pride in duty). Perhaps increased chp recovery with charge attacks? Either way, it's effects aren't enough.
As for the new thunderhammer perk, I'd say it should also have other effects, but I have no suggestion there.
Conclusion
Let us keep hyper Armour with the thunderhammer. It is a much needed upgrade to the hammer and allows for an interesting playstyle that rewards timing, spacing, and game knowledge. Rework perks that grant hyper Armour during charged attacks.
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