Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
+20% damage
-Swing speed/ damage vulnerability
What about area damage? This IS basically a Thunder Hammer from Warhammer 40,000
It could be quite gimmicky but to replicate how the weapon works in Dawn of War games the area damage mechanic could be a rage bar that gets filled based on damage done and then you can activate rage which would then slam the hammer on the ground dealing some small amount of damage but either stuns people and/or knocks them back within some certain radius.
+/- sword boi stat
+ 50% damage bonus vs. buildings
+ 20% sentry damage resistance
- mini crits replace crits
[~] With Turtle Mode active: Gain +66% damage resistance and 33% crit resistance but move, attack, deploy and holster 33% slower and receive 66% less heals from all sources. [~] Turtle Mode drains a secondary meter, lasts 9 seconds from max meter, and takes 12 seconds to regenerate fully from an empty meter.
(Heal penalty has a 1s buffer after Turtle Mode is disengaged)
[+] +40% damage bonus
[-] -10% swing speed penalty
[-] Crits become mini-crits