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« on: March 24, 2021, 08:46:22 pm »
You make good points about their locations. Balors is the best hammer in the game, better than crafted ones, as long as you have high enough strength, and it's available relatively early/easily. Doesn't matter so much when you can't effectively use it early, but still. Mind Cracker is effectively DC/expansion only. You'd basically have to metagame to get Quake early. Just throwing this out there; I think the lost vault section behind the str check would be a good place for a unique hammer.
My own recommendation for quake and mind cracker is to give them tichrome AP costs. For cracker, I'd raise it to 35 psi points/35% chance and get rid of the resolve penalty. I 2nd the "inhibiting the wielder's psi abilities" idea. Both hammers have CC/debuff abilities with a % chance to happen, so decreasing their attack cost really makes them more attractive. Quake has better crit damage than a tungsten hammer, but no emitter; lowering its costs would make it an effective mech-only hammer.
If you're going to leave quake with Gubbins, with it being a non-lategame hammer, I'd at least let their be rumors of him/it so players would go up there early. Maybe put a bounty on his head?