That would be awesome, only issue is how that'd work since lightning claws are usually equipped in pairs. The primaris lightning claws seen on the Sword Brethren kit could allow a pistol to be held in the off-hand still, or they could do just a single lightning claw but that would feel a bit odd.
@@paralyzedtortoise8446Yeah i agree. They shouldn’t do the Lightning Claws at all if its just going to be a Power Fist reskin. They need to add Power Axes, Lightning Claws and my personal favorite: Power Spears.
I have been trying to make the powerfist work since launch, and while i really appriciate that you also showed yourself in a messy situation, i can't say i agree that its a strong weapon. On paper it seems really good but in every single one of your combat clips you barely could scrape out a combo of 2 attacks, that makes the armor restores at the 4th and 5th in the chain obsolete. Especially since you really need the armor when you are almost flatlining, at that moment you need to be able to count on your weamon. If you do a leap with the powersword you also get the opportunity to gunstrike and i found that i usually end up cannonpunching everything and ironicly the 2 buffs for cannonpunch are at the back of the perktree (requires a straight top or bottom pick, really bad). I disagree with it giving you more manouverability, feels the same with powersword. If you try the chain 3 things can happen: enemy strikes back, wich is baffeling , because lorewise it can crumple up tanks, (HOW IS HE NOT STUNNED?), so break the chain or eat the damage. Enemy jumps/ports away, or you get shredded by ranged because you are is one spot too long. And i heard what you said, you dont need to charge it all the way but you are still in one spot way too long. I leveled up my fist first because the relic seemed really good, and was so dissapointed with it that i ended up leveling the powersword. To summarise, it feels ramshackle thrown together, its baffeling that a simple tzaangor with a shield can tank a powerfist for days. It should not be a mob clear weapon but something to feed a carnifax, in its face. Multiple things dont seem to be in the right place, and they could make it slow, but it should pack a serious punch especially ageinst armor.
Agree, current power fist dont have stagger nor reach to be "best" in slot. Instead of punching the air i can just do 1 swing into power whirl for unstopable hit and reset if i need to parry or dodge and fist simply dont have this capacity. Devs should just make charged fist unstopable it would sovle tzangor problem and it should increase stagger on majoris so you can actually finish combo.
First, the power fist can reach the fourth and fifth combos faster than any other weapon. No one said gaining armor with only those last combos was necessary since cannon puch can get you armor, which may have been a misunderstanding. Second, in the video, a specific move, the ground pound, was being tested, and it didn't need to keep being used. Third, there is nothing wrong with only needing your first or second combos, especially with the power fist, since you can quickly charge all attacks into direct heavies. Fourth, all melee weapons will have to deal with skill issues, such as enemies jumping away or dealing with ranged enemies based on skill level or class. Fifth, relic weapons will always be different from non-relic weapons, and some weapons will be better at various levels, so comparing a non-relic to a relic one is moot. However, that may affect one's preference for learning and using the weapon, and preference is not a feature of the weapon on what it is capable of. Lastly, I agree that some enemies tanking the weapon are silly, but that can also be said about other weapons, and more of the game balancing does not fit the lore. I don't think he said in the video that the Power Fist is better than the Power Sword; he only liked the Power Fist better. Then, he went on to explain why. The Power Sword is a great weapon, but he mentioned why he didn't like it and what the Power Fist could do that the Power Sword could not.
Now if only it had the kind of impact force that it has always had in the lore. A combat knife staggers more reliably than a weapon meant to rip holes in tanks. Hopefully that gets fixed, because it really sucks having to set up your attack for a week and a half and then get murdered because the enemy you clapped with the pool noodle didn't stagger and just guns you down.
People don't like the fist not becuase they don't understand the combos - those are very obvious and easy to understand. The issue is the "good stuff" comes late in these combos, and you almost never have the chance to get to it, because you'll constantly be interrupted for parry/dodge. Sure 4th and 5th attacks are awesome and restore armor... but you usually get to do 2-3 attacks and then you're interrupting and restarting the attack chain.
This is the right answer. I love the power fist but speaking directly on the Bulwark the power sword regens armor so much easier/quicker and awards mobility and parrying in a way the PF just can't. Power stance and parry/dodging into gunshots gets armor without being locked into an animation.
I can get 1-2 hits in and then they start dodge rolling. The hammer has bettter roll catch than the fist. Sorry I was talking about in PVP as an Assault
I find the powerfist better with assault, since the charge for the power fist has been buffed and taking the assault perks of not being knocked down when charging helps MASSIVELY
Long combos are stupid, because you will never get to use them outside of already super easy to handle situations Not to mention making your skills rely on your being at 30% health is terrible as well
The damage in the patch notes was to max charged heavy hits. The damage on ground shake is still kind of meh, but the real issue is that the range on it is bugged. You can even see this in your video. It is definitely not 10 meters. The power wave distance in general is bugged. Without the range perk you get a range extension equivalent to a few feet (about one step of your character). Tide of battle for armor with the low health condition is just terrible. It takes so long to execute that it's just bad with that condition. The power fist would be great if they fixed the range bugs, got rid of the post setting pause, and gave the heavy hits some more forward movement on top of that because right now it's just a slow chainsword shoulder rush with less range that majoris dodge.
Calls it a ThunderFist realises he messed it then calls is a HammerFist XD love it, great video, i've been struggling to like the POWERFIST XD over the chain sword or power sword so hopefully after this i'll click more with the ThunderPowerHammerFist
it baffles me that the power fist is described as a horde clearing weapon rather than an individual targeting weapon. the thunder hammer is the ideal horde clearing weapon so why is the assault if wanting to excel at individual targeting, isolated only to the chain sword. the only hope is lightning claws excel at individual targeting for when they are added because having the power fist be a horde clearer while having the range of half of your outstretched arm is ridiculous.
Power fist is for heavy attack enjoyers. Try using it with a focus on heavy attacks. Lights are for getting around and heavies are for actually bonking stuff.
"I dont think that word means what you think it means". You mean VERSATILITY not mobility. Freedom of doing what you want in combo is not mobility. Id argue that power fist has BAD mobility with how clunky and slow it is compared to the other alternatives. TTK is shit with power fist compared to alternatives. Its just worse in every category. Minoris does not die in a charged attack, Majoris take more hits than reasonable for such a slow attack weapon. Your arguments can be used with the other alternatives as well. The ONLY benefit powerfist is the combos flow into itself. All melee weapons can gunstrike after lunge hits.
Damn, I'm so used to using Banner into execute for the full heal, didn't even consider that stim could do it at any time now, and cure a wound while it's at it. Awesome! Great video on the Fist - it's still not for me (I'm Power Sword on Bulwark and Chainsword on Assault), but it's nice to demonstrate its usefulness to the battle brothers.
So basically it the same loop of attacks but each attack can be charged! Even the dodge attacks! Okay as goofy as the weapons looks i think i am gonna start FISTING!
Speed on parry is huge from weapon to weapon. I noticed the same when I swapped from chainsword to knife on Vanguard. You are SO FAST with knife you can easily weave a parry against three majoris all attacking you
Almost calls it Thunder Fist, catches himself, immidiately calls it Hammer Fist instead :p "...you probably watched me stream exclusively with the POWER Fist...damn, did i say Thunder Fist? I've said Thunder Fist, havn't i?" as a matter of fact, you did not :p
@@scrawny_ronnie7I do hope they add like, a testing arena or something along the lines of the psykanium in darktide that lets us see the actual damage numbers for everything
Overall the combat after the patch feels more fluid, you’re rewarded for being aggressive but it’s still easy to get overwhelmed if you’re not with your battle brothers or paying attention to your surroundings
I haven’t really tried out the power fist yet. You keep going on about how often you can get gun strikes because of the dodge attack. I just use power stance on the power sword. Just the basic attack from the power sword in power stance will knock minoris enemies back and give you a gun strike. If you want to chain them it’s infinitely easier to just hit your melee button and then the shoot button. Can chain them with as many minoris are around.
Started with the base power fist this morning, now at 11pm I have the entire tree filled out. Currently watching this just for my fix because of PSN being down
Just my personal experience and opinion: The "30% faster prep time on heavy attacks" feels a bit negligible tome (just like damage values from any heavy attack other than ground shake, thrust jab and back fist are negligeable compared to spamming light attacks). Going for the top line and grabbing the tyranid dmg bonus from the bottom line, ending with "Majoris Slayer" seems to be the best option considering the ground shake perk is bugged/lame in the current state (dmg fall off from distance is huge after 2m, like going down from 62 to 48, then even less the further then enemies are from the point of impact) and that you can now easily stay at full armor with the new changes on minoris parries without the need to get armor segments from the version 2 of thrust jab or back fist (especially since you'll almost never be able to chain that many light/heavy attacks without getting blown by enemies if you don't block/dodge).
I actually like going with the full bottom tree of perks for Powerfist. When fighting any enemy faction, I find myself doing the Cannon Punch, aka running/backstep attack, a LOT. Doesn't matter what enemy, I'm usually sprinting at them so that's usually the first attack I throw at them, and then I can immediately get into the second hit charge-attack and skip the first attack's ground slam that you don't like. Edit: I see what you mean with the Power Wave distance though. I might actually switch to that once I start leveling my Assault Class.
Might not be a popular choice, but with assault I don't mind picking the block defense value, as assault has a bigger perfect dodge window. It's not perfect, but if there's anyone that can use block to get those extra stats it's him. Biggest problem with block in the current patch, is you can regain armor on perfect parry from small enemies, whereas you cannot perfect dodge small enemies. Overall it's probably best to stick with balance if you can parry well, but if you can dodge well especially with assault, then maybe try a block weapon.
I have to say, I actually find the power fist the hardest to perfect parry with. I can parry, but getting that perfect parry, even with a fencing power fist, is much harder (mouse and keyboard).
I don't think the knockback immunity while charging, or from any other source for that matter really works, I go into combo and just get bodied and stun locked even after the patch where shiz isn't supposed to be able to stun lock you anymore. I'm trying to like it but I just can't, wish I could just use the dagger on bulwark
It's really bizarre listening to this whole video predicated on how complicated the combos are. It's literally a four-hit combo, that can be light or heavy whenever you want. It's mindless, lol.
The latest patch allows armour segments to be gained from parrying regular minoris enemies. This change alone changes the way fighting hoardes works. People don't need to jump around anymore just to get gunstrikes going.
Im having a ton of fun with this game and I'm thankful they wree able to make a passion project like this, very rare these days. After trying a bunch of weapons out im finding the combat to be very restrictive. You seem to have to rely on perfect parry and dodge no matter what weapon you use. Hopefully they can make block a different play style at some point. Looking foward to more conent from you and to see what these devs have in store for us.
Played a little with the power fist since the patch. I found it sluggish, the parry window greatly inferior that the sword (both fencing weapons), the damage and the reach really inconsistent. I just unlocked relic tier and i'll try to apply your advice. This is a weapon that i really like on the tabletop and i want to master it.
So how are you getting deep into the combo tree when every 2 attacks its time to parry another enemy? Sometimes it just feels like I'm just doing the first two attacks in a combo over and over because its constantly broken up by parrys.
what is the actual benefit of these combos and what do I do if I just wanna do as much damage vs a majoris as possible. Do I need to make combos, do i need to do heavy punches or just spam light attack for most dps? Its a question in general for all weapons really.
It's just objectively worse than the power sword... Worse at cleave, worse at single target, worse at CC, so no point in using it. I still use it because I like the fantasy though
Melee weapons in general are just bad, the powerfist just happens to be the worst of the bunch it only feels acceptable because most of the melee weapons are at least equally trash, except for the chainsword which is a bit better trash
One thing i would like is more perk points. It is bad enough you cant get every perk but if you deviate from the path at all there will be one you cant get at the end which to me is dumb
Steer your talent tree on sword that you get +50% damage on power rake. Then use power style at all times, on majoris enemies and higher just light>heavy>heavy repeat as needed. You feel like Sauron playing the sword, hurling the minoris around. And I can get some crazy damage on the endscreen with it. The light combo of power style also has some crazy mobility, you fly around real fast.
I like it better aesthetic wise, sword gets boring to look at after sometime but i do hope tactical or assault gets access to that. Or hell give everyone more access to other weapons hammer bulwark? Hell yeah
Went and tried it out for a few missions --- definitely going to be in rotation now. It's a fun and very effective weapon once you get the hang of it! Thanks man
Great vid! I loved the power fist before the buff, and now feel it is the clear best weapon for the bulwark. The parry aoe perk makes large groups of enemies simple, and now the power fist gives the bulwark some much needed single target damage as well :D One little tip for for the terminids, if you ever get hit by the unblockable attack from the lash warriors, you can immediately perfect parry their follow-up attack on your recovery, helps you get back into the flow of things xD
I changed to power fist from sword around lvl 8 on my bulwark. Did some runs switching between them, and just stuck to power fist ever since. I really enjoy the control over my mobility with the fist (maybe I'm just bad at the sword, idk). Cannon punch + gunstrike combo is pretty consistent and easy. I go full bottom row for the cannon punch damage though, my play is super cannon punch heavy, and I also play with random teammates, so if a run goes south, it's much easier to recover with dodge spam with the occasional cannon punch + gun strike mixed in.
Been watching your videos, really like your guide layout with the TLDW in the beginning then right into your details. Keep it up brother, Long live the emperor!
Its not dont understand to all extent. its when you do 2 Combos, but you actually need only to hit 2 heavys at the end and get 2 combos off so to speak, it s the fault of the Game. I LIKE IT, but lets be fair. Obviously you cant rely on the Combo list an thats all you got! If they get tout the WOrd, that you can Chain Combos with Sshortcuts... fine for me and others prolly, but still. Havent touched the Assault so far for the most part, but PF is my first one i tried and wanna lvl up 4 sure!
The power sword (in both styles) and the Thunder hammer have good dash attacks that chain into gun strikes (better for assault), but as you say they are slower. That's usually how I've kept the survivability going as Assault (Dash attack, Gun strike, Jump, Ground slam, etc). The animation as you say though is better on Power Fist. I'm still leveling the Power Fist. It is a bit painful until you get to Relic. I also agree balance trait is fine. I'm actually struggling a bit on the parry with the fist because it is much quicker (used to the slower weapons timing).
The melee in general needs a major buff. Block is still useless, they made fencing worst and gave armor on perfect parry vs minoris, but a power fist, power sword, and thunder hammer, they should not be outdamaged by a stupid fire shotgun or by a combat knife. They need to hit fucking hard. They can only be used by classes that sacrifice primary power, since losing the range damage they need the melee to hit hard but it just doesnt. A chainsword can hit harder, and thats ridiculous.
I know Bulwark is allowed to use the Power Fist, but I wanna feel like a knight. Only watched until the "...you can shut the video off..." part, so I'll hear you out.
Thank god for you. I desperately want the fist to be my favourite weapon and I won't rest until it is! An Imperial Fist without a fist is just an Imperial, and that's non-descript.
Awesome video- I've noticed how the animations and been wondering if these combos count when trying to activate perks, great video. Do you know if the class perk that makes charge attacks do more damage, the one right above non-lethal gun strikes restore armor, count towards the power fist? I don't know if his heavies count as charged attacks.
Btw u can basically animation cancel into dodge on bulwark by holding block spamming dodge. Can also cancel the recovery of attacks with block to gunstrike faster
You can parry any blue special attacks with a block weapon, you just can not parry attacks that are not marked blue. This is still pretty bad since you get armor back from parrying small enemies. It does mean though that you still get gunstrikes with a block weapon.
You unfortunately do not get Gunstrikes with a block weapon. I showed this off in my parry video. You can absolutely parry attacks without a blue indicator. That's how you parry minoris. Again, exemplified in the parry video :)
@@italianspartacus Ok So I tested this and it is a bit inconsistent. As I understand it there are two types of attacks that enemies can do, heavy attacks and light attacks (I distinguish between them based on what perks say is or is not a heavy attack, since perks on weapons do interact with special attacks). A -Light attacks are any attacks that do not get a special marker. And they do not cause you to get knocked back. B - Heavy attacks all get a special marker, some can be blocked and others must be dodged, and all cause you to get knocked back or grabbed. Heavy attacks that can be blocked are marked as blue, heavy attacks that can not be blocked are marked as orange. You can block all light attacks but only certain heavy attacks, those marked as blue. Blocking a light attack (described more closely bellow) or a heavy attack marked as blue, at the last 30 frames of the attack causes a parry, parry knocks the enemy back and allows a counterattack on minoris enemies and gun-shot on majoris and higher. You have three types of the Parry stat on melee weapons: 1 - Balanced, which give you 10 frames of a parry window 2 - Fencing which give 20 frames of parry window and 10 frames of invulnerability if you miss the parry 3- Block which only allows parry if certain conditions are met. Balanced weapons have roughly 25% stronger stats then fencing weapons, and block weapons have roughly 50% stronger stats than fencing weapons to offset the parry. *Edit* Let me slightly change this statement. The additional stats gained from gaining a higher Tier of a weapon is increased or decreased based on the parry stat. For example a fancing weapon Thunderhammer can not one-shot Majoris enemies on Ruthless difficulty, but a Block weapon can. Now the inconsistency: Parrying light attacks on minoris enemies replenishes 1 point of armor since the last patch and allows an automatic counterattack. Only Balanced and Fencing weapons can parry minoris light attacks. Parrying blue marked Heavy attack on minoris enemies replenishes 1 point of armor and causes a finisher. All weapons can parry Heavy attacks from minoris enemies. Parrying 3 light attacks on Majoris enemies causes a parry knockback and allows gunshot. Only Balanced and Fencing weapons can parry a majoris enemy. Parrying blue marked Heavy attack on Majoris enemies causes a parry knockback and allows a gunshot. Only balanced and Fencing weapons can parry a majoris enemy. Parrying 3 blue marked heavy attacks from extremis level enemies causes a parry. Only Balanced and Fencing weapons can parry Extremis level enemies. Parrying blue marked Heavy attack on Boss enemies allows them to be Gun-shot but does not knock them back. All weapons can Parry boss enemies. As you can see Block weapons can cause a parry in two specific scenarios. But only on a boss do they allow a gun-shot. But, and this is the most important part. No matter the parry statistic you have on your weapon, all perfect dodges allow a gun shot on majoris level enemies and higher, heavy attacks.