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[Suggestion] Marble/Moonrock Hammer


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Hello.

Since weve gotten an upgraded variant of the pitchfork, I would like to ask for an upgraded variant of the hammer, but made of either marble or moonrock.

I ask for marble or moonrock specifically because I feel they would be more thematically fitting than gold, being a dense and heavy material. The normal hammer is made of rocks instead of flint like other tools, so I think it makes sense the upgraded version would take a material other than gold.

Thank you for the update, I hope we may get an upgraded hammer in any form, :D

I would like pick/axe to receive hammer and shovel functionality as well (so pick/axe could be used as very durable hammer as well), because it would fit perfectly for clearing ruins - that particular place where pick/axe can be crafted and player usually needs as much inventory space as possible to carry loot. Absence of hammer forces me to craft regular one (+ carry grass), and since I need minimum of 2 slots for tools anyway, I choose opulent pickaxe for mining because it can be crafted on the go, in general is cheaper and work efficiency increase of pick/axe is negligible. Moonrock is not renewable in the ruins, and even though marble hammer would help, I would still like to have pick/axe as durable hammer as an option. Shovel functionality would be good for medium age worlds and older, where too much moleworms have accumulated after earthquakes (advantage being looting/clearing everything in 1 trip and/or saving inventory space).

Right now I see this cool pick/axe skin but ignore it: I know I will never ever see it because I never craft it, and that's considering how obvious is nature of buff that multitool needs.

On 10/4/2022 at 9:32 AM, Hornete said:

I ask for marble or moonrock specifically because I feel they would be more thematically fitting than gold, being a dense and heavy material.

Gold is dense and heavy, making it good for a hammer.

If you make it too annoying to obtain vs durability, then people won't use it over regular hammer.

13 minutes ago, hhh2 said:

If we are talking about realism, pure gold would be an awful hammer. Go on YouTube and just see how flimsy it is

Constant gold makes pickaxes, so it's not as malleable as IRL gold. We don't have any reason to believe it's less dense, however.

I wish you could bonk monsters like spiders to stun them for few seconds but next hit would wake them up and put some stun cooldown so you can fight for example multiple warrior spiders more easily yet with more depth to it. Would be nice against 7 hound waves. Newer players would appreciate that I'm sure, I know you can hit them with torch to get similiar effect but that's a bit unsafe.

23 minutes ago, Wonz said:

I wish you could bonk monsters like spiders to stun them for few seconds but next hit would wake them up and put some stun cooldown so you can fight for example multiple warrior spiders more easily yet with more depth to it. Would be nice against 7 hound waves. Newer players would appreciate that I'm sure, I know you can hit them with torch to get similiar effect but that's a bit unsafe.

I like it. We now can stun moleworm, so why not?

I think moonrock hammer would be perfect weapon to clear a ruins. It can have 40-50 dmg and works as hammer

It could use some moonrock, twigs and some kelps for example (not the best recepie for ruins, but I like it)

3 hours ago, DajeKotlyar said:

I like it. We now can stun moleworm, so why not?

I think moonrock hammer would be perfect weapon to clear a ruins. It can have 40-50 dmg and works as hammer

It could use some moonrock, twigs and some kelps for example (not the best recepie for ruins, but I like it)

I was going to say, 40-50 damage for a tool sounds busted, but I can see it working if it was gated behind a boss blueprint (adding it to crab king would make the most sense to me).

Like 3 marbles/moonrocks + 6 kelp + a gnarwail horn (you can keep deconstructing it if you're lazy) for a more durable hammer...

But if that wont happen i'll take a regular hammer with more durability!

11 minutes ago, Juanasdf said:

I was going to say, 40-50 damage for a tool sounds busted, but I can see it working if it was gated behind a boss blueprint (adding it to crab king would make the most sense to me).

Like 3 marbles/moonrocks + 6 kelp + a gnarwail horn (you can keep deconstructing it if you're lazy) for a more durable hammer...

But if that wont happen i'll take a regular hammer with more durability!

how a moonrock tool with 40 or 50 damage is busted when you have 59 damage with no uses from cheap hambats?

Just now, Juanasdf said:

My point was that it's tool, of course there are weapons with more damage lol

only means that you save 1 inventory slot in case you dont mind wasting tool durability on fighting. Pick/axe is weapon and tool with 800 uses for an arguably cheaper price than moonrock and nobody think they are op

it seems to me that marble and moonstone + branches are quite a good craft to increase the strength of the hammer, as a fan of always wearing a hammer, I often suffer when it ends when vegetables, rabbit houses and other things are destroyed.

4 hours ago, DajeKotlyar said:

I like it. We now can stun moleworm, so why not?

I think moonrock hammer would be perfect weapon to clear a ruins. It can have 40-50 dmg and works as hammer

It could use some moonrock, twigs and some kelps for example (not the best recepie for ruins, but I like it)

Anything new and usefull with moonrock or nitre would be cool so people don't leave it on the ground. It's not annoying they do it and it's understandable but scattered nitre and moonrock look sad like empty dreams.

1 hour ago, Juanasdf said:

I was going to say, 40-50 damage for a tool sounds busted, but I can see it working if it was gated behind a boss blueprint (adding it to crab king would make the most sense to me).

Like 3 marbles/moonrocks + 6 kelp + a gnarwail horn (you can keep deconstructing it if you're lazy) for a more durable hammer...

But if that wont happen i'll take a regular hammer with more durability!

Someone pointed out in another post that also living logs are used in few recipes and unless playing wormwood they could be a problem to get early so that and maybe unlocking is recipe through prestihatiator could put it in not too easy way to obtain. Craft that decays over usage that is really useful and made from common material yet not so farmable due to how often meteor shower occur will be what is needed for those materials to finally start sinking without us having them too many at once. The only interesting thing from moonrock is character switching.

I don't see why tool with damage would be busted. Especially that you don't hammer very often.  

40  damage wouldn't be worth it. Bosses would die just slightly faster than to spear and spiders would die still in 3 hits. Hounds would die to 4 instead of 5. Weapons with similar damage like battle spear might be more interesting choice only to someone like wigfrid who ups 42.5 damage to 53.125 which can 2 shot spiders and 3 shot hounds, not even wolfgang would prefer it over tentacle spike or hambat against spiders, those are more likely easier to get and will kill spiders in one hit while 40 dmg weapon would still make it 80/100 so it would be like a waste of 60 damage per enemy. Honestly i would unequip the weapon and finish the spiders with a punch if I didn't decide to use other weapon for some reason.

50 damage is good spot significant upgrade from spear for significant effort. Compare it to getting a tentacle spike for example. It drops from every 2nd tentacle which you can kill before you get science machine. Most often you don't even have to kill them since in fresh world almost always there are merms killing them for you.

btw screw crabking you're crazy suggesting that. even 55 damage hammer would not be primo choice when hambat exists and so far in the game you'd probably prefer dark sword over hambat.

44 minutes ago, Wonz said:

Someone pointed out in another post that also living logs are used in few recipes and unless playing wormwood they could be a problem to get early so that and maybe unlocking is recipe through prestihatiator could put it in not too easy way to obtain. Craft that decays over usage that is really useful and made from common material yet not so farmable due to how often meteor shower occur will be what is needed for those materials to finally start sinking without us having them too many at once. The only interesting thing from moonrock is character switching.

I don't see why tool with damage would be busted. Especially that you don't hammer very often.  

40  damage wouldn't be worth it. Bosses would die just slightly faster than to spear and spiders would die still in 3 hits. Hounds would die to 4 instead of 5. Weapons with similar damage like battle spear might be more interesting choice only to someone like wigfrid who ups 42.5 damage to 53.125 which can 2 shot spiders and 3 shot hounds, not even wolfgang would prefer it over tentacle spike or hambat against spiders, those are more likely easier to get and will kill spiders in one hit while 40 dmg weapon would still make it 80/100 so it would be like a waste of 60 damage per enemy. Honestly i would unequip the weapon and finish the spiders with a punch if I didn't decide to use other weapon for some reason.

50 damage is good spot significant upgrade from spear for significant effort. Compare it to getting a tentacle spike for example. It drops from every 2nd tentacle which you can kill before you get science machine. Most often you don't even have to kill them since in fresh world almost always there are merms killing them for you.

btw screw crabking you're crazy suggesting that. even 55 damage hammer would not be primo choice when hambat exists and so far in the game you'd probably prefer dark sword over hambat.

I think it can use dmg of the tentacle spike

1 hour ago, DajeKotlyar said:

I think it can use dmg of the tentacle spike

I've never game much thought when weak monster health is so round like 100, 150 or 600 why is the weapon's damage 27.2 axe, Lucy 13.6, tentacle spike 51.

If axe was doing 25 damage and spike 50 these mobs would still die to the same amount of hits.

Is it so it's not too harsh for wendy and wes? I'm sure it's not so bosses would die faster, they would just not give bosses that much health if it was intention.

It just makes me curious. I wish I could ask klei what is the story behind those values. Maybe it's some hidden lore code?

2 minutes ago, Wonz said:

I've never game much thought when weak monster health is so round like 100, 150 or 600 why is the weapon's damage 27.2 axe, Lucy 13.6, tentacle spike 51.

If axe was doing 25 damage and spike 50 these mobs would still die to the same amount of hits.

Is it so it's not too harsh for wendy and wes? I'm sure it's not so bosses would die faster, they would just not give bosses that much health if it was intention.

It just makes me curious. I wish I could ask klei what is the story behind those values. Maybe it's some hidden lore code?

Maybe somehow if enemy heath drop exactly to 0 it's create bugs

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