Grand Mace



  • Current wind-up stats:

    Swing - 0.525
    Overhead - 0.5
    Stab - 0.6

    This weapon seems way too easy to use to effectively counter knights. Especially with the recent beta changes to bardiche and longsword overhead windups.

    I feel the risk taken is way too low for the amount of reward it gives, due to its speed.

    I would high suggest making the windup for the swing at least 0.55 and the overhead at least 0.55

    When comparing to the Maul, sure the maul has the capabilities of 1 shotting a MAA and Vanguard (if you’re lucky), the maul has a MUCH greater risk for that near same reward though. I’m actually surprised no nerfs came to this weapon, though bardiche did.



  • This is a must, however, here’s what I think:

    • The slash should be faster than the overhead
    • The stab should be faster still (not by much)
    • Two slashes should not kill a Knight
    • One slash and one overhead should be sufficient enough to kill a Knight (obviously 2 overheads will anyway)

    I feel the same way for Falchion and Warhammer. Too much advantage is gained by simply using left click only, it has the best chance of getting around parries. Instead I feel at least having to use one overhead is a must to keep the HTK low so:

    • For the Falchion, three slashes will not kill a Knight, but two slashes and an overhead will
    • For the Warhammer, two slashes will not kill a Knight, but one slash and one overhead will be sufficient enough

    Otherwise you may as well just LMB when the LMBs are:

    • Faster
    • Easier to get around parries with
    • Usually hit more people

    These kinds of ‘attack combos’ were also present in AoC, so you could never just LMB your way to Victory (but you could overhead your way to Victory - overheads didn’t hit as many people, and they were slower than slashes), you had to spice it up a little.

    On the topic of the Maul, I still want to see:

    • A slightly faster slash (does not have the power overhead has)
    • Reduced recoveries to be on par with the Grand Mace
    • Bring back 1 hit KOs to the MAA body (obviously needs a bit of custom code to stop 1 hit KO on Knight)

    If this happens, I will be a happy bunny.



  • I don’t see why they nerfed Longsword windups if they were going to ignore Grand Mace. “Let’s fuck with the stats of the balanced weapons and ignore the others just to see what happens” seems to be the philosophy.



  • The grandmace is a knight destroyer and a good support weapon. Its not good at much else.



  • Grand mace is overly fast/effective and can hit trade down most knight layouts with absolute ease.

    deff needs some kind of speed nerf.



  • I agree. This was overlooked in the initial patch 2 changes; they were mostly about the release times. There are quite a few weapons that will be getting their windups bumped up with the faster releases. As stated, the first pass of patch 2 is more the mechanics and feel of the game. Based on feedback from this we can tweak it and then test balance changes alongside the tweaked mechanics. Trying to test balance right now would give a skewed picture - people aren’t used to the changes yet and they’re still a little out of whack.



  • I agree with what Martin said.



  • I think the grand mace is perfect. I love it against knights but would rather use the SoW or a one hander and shield against other classes so I feel it fills its role good.



  • @Daiyuki:

    I don’t see why they nerfed Longsword windups if they were going to ignore Grand Mace. “Let’s fuck with the stats of the balanced weapons and ignore the others just to see what happens” seems to be the philosophy.

    Well I think they changed release times across the board by the same amount so they could change everything individually later rather than trying to balance weapons and all these other changes in the same patch.

    Also let’s not forget that the grandmace makes the maul rather redundant right now.



  • @Dr.Nick:

    @Daiyuki:

    I don’t see why they nerfed Longsword windups if they were going to ignore Grand Mace. “Let’s fuck with the stats of the balanced weapons and ignore the others just to see what happens” seems to be the philosophy.

    Well I think they changed release times across the board by the same amount so they could change everything individually later rather than trying to balance weapons and all these other changes in the same patch.

    Also let’s not forget that the grandmace makes the maul rather redundant right now.

    I am talking strictly windup times.



  • I have a respectful fear of the grand mace, which is as it should be. Sometimes I’ll switch to a faster weapon because of that respect. Whereas with the maul just think “of good an easy kill”. Still given what you can do with all the other 2h weapons I don’t get why everyone is acting so scared with the grand mace.



  • Grand mace isnt even op… its totally terrible against maa and vanguards lol



  • I dont see it beeing op too, its range is crap, and the only opponent its really good against are knights.
    Also I dont see many players using it, while sometimes it seems half the knights use SOW for the insanly good stabs…



  • I’ve been using the Grand Mace a bit lately, I do not believe it is OP at all.
    I fight MAA with it for laughs and it actually does quite well. Most of them do not expect the delayed overhead/slash. There’s many other weapons that should have a higher priority for nerfing/editing.



  • @CRUSHED:

    Grand mace isnt even op… its totally terrible against maa and vanguards lol

    Oh, what’s that in my secondary slot? A Broadsword? Suddenly fighting MaA is a lot easier than if I mindlessly tried to use an anti-knight weapon against them.

    Although for Vanguards I admit you’re slightly out of luck, since the best reliable 2-shot one-hander is the War Axe. I guess you could make do with the Morning Star against Vanguards, if you can compensate for how slow and underpowered it is.

    @NaTe:

    I’ve been using the Grand Mace a bit lately, I do not believe it is OP at all.
    I fight MAA with it for laughs and it actually does quite well. Most of them do not expect the delayed overhead/slash. There’s many other weapons that should have a higher priority for nerfing/editing.

    Honestly it only really seems OP in comparison to the Maul. Don’t get me wrong, you can do well with the Maul against players who don’t have experience fighting against its incredible slowness, it’s just that against people who know how the Maul works the Grand Mace outclasses it in the majority of situations.



  • @Dibbz:

    Although for Vanguards I admit you’re slightly out of luck, since the best reliable 2-shot one-hander is the War Axe. I guess you could make do with the Morning Star against Vanguards, if you can compensate for how slow and underpowered it is.

    You forgot flanged mace!



  • @NoVaLombardia:

    @Dibbz:

    Although for Vanguards I admit you’re slightly out of luck, since the best reliable 2-shot one-hander is the War Axe. I guess you could make do with the Morning Star against Vanguards, if you can compensate for how slow and underpowered it is.

    You forgot flanged mace!

    True, although I tend not to trust that what looks like a headshot actually registers as such so I tend to plan for torso shots.

    If you’re more confident than me that your overheads will be a headshots then the Flanged Mace does very well against Vanguards.

    Although it’d feel weird having the best anti-knight primary and the best anti-knight secondary on the same loadout. I’d be tempted to switch out the Grand Mace for a SoW or Longsword if I had the Flanged Mace as a secondary… or maybe stick with the Grand Mace+Broadsword secondary and pray for a double-headshot against any Vanguards I cross.



  • nerf the grand mace and it will be an underpowered maul :x



  • @Martin:

    This is a must, however, here’s what I think:

    • The slash should be faster than the overhead
    • The stab should be faster still (not by much)
    • Two slashes should not kill a Knight
    • One slash and one overhead should be sufficient enough to kill a Knight (obviously 2 overheads will anyway)

    I feel the same way for Falchion and Warhammer. Too much advantage is gained by simply using left click only, it has the best chance of getting around parries. Instead I feel at least having to use one overhead is a must to keep the HTK low so:

    • For the Falchion, three slashes will not kill a Knight, but two slashes and an overhead will
    • For the Warhammer, two slashes will not kill a Knight, but one slash and one overhead will be sufficient enough

    Otherwise you may as well just LMB when the LMBs are:

    • Faster
    • Easier to get around parries with
    • Usually hit more people

    These kinds of ‘attack combos’ were also present in AoC, so you could never just LMB your way to Victory (but you could overhead your way to Victory - overheads didn’t hit as many people, and they were slower than slashes), you had to spice it up a little.

    On the topic of the Maul, I still want to see:

    **- A slightly faster slash (does not have the power overhead has)

    • Reduced recoveries to be on par with the Grand Mace
    • Bring back 1 hit KOs to the MAA body (obviously needs a bit of custom code to stop 1 hit KO on Knight)

    If this happens, I will be a happy bunny**.

    Make it happen then. You have more power then most of us. You are a very well known moderator and heard voice of the community, you’ve been here since day 1 and stuff.
    Make it happen? Talk to TB, make the people in RK agree with you and get their voices heard etc…



  • I think that it needs more range, and slightly slower attacks.


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