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Let's talk about the Mace!

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  • 4
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    I think it will be cool to see animation when you fall with mace in your hand, like you're swinging. I think it can be the same as trident’s one

  • 4
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    The weapon is almost there! Here are some ways I see improvement:

    1. Make it less chance-based to get. It takes too many vaults to open due to the chance-based system. This can be frustrating for those who are unlucky.

    2. Add an upper limit to the damage. That would prevent instant kills on Ender Dragons and Wardens.

    3. Add new enchantments. I like ideas like Leeching, where you would get some health back and make it more ideal. Charge, where you would charge a melee attack up close instead of getting high up and jumping. And Tempest, where you would have more knockback on nearby enemies based on the enchantment level.

    4. Incearse the durability by a lot. Repairing it with the anvil will take too many levels down the road. It's like you would need mending to use it with its current durability. It would make sense to have high durability because it's thicker than any other weapons we use.

    Thank You Mojang!

  • 4
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    You could take away the experience needed to repair the items, leaving only the material item. This would make the anvil more useful, and make players need less the repair book

  • 3
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    Very interesting weapon, but i would love to see some unique enchantments for it

  • 1
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    I know a lot of people are complaining that it's too overpowered, but I think they forget it's also really rare. I say keep it legendary, it's cooler that way.

  • 1
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    Unlike what some people say, I don’t think the mace is overpowered.

    Not only does it have to be a fall(no elytra flying into a hit) it also needs to be a high fall to take out high hp mobs. So to use an elytra with this you need to un-equip the elytra mid-air in order to hit or you can fly straight down which is as risky as a fall. Not only mentioning that in survival reaching those heights to hit boss mobs without an elytra is time consuming.

    To be honest, if you’re late enough in the game to have an elytra or cage a warden, the mace is more situationally OP compared to some other weapons you’d have at the time. Also hitting from a high fall also takes some skill, that also balances the weapon.

    My suggestion is that in order to add to the heavy vibe of the mace is to decrease the attack speed to 0.9. Then to increase the base damage to 9. This makes more sense in my mind with how a mace should be in Java. In Bedrock keeping it as the way it is already should do no harm. The only nerf it might need is not being able to fly with it with an elytra. This would still keep with the heavy vibe and nerf it so it isn’t too OP in combat.

  • 0
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    Don’t have it be craftable, it’s just an extra step that is completely unnecessary and boring. Instead of straight up making it 3D, try taking two of it in 2D and have them perpendicular just to see how it looks!

  • 3
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    I think it should allow enchantments as mending and unbreaking because the heavy core it's so rare and the maze doesn't have enough durability to be worth it. 

  • 3
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    That the mace pushes with normal or critical hits and continues to do the same damage with the fall

  • 2
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    could have exclusive enchantments such as reducing the height needed to reach X damage by X percent 

  • 2
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    Should have more use to the heavy core. Maybe end rods and blaze rods make unique maces and each different type requires a special execution. The wind mace requires falling, maybe blaze maces would only hurt enemies on fire. This would pair well if they made a throw able fire charge, similar to how wind charges pair well with the current mace

  • 2
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    Minecraft é muito bom

  • 2
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    Eu não tô conseguindo meu Minecraft meu que tem o tatu o cara que é do pinguim uma roupa que eu vou ter que tentar deito para mim tá montanha aqui

  • 2
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    I do want to point out that any weapon should do extra damage when hit from a higher altitude, so it's worth adding this mechanic for other weapon types. However, the idea of ​​a shock wave is very interesting and could be related to the properties of a new creature that makes the weapon unique, and it is worth developing the idea in this direction.
  • 4
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    I absolutely love the mace. Since it is so rare to find, difficult to use, and has such high risk, I think it is fair that its damage is uncapped. It’s fun and rewarding and isn’t too game breaking since most mobs can already be cheesed with other, typically easier / safer methods. Attack speed could be lowered since the weapon would be so heavy, which helps its base level be more distinct from a diamond sword. It should also disable shields.

    For PvP, the mace may be a bit OP, especially if the player is ambushed. Instead of capping the damage I’d rather give it a soft counter: the turtle shell helmet. How it would work is similar to dog armour since they are both made from scute. It would tank 100% of the smash attack at the cost of durability. The helmet may break fairly easily, but it will save the player from being one-shot killed at the cost of being less protective in general compared to diamond / netherite. It even makes some intuitive sense since the turtle shell helmet is worn on the head and the mace attacks from above. It could also offer protection from falling anvils and dripstone.

    I’d also love to see some enchantments for the mace. A channeling like enchantment would be super fun. There could also be a blowback or shockwave enchantment that damages the nearby mobs and increases their knocked back from the smash attack. Perhaps a shattering enchantments that deals increased damage to armour and shields.

  • 4
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    As a form of protection, the tortoiseshell helmet could block the mace's attack, breaking shortly after the blow. This would be used by PVP players who did not want to fall prey to a troll attack.

  • 2
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    A suggestion I have for the mace is that the visual design be changed from a 2d sprite to a 3d model or at least given some depth. My opinion on the sprite is that it is clean and looks great. It does a great job at conveying the materials of the mace to the player wielding it, but is not easily readable to other players. Due to the flat nature of the sprite, the mace is not easy to distinguish at certain angles and does not do a great job at conveying it's size and strength to other players. This is especially problematic for a weapon as potentially powerful as the mace. In addition, the flat nature of the design does not fit with the mace as a weapon. The other weapons in Minecraft do have flat designs, however these are all flat weapons/tools in the real world (e.g. sword, axe, shovel, trident, etc.).

  • 2
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    The new mace is awesome, but it would be great to make it possible to put unbreakability and repair on it and put exclusive enchantments on this new weapon.

  • 1
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    I propose to make deeper mechanics for the mace, for example, if you hit the ground, the mobs will be thrown up and/or if you press the right mouse button you will jump as if on a charge of air; if the inventory has air charges or since it is made from a heavy core, you can hold down the right mouse button to spin the mace and then release the RMB, which by inertia will throw the player into the air. Or if you jump from a height with a mace in your hands and hold down the shift, there will be an accelerated fall and upon landing there will be a shock wave depending on the height.

  • 2
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    The Mace and the Tridents are both awesome weapons both without an assigned material. (No Diamond, Iron, Gold, etc. Variants) I believe that like the Trident, (And the Shield!) the Mace should have it's own 3D texture. It would also emphasize the great size of the Mace (It would need to be Minecraft Dungeons scale to slam from such a distance.)

  • 1
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    Area Damage Exclusive Enchantment or maybe and Splash damage enchantment

  • 2
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    Great new niche weapon! I agree with others who think it should be 3d but some custom enchants would be cool: 1. Something like sharpness but called Something else since it's a blunt weapon 2. Launches you into the air again on hit, allowing for some cool combos

  • 1
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    I love this new weapon! I have two suggestions though that I think would make it extra cool. First, I think it would be awesome if it was 3d in your hand like tridents and spyglasses. Also, to make this item a little bit less op I think it would be good to make the durability go down more for the further you fall. I'm so excited for this update!

  • 1
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    I would love an enchament that make the mace, instead of a the knockback thing, would be an area attack, and could be from "explosion I" (for a name) to "explosion III". Also, this enchantment could be exclusive from the trial chambers loot

    Please, I just want to attack many enemies to the same time, it's satisfactory

  • 2
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    I liked the new "Mace" weapon and the new "Heavy Core" block.
    What I propose to improve the Heavy Core is that it have gravity as a representation of its weight.
    To improve the Mace I propose a 3D effect like a trident and that by holding the right click you can launch it.

  • 2
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    The mace should be immune to lava and cactus

  • 1
    Registered User commented
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    I feel like the mace is only useful for specific situations, I think it could use some area damage, a good way to add this mechanic would be with a new enchantment.

  • 2
    Registered User commented
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    Love it but I think the Heavy Core should be affected by gravity

  • 4
    Registered User commented
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    Since the mace feels a bit over-powered, maybe its effects should be decreased with every level of feather falling on your boots. This will give an even better risk-reward effect and will balance the mace and the feather falling enchantment a little bit.

  • 0
    Registered User commented
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    pls give help to how to use mace.