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Let's talk about the Mace!

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  • 3
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    Will the mace get enchantments?

  • 3
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    I think the icon and texture for the mace needs to be 3D and it should have a wrist strap like Thor's hammer. Actually, it would be really cool if you could put channeling and loyalty on it so it can actually be like Thor's hammer. And instead of channeling summoning lightning when you hit something, it should harness and store the lightning so you can shoot the lightning wherever you want. It could also have some unique enchants but the base damage really needs to be nerfed if it gets enchantments at all

  • 5
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    A secondary, block-related use for the mace would make it more integrated into the game. Since it is basically a giant hammer, it could be used for beating stone into gravel, and gravel into sand, for example. And since we don't have a single utility in Minecraft that is both a tool and a weapon, it would make it pretty unique.

  • 9
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    I love the idea of a heavy weapon but it doesn't feel "heavy" enough.

    1. There should be way more effects when it does it's "smash" attack. (like a shockwave maybe)

    2.  Increas the damage to 10 (or whatever you want)  and increas the cool down to 1.25 seconds.

    3. Make the sound effect feel like your bashing the enemie's skull.

    4. This ones for balence but please add a cap to the damage.

  • 11
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    I'm sure multiple people have already suggested this but.. We really need the mace its own enchantment books. Maybe one that could launch you into the air. Or maybe one that causes a larger ground slam attack. Making enemies go back further and increasing the radius. Stuff like that. Would love to see it added mojang :D

  • 8
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    The Mace is a cool idea in concept that is a great thing, and I like that you need to explore a bit without grinding too much to get it that is a nice balance.
    However I am sure i will never use it and could see a lot of people doing the same : it just is too specific to carry around and once you would need it, by the time you placed your shulker or ender chest to retrieve it, a sword would have done the same amount of damage.

    To me the mace will be a victim of the current inventory problem in the game, we simply cannot carry that many tools/weapons i would love to be able to carry tridents, crossbow, etc but it is not compatible with the inventory, please add a separate tool/weapons swapable inventory slot, maybe a pants enchant i don’t really know.

  • 15
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    This is amazing! The mace is near-perfect already, you can potentially one-shot mobs, giving it a niche on pvp/pve depending on terrain. As the one-shot requires a lot of setup, it's not OP & swords are still preferable most of the time.

    There's flaws however; it needs to be renewable and enchantable with unbreaking/mending. This item will create scarcity issues in servers, where if you lose it, it's gone forever, especially when worlds are limited due to file sizes. Add the heavy core on the spawner loot table, with low % chance. Alternatively, make vaults repeatable for each player, encouraging more gameplay in limited worlds, as the keys are useless!

    Mace is good on Java as you can dual-wield with wind charges, but that's impossible on Bedrock. On mobile especially, it's impossible to quick-swap from wind charge/mace on your hotbar. We really need a button to instantly activate items in our hotbar. For example, if you have a wind charge on slot 1 while equipping your mace on slot 2, after pressing this button, it'll immediately activate the slot 1 item and go back to your mace. Switching hotbar items on mobile like torches is sluggish without this! And add buttons that let us craft-all or take all furnace items, on mobile you have to click 64+ times to craft stacks, which is painful.

    Wind charges still need to be easily farmable without waiting. Minecraft has a problem where some consumables (like lingering pots & tipped arrows) are so hard to get that it becomes unused.

  • 6
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    i would love a blaze rod version with built in fire aspect for early game.

  • 6
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    I love this SO much! It seems pretty powerful, but I honestly am not too worried about that. I think cool factor should be more important for rare/expensive items, and it would be a shame to see this item nerfed to the point where it no longer feels like it's worth the effort. I would rather see it be made a bit more difficult to obtain than see it be made less powerful. That or, even just removing some of the extraneous features of it, such as negating fall damage or knocking away other entities. Maybe just a damage reduction would be more reasonable? Or, have a limit to how much of the calculated fall damage is negated, so if you fall far enough you're still going to end up taking fall damage? There are other methods players have to deal with fall damage, after all.

    Mainly, I don't want to see the damage nerfed into the ground. If it ends up only ever doing as much or less damage as other weapons, then it probably wouldn't be worth all the effort to obtain. If that change was made, it would at best be a way to very situationally MLG off a random mob to avoid fall damage. At that point, a water bucket and an axe would be better to have on hand.

  • 7
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    I think the mace should deal more damage and knock back than it does now. I also think it's weird how it's crafted with a breeze rod. The breeze rod should craft something else wind related like a staff that shoots wind with a cooldown of like 2 seconds and do the same thing as the wind charges but a bit better and more powerful. The mace should have a slow attach speed but deal more damage than a diamond sword. I think if you craft diamonds with heavy cores it should make a heavy diamond core and that should make either a more powerful mace or a big sword that does more damage than a normal one. It would be slower but deal more damage. I also think adding a water and earth variant if the breeze/blaze mob sub type.

  • 6
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    -"heavy core" isn't a great name. i can't think of anything better but i'm sure there's something

    -having it not be mending compatible is fine but only if the repair cost doesn't go up with repeated repairs, since it's not easy to get one and you have to find more chambers

    -the current damage scaling is a bit questionable, there should be an upper limit and/or have it scale less

  • 4
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    I really, really like the Mace! But I do think there's a few things with it that should be changed.
    Firstly, it should definitely swing slower, isn't the whole deal that it's really heavy? It having equal swing speed to a sword makes no sense.
    Secondly, the amount of damage it does out of blast jumps is INSANE, it can one-shot a full netherite player with just a Wind Charge! That's way too much!
    And thirdly, and this one might be controversial, I don't like that Elytra flight increases its damage as well, the Elytra and Mace are already both incredibly powerful on their own, making them benefit each other is gonna make an undeniable meta when it comes to what weapons should be used.
    But at the end of the day this all is pretty minor compared to the item as a whole, I know i speak for many when I say I'm loving all the stuff coming from 1.21, keep it up!

  • 10
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    This mace is very good and it makes combat fun, I didn't expect modern Mojang to add new weapons. I had lost hope considering how modern Mojang felt pacified recently, with the removal of goat muttons and fireflies, how minecraft live felt too childish, it felt like it's heading towards something bizarre and unfun, but I'm glad I was wrong. Ironically, kids are the types of players that are most excited about cool new weapons like the mace, if we look at the first 20 pages of the "new" 1.21 suggestions, we have so many interesting ideas from them like kraken enemies with tentacle weapon drop, chinese dragon bosses, underwater trial chambers, the list goes on.

    Now for mace feedback, I prefer it to be overpowered, rather than it being underpowered and useless like most items on minecraft, like crossbows and tridents. Java's trident should be buffed like bedrock. Right now, mace seems it's going to be so rare that players won't know about its existence, like turtle helms. I'd make it just a little bit more common and farmable. Mace needs wind charges to be used effectively, but charges are too difficult to get. I had hoped the new weapon is more of a movement tool like wind wands or grappling hooks. Perhaps since the mace is made out of breeze rods, it can also shoot infinite wind charges if it smacks the ground, but with long cooldown?

    I hope there will be more creative weapons and armor in the next updates, this is exciting for the community and it makes me want to play again.

  • 8
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    I'm cool with the damage and fall damage negation right now, it doesn't need to be nerfed. The mace is really not as overpowered as people think, when watching videos like jumping from 200 blocks and hitting the wither, it's a very specific scenario... Please please don't nerf this item to the point it becomes wasted potential and another minecraft junk item again. It's a nice assassin item on PvP to kill thickly armored players, that is hard to use. Though I'd probably put max damage per-hit caps on bosses, like maybe ender dragon can only take a maximum of 100 damage per hit, to prevent oneshotting bosses.. And please make the breeze charges more easy to obtain in survival, or just make the shots have unlimited usage, this weapon needs breeze shots but it's too finite to use them properly.

    It's been so long since we get new weapons, like 1.14? That was eons ago. I hope the next weapon update isn't that long, weapons and tools are really fun!! I wish there's an accessory-slot update in the future. I imagine stuff like crab claw is annoying to use with the inventory hotbar clog, and an accessory slot will be great for an extra layer of progression in minecraft, that gives small buffs.

  • 6
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    The heavy core is a placeable block, which is an awesome step forward i think all items used for crafting should be placeable for decorative reasons and the heavy core looks awesome, but it should be stackable! its exactly half a block tall, so like slabs  you should be able to place one on top of another, also like how the decorative pots and lightning rods stack on top of one another, it would even be really cool if they connected in a similar way to how walls connect!

     

  • 5
    Registered User commented
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    please add new enchant the mace

  • 9
    Registered User commented
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    Would be interesting if there was an enchantment to convert the fall attack's power to go all in on the crowd control/knockback element of the mace. Maybe channeling gives it an electric shockwave that grows in size and power on hit instead of single-target damage? Would give the enchantment a new use outside of tridents and fits with the wind/storm theme of the breeze, as well as the chambers' copper being linked to the lightning rod.

  • 8
    Registered User commented
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    This idea is so fun. Given that the heavy core seems to have holes in the sides, that maces have been portrayed frequently with spikes, and that this is a copper themed structure (and that the mace already looks like tuff), I suggest that we contribute to the copper sink by creating copper nuggets, that you can use as spikes through crafting. (Imagine, for C=core, N=nugget, R=rod)

    [_]  [N]  [_]

    [N]  [C] [N]

    [_]  [R]  [_]

    This would be an optional way to craft a mace that could make it do slightly more damage. It would also look decent on a sprite, given that we are using a 2D item and not a 3D one (something I appreciate). Finally, to solve the post-creation problem, perhaps smithing a mace with the smithing table can add it (a higher price), with no need for a template. I hope this goes into consideration.

  • 6
    Registered User commented
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    Something really cool could be a sound effect while falling with the mace, like the bell resonating sound but longer. This would make the attack feel just that much heavier because at the moment the mace just feels a bit too light.

  • 5
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    The mace is super cool! I think if I'd make any changes to it myself, it'd be that instead of just scaling damage by how far you've fallen it instead transfers whatever fall damage you would have taken to the target entity. That'd introduce some interesting trade-offs with Feather Falling and make its damage scaling a bit more reasonable, but might kill some of the synergy it has with wind charges. I'd also probably find another use or two for breeze rods, since having them *just* be materials for crafting a weapon sounds kinda bland. Maybe also have them craftable into breeze powder to make wind charges, like you do with blaze powder and fire charges?

  • 3
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    I can't access the mace in the latest snapshot. I have 1.21 features on, what could the problem be?

    Another note: The mace is historically inaccurate. Medieval maces were simply square wooden rods with spikes attached at the end. This mace is still super cool though, and I would absolutely use it.

  • 3
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    Super fun to use but I think the model should be 3D like the trident. Are there plants to give it enchantment compatibility? (or even exclusives? Gravity could be a good name for an enchantment that gives it more damage.)

  • 5
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    I think there should be enchantments for the mace, because otherwise it would be inconsistent with all the other gear in the game, and also it would be a bummer because there's so much potential for it!

    I have three enchantment ideas for the mace:

    Windstun: (Lvls 1-3)

    This stuns the directly hit mob as well as the other indirectly hit mobs (aka the ones that get knocked back) What does it mean to be stunned? It means that a mob will be "dizzy" for a brief moment, not attacking the player. And for the player, it means the attack gauge bar taking longer to fill (similar to what mining fatigue does) for a brief moment! (So that you have time to escape the horde!) Scales with the level of the enchantment!

    Strike: (Lvls 1-5)

    Increases damage done to directly hit mob by 10% per level, and deals 10% of damage to indirectly hit mobs (this makes it easier to kill the horde, as it's no longer just eliminating them one at a time!)

    Combo (Lvl 1 only)

    This makes it so that if you successfully land a hit on something with the mace on your way down from a fall, you get boosted back up, so you can go in for another hit without using another wind charge. (Because let's face it, the last thing a player wants is to use up all their wind charges in one session in order to use the mace. This makes it so that if you have skill, you can land multiple blows without using your whole stash of wind charges.)

    Strike and clash should be mutually exclusive.

    Anyways, Thanks!

  • 5
    Registered User commented
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    The mace was actually a very good idea, but although the appearance is not pleasant, it could have a 3D appearance that would be much better! Sorry if there are any errors in the writing as I'm using a translator, but I hope you understood the message!

  • 6
    Registered User commented
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    I tested the item, and I'm here to give my feedback: When you test out the new weapon, jumping from various heights, killing various powerful mobs like the Warden, you think about how strong this weapon is. The problem with this is that these are controlled and very specific cases. To be able to deal extremely high damage, you must jump from a high place and manage to hit, or you will receive full fall damage.
    It's true that it is possible to kill a Wither in one hit when using this item, the problem is that it would be very difficult to hit.
    When used correctly, it can become a very powerful weapon, however, it's not like players are constantly jumping from high places to attack monsters, This is what can make the item forgettable, just like the trident is
    My suggestion is that the base damage should be increased, or that the weapon should have an ability to launch the player a few blocks upwards, like a weaker Wind charge

    Creatures that receive knockback from this item should also receive part of the damage

  • 4
    Registered User commented
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    This is an amazing new weapon, but here are some things I think would make this weapon better:

    1. let us use the breeze charge in our offhand in BEDROCK EDITION TOO. also, for touch screen devices, there should be a button, similar the "shear" button when you hold shears next to sheep, that appears even when it is in the offhand. That would make it easier to time.
    2. let us enchant it. not mending, that would be too powerful, or sharpness, since the mace deals bludgeoning damage, not slashing/stabbing. maybe fire aspect, knockback, unbreaking, or a new enchantment that lets us deal more damage with the mace.
  • 4
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    To balance it you should make fall damage have normal effect even with feather falling. It should remove levitation, and make fall damage hurt more.

  • 3
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    I think it would be better if the momentum was higher depending on the drop. For example, if you fall off 3 blocks, push 2 blocks, or if you fall off 5, push 4 or something like that.

  • 4
    Registered User commented
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    Needs better texture. Current one is clearly a hammer

  • 5
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    I personally think that it should be renamed to something like the "Wind Mace" because the current name is in my opinion, too generic for what it does. Another idea I have is to use the Heavy Core as a base for multiple elemental maces, such as a Fire Mace if you use a Blaze Rod instead of a Breeze Rod.