Your dedicated space for sending us feedback and suggestions for Update 1.21!

413

Let's talk about the Mace!

Pinned

413 Comments

Please sign in to leave a comment.

Sorted by oldest
  • 5
    Registered User commented
    Comment actions Permalink

    I hope some new enchantments relating to the mace will be announced. Like a helmet enchantment that will make you survive an otherwise fatal attack with 1 health, or boots that make you heavier to increase your the attack Power but also increase (potential) fall damage or a mace enchantment that makes you fall a bit slower (to make the actual attack easier to pull off) with reduced damage (not affecting fall damage)

  • 0
    Registered User commented
    Comment actions Permalink

    I think the Mace is too over power, and it make me think that there shouldn't be any skill needed for PVP, so at least bring the damage down to 3 heart to maxed out armor ( prot 4 netherite)

  • 6
    Registered User commented
    Comment actions Permalink

    Yes, the mace is insanely powerful. I would also agree that it needs a 3d model. But after all you would have to go through to achieve the necessary materials to craft it, i would say that its worth the time and effort, no nerf. But i would also agree that it does need a damage cap, maybe it could be increased with enchants. Hey, the trident and crossbow have enchantments unique to them, why not add more unique enchants? And maybe even make the channeling enchantment compatible with the mace?

  • 2
    Registered User commented
    Comment actions Permalink

    If you decide to nerf it, I think the best way in terms of damage is to make it deal less damage per block the more you fall, so it doesn't have a cap but there is a line where stuff like boss mobs take too much effort.

  • 3
    Registered User commented
    Comment actions Permalink

    There should be enchantments that are unique for it like the Trident. For example, there could be an enchantment that could act like the knockback enchantment for swords or an enchantment that makes the ground rumble when you hit it while paralyzing the enemy for like a second.

  • 0
    Registered User commented
    Comment actions Permalink

    Essa nova arma e muito legal e util para nossa jogatina, mais a poderiam deixala 3D. para ficar igual as outras armas do jogo.

  • 1
    Registered User commented
    Comment actions Permalink

    Me encanta la nueva arma la Maza es increíble y está muy equilibrado muy buen trabajo mojang
    Yyyyyy podrían optimizar la versión 1.20.72 de bedrock para dispositivos android el lag y congelamientos de pantalla hace Minecraft una mala experiencia y más para cuando salga la 1.21 empeora y haga el juego injugable en la nueva trial chambers y hay bug del mono de papel que no aparece en la esquina superior izquierda ❤️❤️❤️

  • 1
    Registered User commented
    Comment actions Permalink

    La Maza es la arma más increíble y sorprendente es muy equilibrada y no necesita un nerfeo.
    Tengo unas sugerencias:
    Un nuevo encantamiento Golpe expansivo, esté nuevo encantamiento tendría hasta el nivel 2 y lo que haría sería al momento de golpear un mod los demás mods de alrededor serían lanzados unos bloques de distancia dependiendo el nivel del encantamiento
    Segunda sugerencia esta nueva arma necesita una historia de origen y sería que el núcleo pesado es la último arma fabricado con netherite pura y está fue llevada al overwold y modificada por una antigua civilización que agregó como mango del arma una varita de brezz y fue ocultada en las trial chambers a esperar a que un guerrero de corazón la reclame.
    Tercera sugerencia: Que se añada un nuevo enemigo que sea capaz de utilizar el martillo como otro método de obtención de este, el nuevo enemigo podría ser un Golem hostil hecho de cobre o tuff para combinar con la estructura, una vez que derrotes el enemigo tendrá una posibilidad del 2.2% de darte el mazó dañado o ser un nueva mascota el Golem de cobre o tuff
    Espero que les guste mi idea y si es haci gracias.
    Por cierto muchas gracias por hacer un estupendo trabajo mojang

  • 2
    Registered User commented
    Comment actions Permalink

    Please add new animation to the mace and that players can improve the mace by netherit.

  • 1
    Registered User commented
    Comment actions Permalink

    3d mace it looks like a hammer

  • 2
    Registered User commented
    Comment actions Permalink

    The Mace is awesome, However:

    • It needs enchantments. As it stands I would only use it in unique rare situations where i can fall and hit something, as an enchanted diamond sword is better in your average situation.
    • The mace being attained through a luck based system as the heavy core is is to hard to attain (too unreliable). I wouldn't want to bring it with me unless I had a spare in fear of losing it if I die. It should be behind a boss or mini boss you can resummon, like how you can resummon the Ender Dragon. That way it is challenging to get, but based on skill instead of luck.
    • It would look way better with a 3D model.
    • It should have a shockwave particle effect when hitting with a smash. Also, should be able to do lesser damage to surrounding mobs. (Damage could be a enchantment)

    As for enchantments, there should be three, like with the crossbows and trident. They could be Splash Damage (listed above), Bounce (hitting a area at least 4x4 horizontally while jumping launches you into the air similar to a wind charge), and Absorption (killing a mob with a smash attack heals you half the mobs total health). Bounce would also fix the fact that Bedrock can't do the wind charge combo with an off hand wind charge, instead switching active slots.

  • 0
    Registered User commented
    Comment actions Permalink

    love it

     

  • 0
    Registered User commented
    Comment actions Permalink

    I think it may be too overpowered against certain enemys.

    I suggest when hitting only a Projectile resistent enemy like the Enderdragon or Breeze you should be bounced back up into the air and the enemy in question takes limited amounts if damage.

  • 1
    Registered User commented
    Comment actions Permalink

    I think the head of the mace should be a 3D model, and the handle a 2D texture, just like in Minecraft Dungeons.

    Also, I agree with a few comments that the turtle helmet should block the attack of a Mace.

  • 2
    Registered User commented
    Comment actions Permalink

    i like the turtle shell idea but it should only block half damage

     

  • 0
    Registered User commented
    Comment actions Permalink

    Needs fun enchantments

  • 0
    Registered User commented
    Comment actions Permalink

    como faz para jogar essa snapshots?

     

     

  • 0
    Registered User commented
    Comment actions Permalink

    булаве нужна новая обьемная текстура как у трезубца

  • 0
    Registered User commented
    Comment actions Permalink

    The mace needs a new volumetric texture like a trident.

  • 1
    Registered User commented
    Comment actions Permalink

    The new weapon is great, but I still wish they could put the loyalty and channeling enchantment on the mace

  • 0
    Registered User commented
    Comment actions Permalink

    Enchantments

  • 0
    Registered User commented
    Comment actions Permalink

    I think there should be a few changes to this update, notably with drops.

    Breeze's dropping rods don't make much sense, as there are no visible rods on it (yes another user commented this, I am just repeating it). Maybe we are able to craft two breeze charges INTO a breeze rod, or scrap the rod altogether and make the mace a drop itself from the vault, simplifying things, but also giving the artists more flexibility to design the mace. Me personally, I didn't realize that it was a heavy core as the head of the mace, because of the pixel art.

    Also, about the 3D thing. Another user commented and said that technically the trident isn't 3D, simply it has a different model in your hand then the inventory sprite. I do think it would good it 3D, but it could potentially be very bulky onscreen. But I do think some way to make the edges of the model more square instead of diagonal pixels would help a lot.

    Wind charges paired with the Mace are a great idea, but bedrock players don't exactly get the luxury of doing that, because of the offhand feature being exclusive to Java. Maybe this is when we fix this parity feature between both versions (banner shields came last update, that was a parity) and allow bedrock to have anything in offhand (which I'm sure the community would welcome), OR allow breeze charges in your offhand like arrows or a shield. 

    A custom animation for swinging (1st and 3rd person) the mace would probably do wonders for this weapon, but also a custom cooldown.

  • 1
    Registered User commented
    Comment actions Permalink

    I think that a custom longer cooldown for the Mace would make it feel heavy, like the snapshot article states, because right now it feels like an unenchanted diamond axe with a cool ability. Speaking of enchantments, I do think that unbreaking and mending should be able to applied to the Mace, but not damage enchantments. 

    Maybe have a shockwave effect, even if you miss. To fix this looking weird, maybe it could only work if you are on the ground, and a custom animation could be implemented where your character slams the Mace on the ground. Also, a damage cap would be nice, and maybe the more damage = more durability taken away, up to a certain point. Don't want to go around 1 shotting enemies from 50 blocks up and then your mace breaks in 3 hits.

    I think wind charges could play a bigger role with the Mace. Instead of having the wind charges in your offhand slot, just leave them in your inventory. Now, whenever you right click, your hammer quickly smashes the ground and you get boosted up, using up a wind charge. This "boost" ability has the same cooldown as if you were using a wind charge from you hand, and is separate from the normal slow attack cooldown. This will allow players to still hold a totem of undying, like in hardcore worlds (which will be in both versions soon), but also have the mace be an out-of-combat tool for maneuverability, like climbing mountains or scaling walls quickly. This would make pre-elytra traveling easier and much more fun. 

  • 1
    Registered User commented
    Comment actions Permalink

    I still think it's weird how it's as fast as the sword. It should be at least a bit slower, like 1.5 at mininum.

    It would feel more impactful and heavier if it felt slower to use, and it would also be a bit more balanced and further differentiated from the sword.

  • 2
    Registered User commented
    Comment actions Permalink

    in the newest snapshot, the mace slam behavior has been changed: "when successfully striking a target, all vertical momentum will be reset in addition to negating any accumulated fall distance"

    Trying out the mace in the new snapshot, this new changed honestly feels... bad. Visually and mechanically. The mace feels like it has ZERO impact because of this. You'll be falling from a huge height, and you're about to do an awesome ground slam... and you hit the mob, and then it dies, but for some reason you get stalled in midair for a second, and ground particles fly up as if you slammed the ground... but you didn't... you hit a mob from a high place in midair. This just feels so lame. The mace felt perfect before, it truly had an impact. This new change is disappointing... Please change it back

  • 1
    Registered User commented
    Comment actions Permalink

    I appreciate the array of new enchantments available for the mace, but it's worth noting the inconsistency that it can be imbued with specific enhancements to amplify damage against undead and arthropods, yet lacks a general damage augmentation like sharpness. While it's understandable that the concept of 'sharpening' a mace might seem illogical, the inclusion of specialized enchantments solely tailored to undead and arthropods appears equally perplexing.

  • 2
    Registered User commented
    Comment actions Permalink

    With the new enchantments bypassing armor I feel this really seems unfun to have on survival servers. I really think full protection netherite armor should be enough to survive any hit from the mace. That or armor needs a new enchantment that heavily nerfs the mace and can stack with any of the protection variants. Even modded items that bypassed armor like the rapier from tinkers construct back in the day feel more balanced than this.

  • 1
    Registered User commented
    Comment actions Permalink

    I think the wind burst enchant should do less knockback to enemies.

  • 7
    Registered User commented
    Comment actions Permalink

    Love the new mace enchants & effects, the drop attack feels impactful now! And Wind Burst is so great for gameplay, it's already creating lots of video content like parkour maps & MLG combos. Good job Mojang!

    But Breach enchant might be an issue, after testing in PvP we feel it's starting to powercreep sword/axe in straight non-jumping fights, and it makes armor useless. Consider capping it to Breach III (45%) instead of IV (60%).

    Love how mace uses smite/bane of arthropods and NOT sharpness, it makes the former books viable. Though, BoA is still very useless. Breach in PvE is also rather useless, so adding an armored arthropod miniboss in the future will give them value.

    Heavy core rarity is horrible now that it's only dropped on ominous vaults, we'd need to explore tons of chunks. For Bedrock players, we have this trend of "skipping" updates, not playing the game to save chunks for future updates. Console/mobile simply can't handle 5-10GB saves as they'll corrupt, so please don't force players to explore. I'm glad I skipped playing 1.20 as trims require exploring large chunks, but I fear I'd have to skip 1.21 as well, unless I cheat the mace in somehow. I don't mind maces being rare but I just wish the vaults/mace are farmable to make keys useful, I had hoped the chambers are a repeatable activity. Exploration is fun but the game really needs to find a way to explore without creating GBs of file sizes, such as going into temporary dimensions whose chunks can reset.

  • 0
    Registered User commented
    Comment actions Permalink

    I made a full post about what i think should be remade about it: https://feedback.minecraft.net/hc/en-us/community/posts/25412122808205-Mace-redesign