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Let's talk about the Mace!

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  • 3
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    The mace would be perfect as it is now (snapshot 24w13a) if it weren't for the looting. Please, maces and tridents need looting to be useful on a daily basis, bows and crossbows don't need it because they benefit from the looting of the sword if you have it equipped in the off-hand. But as of today, without looting, nobody would prefer a mace or a trident over a sword on a daily basis.

  • 0
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    The mace is very overpowered. Being able to one-shot boss mobs should never be a thing, no matter how rare it is.
    The idea is that there is a high-risk high-reward. However, for the majority of active players who are able to "MLG clutch" consistently, it's not high-risk at all. With the introduction of the new enchantments, this makes it even more overpowered as you don't really have to get high at all to activate the insane damage output.
    Finally, wearing an Elytra makes this even more broken, since the fall damage calculation is based on height rather than velocity.

    I recommend the following changes:
    A - Fall Damage should be calculated by velocity, rather than by height. This caps the damage output to a certain degree.
    B - Holding the mace in your hotbar/inventory should increase downwards velocity or acceleration, increasing the risk and disabling the elytra combo.
    C - The mace should work by transferring fall damage to the target, but not all of it. It should start by transferring only 50% of fall damage, while still being dealt the other 50%. This could be improved via enchantments.
    D - The scale of the density enchantments should be reduced, such that it's 1 damage per level per x amount of blocks.

  • 1
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    Wind burst is very fun to play around with — however, I think there should be something to distinguish it in terms of visuals / sound from wind charges as importantly, unlike wind charges, it does not seem to reset fall damage (unless you hit an enemy on your way down). 

  • 1
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    The "breach" enchantment makes no sense in adding it, since the density enchantment already has the function of increasing damage. I would only see sense in it if they had enchantments to resist the mace impacts

  • 1
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    Fire Aspect should not be able to be placed on Mace. The weapon already has its own enchantments that are very powerful, and if by some miracle the enemy survives, they will still receive damage from fire attack, what makes It so OP

  • 0
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    I think the Mace can use some counterplay for PvP in survival servers. I think when a Mace hits a shield the Mace should be out on cool down, but I think the Breach enchantment should help reduce the cool down time. Also Density and Breach should be exclusive enchantments similar to how Smite and Bane of Arthropods work.

  • 1
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    Make a mace with density make you fall faster and take more fall damage

  • 1
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    The mace was fine before, but with the new enchantments, it's INCREDIBLY overpowered. You can one tap players with prot 4 netherite from like 6 blocks up with a fully enchanted mace. That is not a fun combat system. On top of that, it devalues swords and axes. It feels like the mace is trying to be a replacement weapon, when it really should not. The dropping down from above idea is neat, and works well in certain situations, and that's a good thing. The mace should not be an end all be all. That is the sword's job. Breach is a neat idea, but too op. Also, the mace should have a really long cooldown, longer then the axe. I think bringing breach down to 5 or 10 percent reduction and giving it a long cooldown would make the mace a great way to start and and fights. A surprise smash and a final hit. This would integrate it well into the established combat system, without ruining the sword. The sword is good for damage, the axe disables shields, the trident is good for underwater movement, and the mace is good for one surprise smash attack.

  • 3
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    Love the mace, it seems like a missed opportunity to not add channeling to it tho.

    The shockwave is flashy and cool but not very useful and for cases with hoards smth that does AOE seems like a must.

    It would allow you to feel like Thor, even if only during thunderstorms and it is an alternative use for an enchantment thats already in the game.

    I think it would be ok to make it incompatible with windburst for balance.

  • 4
    Registered User commented
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    I am liking these mace improvements, density and windburst feels good to use, and mending makes the weapon actually worth using. I wouldn't change those. It could be fun if it has channeling like thor, but maybe tridents should still have a niche over maces like riptide and loyalty.

    Perhaps the sword's niche should be fire aspect and sweeping edge, that way maces axes and tridents can get looting? Looting does feel like an absolute essential and swords are often mandatory. Maybe bedrock swords can also finally have sweeping edge.

    I think the mace is mostly very balanced now, and it no longer works with elytra which is nice, but perhaps we need boss mobs to not get instakilled, the bosses need a damage cap. I'd also nerf the breach enchantment just a tiny bit. Please do make the core farmable on trial spawners, it's fine if it's very rare with a 0.5% drop chance, but it must have renewability, so we can also build with heavy cores.

  • 0
    Registered User commented
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    How about to make the mace hurt you by falling, but only 1/4 of the damage? Then less people will jump from the huge height, and enchantment "feather falling" will be more using! And also, you should nerf some enchantments for the mace, it's too imbalance, even for Terraria Calamity.

  • 1
    Registered User commented
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    Well, now we have enchantments for the mace. Why not make it enchantable with Looting in Survival mode? We currently only have sword enchantable with Looting, and this is one of the main reasons why most players use it as a main weapon. It would be cool to motivate players to use other weapons, if not ranged then why not melee ones? You can throw trident, axe simply chops loot and is not suitable for Looting, but mace... [T-T]

    Also Breach (mace is already good for PVP, so theres no reason too add such an unlogical enchantment) and Fire Aspect (Its feels just annoying for a heavy weapon and breaks PVP balance) are too OP, mace is already powerful, just add Looting instead

  • 1
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    I say the *"Breach" enchantment* that's been added in the recent snapshot should instead deal more damage the higher the targets armor level is instead of simply negating armor levels.

    *Maces* and other blunt weapons in fantasy video games are often depicted to be more effective against armored units anyway. It would be a nice niche and make the enchantment more unique Rather than something that's simply adds more damage to an already existing powerful weapon.

  • 3
    Registered User commented
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    We need an alternate equivalent to the Mace crafted with Blaze Rods instead of Breeze Rods. It doesn't have to be a Mace, but it should be some kind of weapon to mirror it (like a spear or hammer or something).

  • 1
    Registered User commented
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    There should be some kind of "Blunt Protection" enchantment that specializes in protecting against heavy/blunt attacks like the Mace. It could also protect against anvil damage, shovels (not that anyone would use them to attack things), and whatever other attacks could be considered "blunt."

    Blunt Protection could also directly lessen the effectiveness of the "Breach" enchantment, to help balance things out a bit.

  • 0
    Registered User commented
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    I feel like the Breach Enchantment is meant to be useful for Axes as well as Maces. They are both very similar weapons and you would normally be jumping to take criticals if you are looking to chop a Zombie's life even with armor. Axes would be good to have a shared enchantment that isn't necessarily with the Sword.

    Also the Density Enchantment needs to have some drawbacks for the Maces when enchanted. The main gimmick is that the higher the level the more Fall Damage it can do when hitting a mob from fall height. With the Base Damage of the Mace unaffected, it would make this enchantment feel like it is something that you will need it as a necessity rather than a choice and is too desirable and overpowered as it is. I think the best way to balance it out is to have the Base Damage decrease as you increase the level of the enchantment. That way if you owned multiple of them, you can have a Mace that is good for combatting multiple mobs and a Mace that is good for wiping out a single mob but would be terrible in combatting. It would kinda feel like a curse, but this enchantment adds the risk-reward element that no many enchantments would have, and with this update - you need the risk-reward elements in there.

  • 0
    Registered User commented
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    With how quick damage scales with the density enchantment, I think it should really only go up to density II at most

  • 2
    Registered User commented
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    "Channeling" for Mace, but incompatible with "Wind Burst".

  • 1
    Registered User commented
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    I don't like how the mace is, if allowed to pair with wind charges, effectively unusable in PVP Combat without being absurdly unfair.
    In my testing, a single Wind Charge using player can oneshot a player in full diamond armor; this is absurdly powerful and means the Mace cannot really be used in a balanced PVP situation; it's just too good.
    For an update with a focus on combat, it feels kind of sad that the brand new weapon, if allowed to use its intuitive combo, is simply too powerful to at all be considered fair.
    If the mace isn't going to be nerfed further in survival, perhaps make it's damage ramp-up more configurable with command magic? From what I can tell, the mace's damage ramp-up is unaffected by the likes of Weakness or weapon attributes.

  • 0
    Registered User commented
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    My suggestion to enhance the Breach enchantment on the mace is to introduce dual functionality. When a player is on solid ground and strikes an opponent, it should launch the enemy into the air. Conversely, an attack while airborne could grant temporary propulsion, enabling vertical movement. This addition would expand tactical options in the game and enrich the player experience.

  • 1
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    I think the Heavy Core is too rare. Maybe it could be more common, or the vaults could have a 30 to 60 minute cooldown like the trial spawners. This would make the trial chambers more fun and reusable, and make it possible to eventually get a mace in one trial chamber. Overall, I really like this weapon!

  • 0
    Registered User commented
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    the vaults could have a 30 to 60 minute cooldown like the trial spawners

    To build on this, for balance, it would be nice to have this option (since you can play the spawners infinitely), where there's a pool of pools for after the first result, with weaker loot (mostly or all; in this case, the heavy core would still need a smaller possibility). It would also be interesting to make the cooldown only happen at night, or maybe even be set back on death to promote dangerous, yet successful gameplay (and phantoms, our favourite mob)

  • 1
    Registered User commented
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    when will the snapshot for this be added?

  • 3
    Registered User commented
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    at the moment i think the mace is way too op, and should be slightly re-balanced to make it fit more in a pvp envoirment, these are my ideas:

  • 2
    Registered User commented
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    Maybe it should be a little less OP.

  • 3
    Registered User commented
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    The new enchantments make the mace feel far too overpowered. They're cool and all, but they just feel like too much. I managed to one-shot a Warden from 43 blocks up with a Density V mace. If we're going to have the enchantments, we need a more hefty downside than just being hard to get ahold of and breaking easily.

    I propose that there be a cooldown on the mace after use, or the restriction of movement while holding it (ideally making the player unable to sprint). Both would be ideal.

    Also, on the topic of downsides, I feel like the durability is a bit too low for such a rare weapon. I don't mean buff it to Netherite level, but make it a little better, like say, 400 rather than 250.

    I understand if you don't implement this exact proposition, but please nerf the mace more in some way. It is far too overpowered.

  • 0
    Registered User commented
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    Tried to "give the mace a spin "
    Couldn't because it isnt in the creative menu and the \give command wont work. 

  • 2
    Registered User commented
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    As much as I love the mace and the concept of it, I think it’s too powerful by a long shot. Here’s some examples that many others have also pointed out:
    -One shots any mob, aside from armored wolves, mobs holding totems, and armor stands
    -Kills a player with full Protection 4 Netherite when dropping not even 20 blocks. An unarmored player won’t die if they miss their attack, but any player being attacked will. Note that this is an unenchanted mace, the height needed to kill a maxed out player will be a lot lower if you enchant it. The reward is so high with little risk
    -No damage cap, unlike other things that use gravity to deal damage (anvil and dripstone)
    -Slow falling does not affect the mace at all, removing risk and allows easier attacks

    In my opinion, the mace needs both a damage cap and a damage reduction. Also, the fact that it negates fall damage entirely is absurd and doesn’t make sense. As other people have suggested, there are ways to fix this:
    -the mace only reduces a %of fall damage
    -damage cap, maybe 20 hearts to match dripstone and anvils
    -damage based on how fast you’re falling, not height
    -durability damage based on damage you deal
    -reducing damage per block fallen
    -nerf damage increase by Density enchantment
    -nerf Breach enchantment’s ability to ignore armor by up to 60%

    To those of you that argue that you need setup to deal massive damage, jumping+right clicking with a wind charge is barely “setup”. That allows you to 2-shot Protection 4 netherite users

  • 1
    Registered User commented
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    Add a helmet made of slime to counter the mace

  • 1
    Registered User commented
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    I suppose that the MACE is so powerful that it shouldn't be crafted so easily. It would be better if  some rare ingredients are added to the recipe such as conduit, netherite ingot, etc.