The Glory and Horror of Maul

If you haven't had the pleasure yet, maul is game breakingly powerful by the time you reach level 8 or so.  That is to say its tons of fun, but after a while you wish something survived long enough to test if the AI would ever even move if given the chance.  Last night my hero (level 12, 32 attack, and the impulsive trait) killed the bog elemental in two attacks.  Or rather the first attack pecked away 8-10 hps at a time for ~15 or so attacks and then he got to move again immediately and finished him off.  I did the same with the ice guy and the desert guy.  

 

Here's the bigger problem.  If the maul ability was uber rare maybe this would be okay, however it is almost impossible not to get.  All you have to do is not kill your butcher men spawns and wait for them to start spawning armies of level 2 or 3 guys.  Within 2-3 fights you'l have at least one berserker axe, or the equivalent sword.  

 

I love the idea of the skill, its just to easy to abuse and break the game.  Perhaps make the penalty on each successive attack be 15% or maybe even 20%.  

11,661 views 16 replies
Reply #1 Top

I agree, maul seems to be too good.

 

Reply #2 Top

k1

Reply #3 Top

If you upgrade your unit's accuracy at all, maul almost never misses XD

 

A 50% penalty to miss EVERY time would probably still be too OP. I killed the earth elemental lord ( the worm guy) with 2 attacks from a lvl 5 guy :D

Reply #4 Top

I agree. Maul is to strong.

Maybe cap the number of attacks at 3 + (Dex / 10).

Reply #5 Top

How much extra damage does Maul do?  If two times, then I would think something like number of attacks = 2 + (Dex/10), and the Dex/10 would always be rounded down.

Reply #6 Top


Maul doesnt do extra damage. You just keep attacking until the enemy dodges.

Also, the bigger the monster, the less dodge they have, it seems. It makes sense somehow, but also makes them dead meet for anyone with Maul and a bit of Acc.

Reply #7 Top

I've just realized the joy of Maul.

Then it got even better (worse?) when combined with the Growth spell. Imagine Maul at 2x the damage. I have a stack 2 guys which is pretty much wiping things out. Only mobs with a stack of creatures doing 85 or higher damage have a chance against my lvl 15 guy.

Reply #8 Top

Yes Maul is definitely too strong, it should be nerfed or just put on highlvl creatures. And the items should be extremely rare.

However I did not come to enjoy Maul as it freezes my PC for an insane amount of time (often >= 30 seconds). But well since my hero does ~60 dmg per hit - no problem :P

Reply #9 Top

I haven't gotten to the point where I've gotten it myself, but I've been on the receiving end of it.

I dread seeing "Maul" on my screen, at least when it's not followed up by "Dodge."

Yeah... it needs to be toned down a bit, even if it means that other aspects of "maul"-ing monsters need to be tweaked.

Reply #10 Top

Maybe Maul should halve accuracy instead of a -3 for each hit?

 

Reply #11 Top

I remember losing a good army of regular troops to some "maulers"...  o_O

It's awesome ability and once you have some levels/gear to back it up, makes other special attacks pointless. But hey, it's a nice mob slayer so I can save turns.

Reply #12 Top

You should see maul with the trait that gives +1 accuracy per level.  So overpowered it's silly.

I agree with others here.  We need a more aggressive reduction of accuracy or a % reduction to accuracy on each swing.  Maybe add a cap on the max number of swings.

Reply #13 Top

Three swings max, first at 100% acc, second 50% acc, third 25% acc. Stop if miss.

Reply #14 Top

Quoting Sir_Linque, reply 13
Three swings max, first at 100% acc, second 50% acc, third 25% acc. Stop if miss.
End of Sir_Linque's quote

Good call. Even two swings is very powerful, it doubles your damage, it's enough to make any other weapon or special attack that doesn't also double your damage redundant. So for balance purposes even the second swing needs a harsh penalty, and more than two should be rare if not impossible - Sir_Linque's suggestion would accomplish that nicely.

Although I wouldn't mind if you got a potential fourth swing at 12.5% accuracy if the first three hit, and so on at half each time - it'd better preserve the un-capped nature of the skill without adding much chance of swings over 3 in practice.

Reply #15 Top

Isn't part of the problem that some monsters have very low dodge. If I am not mistaken accuracy vs dodge is used to calculate your hit chance.

Now, if your enemy has near-zero dodge, 12.5 percent attack is still going to likely hit. So, units with low dodge are still easy to kill in one turn.

Reply #16 Top

Maul should work if both of these were implemented for each subsequent attack.

1/2 chance to hit

1/2 damage (round down)

 

It stops when you miss or when damage gets to zero