[Suggestion] How to handle maul

Several have posted that maul is overpowered, and I agree completely.  It is easy to acquire these weapons, and, once you do, you pretty much own everything that does not have a very high dodge rating.

My suggestion would be to make maul come with a penalty.  This is supposed to be a form of going berserk, right?  Well, how about maul including a loss of control over where the hero goes and who the hero attacks?  I think it would ruin maul completely if there were a chance the hero would turn on allies, but there could be a percentage chance the hero uses his moves going off in a useless direction.

3,636 views 6 replies
Reply #1 Top

I think it should just be limited to a total number of concurrent attacks (2 or 3?) and the hit penalty should be greatly increased. 

Reply #2 Top

Hello,

 

The maul attack does come with a penalty for every successful hit you lose 3 accuracy, but this is understandable this attack still needs to be tweaked a bit more.

Reply #3 Top

Quoting lilB, reply 2
Hello,

 

The maul attack does come with a penalty for every successful hit you lose 3 accuracy, but this is understandable this attack still needs to be tweaked a bit more.
End of lilB's quote

 

Maybe switch to percentage-based accuracy drops that make a second hit extremely likely but going downhill from there. Otherwise, high-accuracy champs become enfleshed war gods with a berserker's axe. In terms of beasts with maul, a drop of 3 accuracy per maul is perhaps more suitable for some sort of primordial ur-Bear, a prototype of its kind. Or a berserker demon.

 

Not a baby bear, though.

Reply #4 Top

Thinking more about it...I don't think maul should even be on a weapon.  Even with some tweaking, it makes that weapon stronger than anything else in the game without it.  I had weapons much higher level and damage than the one with maul but there was no point of using them...even if you only get in the second hit with decent chance, it makes it almost twice as powerful as anything else.

Maul should probably just be a skill or something.

Reply #5 Top

9%-11% drop whould be sufficient I reckon and further adjustment is still possible. 3 is most definitely to low. Doubt it would need to pass the 20% mark to be sufficiently rained in. Needs active testing. No more "3-hitting" Elemental Lords please.

What is even worse though is the lags happening after a maul attack / seems to be related to the recalculation. That should be fixed. In an Arena-fight-series (Level 5 adventure) it seemed to have caused an OOM all by itself.

Maybe also atattch a hefty dodge penalty (50% or 99%) to those weapons. Or possibly a HP-Cost per Strike (all-out berserk) adding some risk to using Maul with abundance. That last thing could screw the AI though...

Reply #6 Top

Quoting Renevent, reply 4
Thinking more about it...I don't think maul should even be on a weapon.  Even with some tweaking, it makes that weapon stronger than anything else in the game without it.  I had weapons much higher level and damage than the one with maul but there was no point of using them...even if you only get in the second hit with decent chance, it makes it almost twice as powerful as anything else.

Maul should probably just be a skill or something.
End of Renevent's quote

 

I like it as a possible item enchantment, but even so maul should be toned down a lot and the items that have it should be a lot more rare.