Warrior/Mace - how to finaly fix it and still keep it interesting

Maces don't need fixed, they just need to introduce swords. After swords are released maces will only exist to weapon swap for Hammer of the Gods.
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Rafkin4#7914 wrote:
Maces don't need fixed, they just need to introduce swords. After swords are released maces will only exist to weapon swap for Hammer of the Gods.


I hope you're either being sarcastic or realize that this is a terrible comment. Nobody in their right mind would want an entire weapon class relegated to using a point-and-click ranged ability that doesn't come remotely close to the gameplay style of smacking things with a big heavy mace and slamming the ground to clear huge groups of enemies.
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Combos don't really work in this game. You don't have time to do something like this due to the constant onslaught.


But that's because it's not balanced yet. The game is supposed to be played slow, but the whole endgame doesn't work like that. I think GGG knows that and will adress this problem at some point. But when they have adressed it, warriors still need a rework.


That's pure copium, we're too far gone for that. They need to redesign almost everything for slower gameplay to work, and it will probably be something most players would just hate, even among those who think they'd prefer it this way.

And certainly that task is completely unachievable with 3-4 months release cycle.

It's much easier to adjust melee for the zoom-zoom gameplay than to get rid of the latter.
There is nothing to think about, everything must be slowed down by 500%. Not warrior AS buffed, but everything else DEbuffed.
Considerable solution could be to introduce certain taunt mechanics.

I play warbringer, but currently "enjoy" full masochist build: thorn+shatter+amrorbrake.

Rolling slam was replaced as soon as found alternative.

But I was thinking even the slow attacks could be more fun if we would have option to position enemies.
Have skill gem / node / toggle skill or whatever to:
- totem have taunt, or taunt totem
- shield wall to trap enemies instead surrounding yourself
- some "gravity pull skill" with added multiple cast mechanic:
ie: while your animation is on, you could cast other spells

Like no wonder people often use Hammer of God:
you cast it and do whatever you can to force the enemy to the impact zones.
Other mace skills have the same buildup, but with the hindrance of you are a sitting duck.
(btw, I often get annoyed that I cancel HoG with a lifesaving dodgeroll to have it on cooldown)

Personally I don't want skill rotations in my ARPG. Let that shit die with WoW.

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