GGG, it's time to revisit and revamp weapon types

For example:

Staffs has better damage range than maces, plus more access to crit, plus block, plus some stun, plus shockwave and same attack gems. Maces have... stun? Seriously?

Maces should be the heavy hitters. Your game has some major flaws in design, specially in the weapon department, this was only an example.
Last bumped on Apr 24, 2022, 1:04:45 PM
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Meatgrinder has 5% Chance to deal Double Damage as an implicit.
Colossus Mallet has 30% Increased Area Damage.
Imperial Mauls have +10% STR.

Just saying.

On the other hands, the fact they did not give the same implicit revamp treatment to 1H maces is a bit iffy.

"
Maxtrux wrote:
Meatgrinder has 5% Chance to deal Double Damage as an implicit.
Colossus Mallet has 30% Increased Area Damage.
Imperial Mauls have +10% STR.

Just saying.

On the other hands, the fact they did not give the same implicit revamp treatment to 1H maces is a bit iffy.



Bruh... 5% chance of double damage? With a mace you will be probably playing with warcries, intimidating cry gives 100% chance of double damage for the next two hits.

30% area damage? That's what? 3% more damage? Wow.

10% more strength for what? Stacking strength on a 2h mace build?

I see you're trying to be optimistic, but these are pointless stats.

Last edited by Haadd#5888 on Apr 21, 2022, 11:40:48 AM
yep.. maces are meme

from the passives to implicits - everything maces have is just bad, weak and useless

maces 'trick' is 'stun'. cool.. but stun doesnt work when needed (bosses) and is useless for clear. in THEORY it is a defensive layer but in practice - you dont care

other than stun, maces have nothing. passives are hilariously weak and spread out, masteries are pure gonk (excluding the chill one) and weapons themselves are quintessentially bad: slow, no crit, bad implicit

someone at GGG still thinks that no/low crit, slow playstyle is viable :)

regarding that 10% STR one - it is tailored for SUMMONERS. you get The Baron and a 6L mace with 'socketed gems are supported with lvl 1 Fortify' - voila: 7Link zombies and 10% STR at the same time. that was THE reason maces got this implicit.

STR stacking with slow weapon makes no sense. it makes no sense to STR stack with any other weapon than BLS. flat ele damage on a slow two hander is 100% objectively a bad idea thus noone does this.

state of 1h mace, maces in general, melee in general - they all share the same 2/10 review
"
sidtherat wrote:
yep.. maces are meme

from the passives to implicits - everything maces have is just bad, weak and useless

maces 'trick' is 'stun'. cool.. but stun doesnt work when needed (bosses) and is useless for clear. in THEORY it is a defensive layer but in practice - you dont care

other than stun, maces have nothing. passives are hilariously weak and spread out, masteries are pure gonk (excluding the chill one) and weapons themselves are quintessentially bad: slow, no crit, bad implicit

someone at GGG still thinks that no/low crit, slow playstyle is viable :)

regarding that 10% STR one - it is tailored for SUMMONERS. you get The Baron and a 6L mace with 'socketed gems are supported with lvl 1 Fortify' - voila: 7Link zombies and 10% STR at the same time. that was THE reason maces got this implicit.

STR stacking with slow weapon makes no sense. it makes no sense to STR stack with any other weapon than BLS. flat ele damage on a slow two hander is 100% objectively a bad idea thus noone does this.

state of 1h mace, maces in general, melee in general - they all share the same 2/10 review


Well said, brother. You get the picture. I bet thousand other players do too. I used to play tidebreaker groundslam and it was very fun, stun rework killed it. And it wasnt even OP, we have hundreds of broken builds out there, no one should care.

My PoE remain uninstalled, until GGG address the horrific state of melee in general, specially maces and stun
Last edited by Haadd#5888 on Apr 22, 2022, 7:52:45 AM
Tidebreaker is still super legit and the 10% strength implicit is actually pretty good, the rest though definitely need looking at.

Honestly I think maces need higher damage more than anything or maybe even a crit mace (obviously sceptres are crit maces for 1h but nearly impossible to roll a good phys one). 2h Sceptre?

Like stun is all well and good but its an entire archetype devoted to it and damage helps stun anyway :/
10% STR implicit is useless on anything BUT summoner

there is not a single reason to STR stack with slow 2h (Imperial Maul's base attack rate is 1.1!) - you STR stack with Brutus Sprinkler (because it has higher flat damage per STR than rare option, and is a good, easily corruptible base) or for OMNIscience when you - again - care for attack speed

for a 2h melee build that does not STR stack you get ~400 STR, that means +40 STR. This = 20 base HP (~50 life with ~160% tree) and 5% inc phys melee damage. It is completely worthless

On a Baron summoner on the other hand - it is pretty good. and that was THE weapon used by 90% zombiemancers in the league this implicit got introduced. Fortify + 10% STR was (and in fact - still is) great weapon for a zombiemancer

for melee? it is worthless


This was the only mace base with GOOD implicit:


'was' because slams+warcries are now completely dead as a playstyle and people who want to play the slam skills (but not as a 'slam' playstyle) pick staves as these simply deal more damage
Impact force propagator was king of the implicits for sure but you are undervaluing 10% strength, i'm not saying every build wants it i'm saying its a usable implicit.

Like would I rather have 10% strength or 30% Wed (infernal sword), absolutely 10% strength and 10% strength is of equivalent budget stat budget wise to accuracy rolls on swords etc. 4-500 accuracy = 50-80 strength.

What do you guys think is a good implicit ignoring the experimental bases which ironically the 2h axe is the worst of? My point is I don't think you actually care about the implicits i think you care that maces have shit base stats.

It isn't like axes have amazing ones fleshripper is crit axe and the rest aren't a thing, maim is irrelevant and pdamage over time multi is a noob trap as you do more bleed by using a better base type.

tldr - Aside from experimental bases, weapons don't have good implicits. Its a base stats problem not do with the implicits.
Last edited by Draegnarrr#2823 on Apr 23, 2022, 5:46:45 AM
good implicits:

+life/mana gained on hit (less so: life leech)
+crit multi ofc
+crit chance
+ FLAT accuracy as it saves one suffix (or precision) in some situations
+ base attack speed (1h mace)
+ 20% AOE (Coronal Maul)
+ block/spell block

bad implicits:
- anything stun related. it is a sorry excuse of 'something' when stun itself is a meme
- 10% STR. in reality it does nothing of value, unless summoner
- miniscule global %increased (like 24% wed or similar). they are insignificant when you already have 400%+
- maim on hit. maim in general is similar to stun - mostly does nothing and you get it for 'free' from many sources without even asking


axes dont have implicits, by design. they have innate higher flat phys on average.


but yes, in general - weapon has to be fast and be crit. there are exceptions (slow daggers for blade trap, non-crit weapons for bleeds etc) but entire archetype of hit-slow-hit-once (slams) got removed making list of exceptions really short

maces right now have no place in this game. even if gavel got 25% more AOE implicit, who is going to use it when it is a 1.15 weapon?
I will not engage in this implicit debate, since the real problem goes way deeper.

2h mace, 2h hammers in EVERY rpg game is the heaviest hitter. You expect them to be the slowest, but also to do insane damage each hit.

2h axes and staves are stronger in this game. Thats it

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