Mace combat feedback. What I think Mace/martial skills are missing. Also Rolling slam.

Mace feels janky to play because the game doesn't support the combat rhythm.

You wind up an attack, you slam, you wind down. You stop. After. Every. Attack.

This is unnatural. No one fights like this. Even fist fighters use momentum and have a rhythm.

This should be considered for every martial weapon - every fighting style comes with a unique fighting rhythm.

RHYTHM.

When you swing a heavy hammer you try to use the momentum for followup attack.

It takes a lot of effort to get that heavy hammer moving, so the first attack is obviously a slow windup. But once you have that swing you want to keep the momentum and use it for you next strike. Mace skill should incorporate this and allow to keep momentum between attacks, like using Rolling Slam after landing a Leap Slam should immediately transition to Rolling Slam 2nd phase.

Using Sunder or other ground hitting abilities right before landing a leap slam should immediately trigger the skill (Earthquake, Sunder, Fissure or whatever)

Also, by the muscular golden arse of Innocence, why can't I shout (warcry) WHILE swinging that giant hammer?


One more thing: Rolling Slam movement control with WASD - WTH? I can't count how many times I used Rolling Slam only to see my character move the the side of my target? ??? ??

Hitting enemy that stands in front of me with Rolling Slam feels almost impossible.
Last edited by Filipeck#6769 on May 17, 2025, 7:15:36 AM
Last bumped on May 17, 2025, 8:36:20 AM
I don't know, I could make mace skills work on endgame, but all of those way I did seem like band-aid solutions, not the way GGG intended them to be played.

I'm starting to suspect that their intent is making mace skills good secondary skills for weapon swapping. Like a previous build showcase when someone was using crossbow in general and slams skills with mace for some dmg spikes during bosses.

Maybe that would make more sense when they release swords and axes. Who knows?
I think the principle of martial rhythm and combat fluidity, where attacks can flow from one another should apply to EVERY martial weapon archetype.

Even quarterstaff, which was marketed as "combo gameplay" doesn't really combo. If there is no difference between using Skill A after Skill B and Just using Skill A then where's the combo?

I really wish they can go back to the martial combat and implement some sort of combat flow where attacking in succession feels rewarding and skills setup one another in different ways than "this skill shocks, this skills consumes shock, behlod the COMBO"
Last edited by Filipeck#6769 on May 17, 2025, 8:08:41 AM
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Filipeck#6769 wrote:
I really wish they can go back to the martial combat and implement some sort of combat flow where attacking in succession feels rewarding and skills setup one another in different ways than "this skill shocks, this skills consumes shock, behlod the COMBO"

Yeah, I agree. I really hope that they will do that for Axes at least, but I agree with you general point of view.

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