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Maul: All aspects.


Consider Shadow Maul at max level (4)  

83 members have voted

  1. 1. Lifesteal

    • Should return to 10.4
      5
    • Should improve to 6.8 (= bat bat).
      18
    • Should improve to 5.1
      12
    • It's good (3.4).
      33
    • should be reduced to 1.7
      2
    • Remove this from the weapon.
      6
    • No opinion formed.
      7
  2. 2. Axe efficiency (X times more efficient than the normal Axe).

    • Increased to 5 (large Trees will take 3 hits to be chopped down).
      19
    • Increased to 3 (large Trees will take 5 hits to be chopped down).
      12
    • Increased to 2.5 (large Trees will take 6 hits to be chopped down / same as Moon Glass Axe).
      14
    • Stay at 2.25.
      29
    • Remove this from the weapon.
      3
    • No opinion formed.
      6
  3. 3. Insanity (loss of the amount of Sanity equivalent to X% of the restored Health.)

    • Increase to 100%.
      5
    • Increase to 75%.
      5
    • Stay at 50%.
      34
    • Reduce to 25%.
      14
    • Remove this from the weapon.
      14
    • No opinion formed.
      11
  4. 4. Weapon hunger drain

    • Increase to 24/min.
      4
    • Increase to 18/min.
      4
    • Stay at 12/min.
      33
    • Remove this from the weapon.
      22
    • No opinion formed.
      20
  5. 5. Progress to level 4.

    • Defeat 4 bosses per level.
      7
    • Defeat 3 bosses per level.
      38
    • Defeat 2 bosses per level.
      11
    • Defeat 1 boss per level.
      9
    • No opinion formed.
      18


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I'd really love if the weapon was reasonable to use as a tool, currently it's the exact same as a gold axe. It would also be cool if chopping trees would feed the maul even if it was less, I think killing an enemy restores 50 so maybe a tree should restore 15-40 depending on the level of tree.

2 minutes ago, SilverSpoon said:

Isn't there section on damage and planar damage?

I think instead to buff of lifesteal , the total damage should be lowered to about half the level of Shadow Reaper, so that Shadow Reaper becomes an option as a high damage weapon.

The axe deserves the damage that its dealing right now because of how much you put through to get it and leveling it up and it's only 4 dps more then the Shadow reaper

16 minutes ago, dst_lover said:

The axe deserves the damage that its dealing right now because of how much you put through to get it and leveling it up and it's only 4 dps more then the Shadow reaper

I completely agree that the Maul is worth the value.

I just don't like how the Reaper is almost a lower-tier replacement for the Maul even at +4 in terms of "High Damage"(Especially considering that Reaper and Maul have different personality!). I think the value of the Maul should be the unique "lifesteal" rather than the mundane "High Damage".

Just like the "Brightshade Sword", "Brightshade Staff" and "Howlitzer" all have their unique strong points and usage.

Life steal, Damage and chopping power are all fine. It's a good reparible weapon/tool with a unique gimmick.

There is only two thing i find annoying with this weapon and they are Sanity loss and Durabilty. So what I would suggest is:

-Red the sanity drain when healing.

-Make it so Maul can overheal if you kill more enemies when its full hunger. (So it would make managing the hunger less annoying without giving repair kits much value)

For the latest acquired weapon in the game.

There is little reason to go out of your way to get it. Reaper/brightshade sword are better than it.

I've no idea why Klei is scared of giving us a powerful weapon. It had a decent upkeep cost to balance its OP-ness. Now it's crap.

We already have 2 bone armour to swap between by the time we get it. Why was 10hp per hit or even 17hp a hit a problem? Everyone is invincible with bone armour anyway!!

48 minutes ago, SilverSpoon said:

I completely agree that the Maul is worth the value.

I just don't like how the Reaper is almost a lower-tier replacement for the Maul even at +4 in terms of "High Damage"(Especially considering that Reaper and Maul have different personality!). I think the value of the Maul should be the unique "lifesteal" rather than the mundane "High Damage".

Just like the "Brightshade Sword", "Brightshade Staff" and "Howlitzer" all have their unique strong points and usage.

The maul is more expensive and you need to kill 9 bosses to level it up and you need to feed it if the maul deals even less damage then the reaper 

the current best way to use the maul is by using the bundling wrap on it and only open it if u are fighting a boss or going to the ruins for example other then that you will use the bright shade sword or the reaper in your daily life

12 minutes ago, dst_lover said:

The maul is more expensive and you need to kill 9 bosses to level it up and you need to feed it if the maul deals even less damage then the reaper 

the current best way to use the maul is by using the bundling wrap on it and only open it if u are fighting a boss or going to the ruins for example other then that you will use the bright shade sword or the reaper in your daily life

i have been using the maul since was nerfed and i never used a bundle wrap once and im building most of the time

i think people should try it before asking to unbalance it more

is the best weapon for long term

42 minutes ago, Gashzer said:

For the latest acquired weapon in the game.

There is little reason to go out of your way to get it. Reaper/brightshade sword are better than it.

I've no idea why Klei is scared of giving us a powerful weapon. It had a decent upkeep cost to balance its OP-ness. Now it's crap.

We already have 2 bone armour to swap between by the time we get it. Why was 10hp per hit or even 17hp a hit a problem? Everyone is invincible with bone armour anyway!!

c_supergodmode()

or

https://store.steampowered.com/tags/en/Cozy/

 

 

imagine how dumb is this point...is a weapon released at the start of rift content arc. How much damage would need enemys to beat 10 hp per hit (and you are even talking about 17 lmao). you already need to mess up a lot to make your hp go down to 80% with this weapon

I mean the poll really only allows a single choice but I would be fine with various outcomes myself.

Nerf damage a little bit to be about on par with a BS sword and buff up the lifesteal to bat-bat levels. I like this option best because it makes Reaper have a purpose beyond being way more convenient, imo the Brightshade sword is the "weapon of convenience" since it has no penalties at all to it but does a bit less than Reaper can at max effort.

Remove lifesteal and sanity conversion with it and don't touch anything else.

Buff the lifesteal to either 5 or 6(no decimals please)

A few other combinations would be fine, it's just the very specific spread of stats it has now makes it incredibly unwieldy and not worth it.

 

44 minutes ago, Gashzer said:

I've no idea why Klei is scared of giving us a powerful weapon. It had a decent upkeep cost to balance its OP-ness. Now it's crap.

I think Reaper and BS sword are already very powerful so it's a bit unfair to say Klei is too scared to release powerful weapons, they were just scared of the lifesteal this time around. This problem would be solved if it just didn't have lifesteal.



Arubaro, do you ever get tired of mentioning godmode to dismiss anything anyone says?  Accusing people of wanting godmode is your forum iteration of godmode in and of itself, you don't have to do any intellectual work at all, just say they want godmode whenever they ask for anything for any reason and you win!

Just now, arubaro said:

it makes no sense to match the life steal to a secondary weapon level. You are constanly hitting with the maul which makes you be at top hp at all time

If it was made a secondary post-rift weapon itself in comparison to reaper then it would effectively replace Bat-Bat's role as a planar weapon fit for endgame and have a more logical purpose.

8 minutes ago, cropo said:

If it was made a secondary post-rift weapon itself in comparison to reaper then it would effectively replace Bat-Bat's role as a planar weapon fit for endgame and have a more logical purpose.

and wouldnt be more interesting if the maul doesnt become a c&p batbat?

let the 3 weapons be unique

1 minute ago, arubaro said:

and wouldnt be more interesting if the maul doesnt become a c&p batbat?

let the 3 weapons be unique

I wouldn't really call the maul unique to begin with. Maybe unique in the sense that it feels like you wasted your time making it unless you really like healing 3hp and losing sanity when attacking with it.

I call this pool ********. The option too split for any buff and nerf so that the highest vote always goes to keep it as it is.
image.png.52ccee0ee579d2d167233c1c4e9d38a0.png
13 people want it to increase efficientcy, but because how split it is, it look like most vote goes to keep it as it is.

Lifesteal, Hunger Drain, and Sanity drain could all be removed imo.

Having it be a super axe could be great, start at 2.25 efficiency then level it up to 5 efficiency. I don't get why it has all the fancy stuff with it. Just let it be a weapon alternative to the Reaper cause they look different.

i don't get why people'd want to bring back the insane 10 hp per hit back. it's a hard to obtain weapon, sure, but it's insanely cheap to repair it once you obtain it. you'd basically become invincible at lv. 4 for the price of... killing a few spiders every couple of days and eyeballing the durability so it doesn't break

why not buff the bat-bat instead, that thing could definetly use a buff for how expensive it is

It's not worth the boss killing mechanic if you remove the life steal. It can't just be a good axe because alternatives to axes exist, and reaper as a tool is spectacular.

It's not worth killing 9 bosses again if it breaks, given the current stats it has. Losing just one level might be okay.

Otherwise, it should at least have the recovery of a pre-rifts item if it's going to have all these drawbacks for inferior healing and basically reaper damage at max (becoming trash if it breaks).

Perhaps gloomerang should have got the boss mechanic instead?

1 hour ago, arubaro said:

you already need to mess up a lot to make your hp go down to 80% with this weapon

Then more healing won't help you, but you'll take twice the sanity penalty. Don't you want a challenge? Just use c_supergodmode if you can't handle the sanity drain.

15 minutes ago, fabin said:

i don't get why people'd want to bring back the insane 10 hp per hit back. it's a hard to obtain weapon, sure, but it's insanely cheap to repair it once you obtain it. you'd basically become invincible at lv. 4 for the price of... killing a few spiders every couple of days and eyeballing the durability so it doesn't break

why not buff the bat-bat instead, that thing could definetly use a buff for how expensive it is

I agree with nerfing the 10hp heal, but the current iteration of it is not good at all and I would argue detrimental due to the sanity loss associated with it. If it lost the sanity penalty, or just did away with the lifesteal entirely it would be a much better weapon.  Like I get healing 10hp per hit is overpowered, but the other extreme is so low that the sanity penalty ends up adding up with barely any health healed compared to just slamming some healing item.

10 minutes ago, Bumber64 said:

Then more healing won't help you, but you'll take twice the sanity penalty. Don't you want a challenge? Just use c_supergodmode if you can't handle the sanity drain.

The danger of low sanity are shadow creatures, if you increase the life steal too much then low sanity won't make much difference. There's a sweet spot for the sanity drain/life steal ratio to be impactful and I think it's decent right now.

5 minutes ago, Vasz_ said:

The danger of low sanity are shadow creatures, if you increase the life steal too much then low sanity won't make much difference. There's a sweet spot for the sanity drain/life steal ratio to be impactful and I think it's decent right now.

Yet it's not a problem for bat bat.

In fact, what bothers me the most is the degradation mechanism of Maul. It's easy to lose upgrades. I would prefer it to cause some other trouble after hunger, such as absorbing my HP or sanity instead of reducing Maul's durability, or making it so that even if it is destroyed, upgrades are not lost. And there's no value in trading sanity for life; the only difference is whether you need to eat banana shake or Pierogi. Relying on Maul's healing and high damage to ignore shadow creatures sounds good in theory, but it's terrible in practice. I don't need to risk my life to save shake. Maul is a weapon from the rift, and when using it, I don't care about eating a little more supply. I would rather it not lose upgrades, or be able to consume my HP and sanity to deal higher damage, rather than a healing mechanism that punishes HP with sanity.
 

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