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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


Recommended Posts

SHOW ITS HUNGER!!!

It is tremendously laborious to level one up (I leveled up 5 all legit through normal game play), unless you happen to be in Winter (DC summons) or Spring (G/Moose). In other seasons, there is simply not enough bosses to slay to level up Maul, let alone for multiple people to level them up simultaneously (must hit in last n secs is too strict). It loses durability IN ADDITION TO its hunger, so do all of the following MINOR fixes to make it good:

  • Show its hunger percentage (just re-use Hambat UI logic)
  • When its Hunger reaches 0, drop 1 LEVEL, not ALL levels.
  • Count Boss Slain if dmg dealt in last 15 secs (Together is about people sharing fun)
  • MAYBE Raise its MAX HUNGER to 5x its current value.
  • MAYBE make it 2 Boss/level, not 3.
  • Keep other stats the same (for now).

 

17 hours ago, hyiltiz said:

Count Boss Slain if dmg dealt in last 15 secs (Together is about people sharing fun)

I think something like this already exists? I used c_kill on deerclopes after smacking them, which resulted in credit. (I was too lazy to figure out a command to upgrade maul for testing purposes.)

1 hour ago, hyiltiz said:

As I said, it does exist, but the last secs duration/timer is too short. If you play with friends, usually only one person get to count the kill.

I assume it would be enough if you were still attacking, but IDK if more than one player can get credit. I'd think they'd just copy the skill tree unlock condition, but I only play solo so I haven't tested either.

2 hours ago, Bumber64 said:

I assume it would be enough if you were still attacking, but IDK if more than one player can get credit. I'd think they'd just copy the skill tree unlock condition, but I only play solo so I haven't tested either.

It works if both were just tanking / HOLD F. Most of the bosses, esp. the new bosses, require you to kite. If one player did the last blow while others were away kiting or placing magic spells etc., only the last hit gets credit now.

15 hours ago, hyiltiz said:

It works if both were just tanking / HOLD F. Most of the bosses, esp. the new bosses, require you to kite. If one player did the last blow while others were away kiting or placing magic spells etc., only the last hit gets credit now.

I forgot that you need a health bar mod to know that a boss is about to die.

18 minutes ago, hyiltiz said:

With some minor tweaks, the Maul can be a viable weapon that you carry in your pocket, not in wrap.

Is viable and i never wrapped it despite spending more time building than fighting...there is a lot of misinformation with this item

How dare Klei for once make a good yet unique item without it being brainless and OP?

On 10/15/2024 at 9:43 AM, hyiltiz said:

@arubaro Apparently it works for your playstyle and that is great. A lot of us are complaining because with its current hunger design, it doesn't work for our playstyle.

Then use something else lawl

On 10/15/2024 at 9:43 AM, hyiltiz said:

@arubaro Apparently it works for your playstyle and that is great. A lot of us are complaining because with its current hunger design, it doesn't work for our playstyle.

not every weapon is suited for every playstyle.

I don't use brightshade sword at all, because i don't find it appealing compared to the reaper.

I just prefere the other weapon more.

If you think this weapon doesn't fit your "basing" playstyle than WRAP IT, or just don't craft it.

2 hours ago, Sacco said:

not every weapon is suited for every playstyle.

I don't use brightshade sword at all, because i don't find it appealing compared to the reaper.

I just prefere the other weapon more.

If you think this weapon doesn't fit your "basing" playstyle than WRAP IT, or just don't craft it.

Is sad how boring and flat is the BS sword... the reaper has a way better design in all aspects

4 minutes ago, arubaro said:

Is sad how boring and flat is the BS sword... the reaper has a way better design in all aspects

i hear people saying thousands of times that the reaper is worse than the brightshade sword.

But honestly i don't see the point, let me explain.

The reaper deals more damage at max ramp up and if you keep on fighting the damage won't be reduced.

Obviously if you get hit it resets, but bone armor exists, and at that point you 100% unlocked the bone armor.

There's also to count utility, the reaper can harvest plants, but the sword just deals damage.

AND MOST IMPORTANTLY, DESIGN. The reaper TALKS, and has an interesting combat mechanic, meanwhile the brightshade sword is literally a sword, and nothing else.

 

6 minutes ago, Sacco said:

i hear people saying thousands of times that the reaper is worse than the brightshade sword.

But honestly i don't see the point, let me explain.

The reaper deals more damage at max ramp up and if you keep on fighting the damage won't be reduced.

Obviously if you get hit it resets, but bone armor exists, and at that point you 100% unlocked the bone armor.

There's also to count utility, the reaper can harvest plants, but the sword just deals damage.

AND MOST IMPORTANTLY, DESIGN. The reaper TALKS, and has an interesting combat mechanic, meanwhile the brightshade sword is literally a sword, and nothing else.

 

The advantage i can see is that you cam 2 shot hounds and combines well with the cc crown. Other than that... the more i play the less i like the new planar system

4 hours ago, Sacco said:

AND MOST IMPORTANTLY, DESIGN. The reaper TALKS, and has an interesting combat mechanic, meanwhile the brightshade sword is literally a sword, and nothing else.

 

I think ironically design is the most important factor for me for choosing my weapon at the moment. I personally don’t like the reaper/cowl because their aesthetic I hope I am spelling that right isn’t really my thing, but I adore the brightshade helm/sword for being simple but striking to me personally. Both (three with the maul) are absolutely valid weapons to utilize.

On 10/16/2024 at 9:38 AM, Sacco said:

i hear people saying thousands of times that the reaper is worse than the brightshade sword.

But honestly i don't see the point, let me explain.

The reaper deals more damage at max ramp up and if you keep on fighting the damage won't be reduced.

Obviously if you get hit it resets, but bone armor exists, and at that point you 100% unlocked the bone armor.

There's also to count utility, the reaper can harvest plants, but the sword just deals damage.

AND MOST IMPORTANTLY, DESIGN. The reaper TALKS, and has an interesting combat mechanic, meanwhile the brightshade sword is literally a sword, and nothing else.

 

Both weapons cannot be analyzed alone, as there are two things that affect their use and performance:
1. Ease of obtaining resources to make the repair kit;
2. The helmet that will be used to deal more damage.

Pure Brilliance and Brightshade Husk are easy to obtain and in large quantities. Most of the time players spend on the surface. Brightshade Husk comes to the player in the location he directs. That is if he doesn't want to simply farm it in the Magma pools. I don't even need to mention mining Pure Brilliance (easy and risk-free).

As for the helmet, Brightshade Helm has multiple functions, especially for those who make their base in the Oasis. It is much superior and convenient to have it in the inventory.

If only raw damage numbers were used as a measure, people would use more dark sword and less ham bat. And we know that's not the case.

And about Maul. We have a whopping 80 people voting. Klei killed this weapon in my opinion. Few people will actually use this weapon CONSISTENTLY. It's not appealing and doesn't make it special enough to waste time on. This is just my opinion on Maul. Let's be clear.

4 hours ago, Cruvimaster said:

Klei killed this weapon

Exactly. As I have said many times, there is no point in the current Maul.

Considering that the Luna side's rival is "Polar Bearger Bin", 3.4 lifesteal is not worth talking about. Since it drains 1.4 sanity every time you swing it, it does not increase DPS by saving time of recovering or +4 plane damage, does not serve as a means of recovery for survival. It maybe okay if you are playing solo, but in party play Dark Tatter is valuable, so it does not save materials for recovery.

And above all, we are not saying to make it a lifestill that can facetank to bosses. 10.4 → 3.4 is from one extreme to the opposite extreme, and neither is good game balance.

5 hours ago, Cruvimaster said:

Both weapons cannot be analyzed alone, as there are two things that affect their use and performance:

 

1. Ease of obtaining resources to make the repair kit;
2. The helmet that will be used to deal more damage.

While dark tatters/pure horror are not as free to get, getting large quanities of it also isn’t super difficult, either. For dark tatters and an okay amount of pure horror, All it really takes is pinpointing the closest fissure in your caves and building a setup to farm the ink blights/rictus trio over and over again. This is especially relevant for the ink blights since the moment they spawn any other mob can attack them (rictus needs some setup since you can’t immediately have mobs attack them in their hidden state, but it’s certainly something you can manage). Pure horror is a little more tricky, but staying by the rift or fighting a couple lurking nightmares/ornery chests in the ruins can keep that fairly stocked.

Helmet is a bit more of a fair point, since admittedly it does have a lot more perks than the cowl. I don’t think it’s to the point the cowl is entirely unusable (at least if you are carrying an enlightened crown for out of combat purposes, which is much more valuable than the helmet IMO). 

I also want to highlight that unlike the dark sword, which uses nightmare fuel/living logs which are often used in high demand for multiple recipes early-midgame,  pretty much the only use for dark tatters and pure horror after getting the plinth and crafting the various items once is just making more repair kits to repair your items or maybe using pure horror as a 2X nightmare fuel for refueling purposes. I don’t feel like I’m burning through these resources crafting these weapons when I could use it for other things, when pretty much the only point I’m going through these resources is because these are the only things you can use them for.

On 10/14/2024 at 7:40 PM, hyiltiz said:

With some minor tweaks, the Maul can be a viable weapon that you carry in your pocket, not in wrap.

Does it really need to be something you carry around constantly? I like having the scythe for everyday use and the maul for big fights. I know it's harder to acquire than the scythe, but I don't think it needs to be THAT strong as to render the scythe obsolete.

Heck, maybe they should make it so you can leave it in an icker preserve kit when you aren't using it. It'd be more convenient and thematic compared to the wrap.

On 10/15/2024 at 1:40 AM, hyiltiz said:

With some minor tweaks, the Maul can be a viable weapon that you carry in your pocket, not in wrap.

a maul at level 3 requires 2 burrerflies a day to stay alive.

2 BUTTERFLIES is nothing.

It lasts 5 days, you'll find a moment in those 5 days to kill some butterflies/spiders.

In the meanwhile a hound attack may even happen...

17 hours ago, Sacco said:

a maul at level 3 requires 2 burrerflies a day to stay alive.

2 BUTTERFLIES is nothing.

It lasts 5 days, you'll find a moment in those 5 days to kill some butterflies/spiders.

In the meanwhile a hound attack may even happen...

Why would you want to go around killing butterflies for no reason, though?

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