It's insane that ranger maces, probably the funniest and most satisfying weapons in the entire game, and warrior maces (mostly main hand) exist in the same game
Great video, nicely structured and concise; keep it up! If I can voice a thought about the skills you proposed, the idea of a mace being a blocking/counterstrike weapon feels off to me. It's small-ish heavy stick with a heavier thing at the end, and the big "THUNK" experience is what it's all about. I personally feel that blocking and fancy counters belong more with shield and sword, respectively, at least from a thematic standpoint. I would keep the leap, but how about instead of the third skill being a block it is a boonstrip hit that removes defensive boons and makes something vulnerable (as if you're literally putting a big dent in their armor).
I tried to keep the rework mechanically adjecent to what current mace is. I absolutely agree that IRL mace is specifially known for being an all-in zero defence option, but honesly GW2's interpretation of weapons is a travesty with a crankshaft to begin with, and it's better to focus on mechanics than to go bald from anger due to thematic inconsistency.
@@captaincrapface7337 Fair enough, I personally like going hard on theme more than a mechanical focus but I imagine that's also due to the game-modes I prefer to play. If the goal is to stick close to what's already there then these ideas seem perfectly serviceable to me :)
Well, it has more than one purpouse. It helps capitalize on setups, stick to targets, helps with solo and group survivability, enchances boon upkeep, provides barrier & allows for synergy with 11 core traits. There's no reason to glue condis on top of that, especially considering how bad of an idea mace condi zerk already turned out to be.
I wonder if just making mace skill 2 block an attack, or ending the skill gave enough adrenaline to perform a burst skill, so at least you could combo it to make a lvl 1 burst
Hi Cap, this comment is going to be a bit long. What you say in your videos is true and seeing the infinity of builds for all classes in the game without a doubt the Warrior is.... By far the most disadvantaged class in pvp. Seriously, there are rangers with dual maces that have and do more dps than the warrior and revenant combined. And now you see rangers and engineers with maces again, build support type. In my opinion, the warrior is like this on purpose, a fun class in wvw and pve, but in pvp you have to sacrifice and overlap traits that do not serve in the long-medium term in the games. The shield, mace, spear, mandoble, longbow, pistol, axe and warhorn are nerfed to use them properly. I have 2 of them, but with these new "swings" they keep getting left behind.
The changes overall are great. However, when it comes to Skull Grinder, I feel that shifting it to sustain damage significantly weakens it in PvP. This is due to the abundance of frequent condition cleanses in the game. Long-term condition damage often doesn’t stick well, which makes an already underperforming build even weaker. If any changes were to be made to Skull Grinder, they should address its clunky and unreliable casting mechanics. The skill has a fixed cast time regardless of the target's distance, and the attack travels to the target's location at the moment the skill is cast. Since the damage is applied at the end of the cast, the skill frequently misses when used on targets that are close and moving directly away in a straight line. This is also the case of Savage leap and probably many other skills.
an idea from someone who has no idea what does warrior do we want power dps and boons/heal, right? how about this auto: 3 hot combo that gives good adrenaline and aoe fury and/or barrier on last hit 2: leap to target in ground to deal aoe damage, cripple enemies hit in area and heal allues hit in area by a bit, could even give... haste? i don't play on english, the boot icon boon 3: channel a block, can be pressed again once after the channel finishes or it blocks damage to do a shout that deals aoe damage and heals for a good amount, interacts with shout traits. burst: hits someone for a lot and stuns them in place for a bit 2 and burst can be other way arround even
I apreciate the effort, and fresh perspective, however... Making mace deacent AoE weapon, whilst having good healing, and a channeled block, would flip it completly into overpowerdness. Warior's powed budget over the years have been continuusly funneled into traitlines and elite specs, which leads to the situation we are currently in. Mace would have to be restricted to single target damage, and have limited acces to actual healing (hence barrier) not to birth another hyper-sustain-teamfight-spb-monster-build like we just had to put in the ground by removeing evade from spear F1 and nerfing staff healing by 1/3rd across the board. I see the reasoning behind your concept, but i also see the risk you (for obvious reasons) didn't attempt to work around.
@captaincrapface7337 to clarify the channel block thing i meant it to work as the mesmer oh sword block, just a bar that fills over time until you get hit and flips into the other button cuting the channel short
It's insane that ranger maces, probably the funniest and most satisfying weapons in the entire game, and warrior maces (mostly main hand) exist in the same game
Then there's Engineer Mace (which is more like Mech Mace)
Great video, nicely structured and concise; keep it up!
If I can voice a thought about the skills you proposed, the idea of a mace being a blocking/counterstrike weapon feels off to me. It's small-ish heavy stick with a heavier thing at the end, and the big "THUNK" experience is what it's all about. I personally feel that blocking and fancy counters belong more with shield and sword, respectively, at least from a thematic standpoint. I would keep the leap, but how about instead of the third skill being a block it is a boonstrip hit that removes defensive boons and makes something vulnerable (as if you're literally putting a big dent in their armor).
I tried to keep the rework mechanically adjecent to what current mace is.
I absolutely agree that IRL mace is specifially known for being an all-in zero defence option, but honesly GW2's interpretation of weapons is a travesty with a crankshaft to begin with, and it's better to focus on mechanics than to go bald from anger due to thematic inconsistency.
@@captaincrapface7337 Fair enough, I personally like going hard on theme more than a mechanical focus but I imagine that's also due to the game-modes I prefer to play. If the goal is to stick close to what's already there then these ideas seem perfectly serviceable to me :)
@@Soepstengel2000 there are more "thematic" concepts i have in works but those are attached to much more poorly realised skill sets.
I find this type of content interesting 👍
I for one would love to see the mace auto do some confusion on top of your changes, I think weapons should more than just one single purpose
Well, it has more than one purpouse.
It helps capitalize on setups, stick to targets, helps with solo and group survivability, enchances boon upkeep, provides barrier & allows for synergy with 11 core traits.
There's no reason to glue condis on top of that, especially considering how bad of an idea mace condi zerk already turned out to be.
I wonder if just making mace skill 2 block an attack, or ending the skill gave enough adrenaline to perform a burst skill, so at least you could combo it to make a lvl 1 burst
ARENA NET HIRE THIS MAN.
Hi Cap, this comment is going to be a bit long. What you say in your videos is true and seeing the infinity of builds for all classes in the game without a doubt the Warrior is.... By far the most disadvantaged class in pvp. Seriously, there are rangers with dual maces that have and do more dps than the warrior and revenant combined. And now you see rangers and engineers with maces again, build support type. In my opinion, the warrior is like this on purpose, a fun class in wvw and pve, but in pvp you have to sacrifice and overlap traits that do not serve in the long-medium term in the games. The shield, mace, spear, mandoble, longbow, pistol, axe and warhorn are nerfed to use them properly. I have 2 of them, but with these new "swings" they keep getting left behind.
The changes overall are great. However, when it comes to Skull Grinder, I feel that shifting it to sustain damage significantly weakens it in PvP. This is due to the abundance of frequent condition cleanses in the game. Long-term condition damage often doesn’t stick well, which makes an already underperforming build even weaker.
If any changes were to be made to Skull Grinder, they should address its clunky and unreliable casting mechanics. The skill has a fixed cast time regardless of the target's distance, and the attack travels to the target's location at the moment the skill is cast. Since the damage is applied at the end of the cast, the skill frequently misses when used on targets that are close and moving directly away in a straight line. This is also the case of Savage leap and probably many other skills.
an idea from someone who has no idea what does warrior do
we want power dps and boons/heal, right? how about this
auto: 3 hot combo that gives good adrenaline and aoe fury and/or barrier on last hit
2: leap to target in ground to deal aoe damage, cripple enemies hit in area and heal allues hit in area by a bit, could even give... haste? i don't play on english, the boot icon boon
3: channel a block, can be pressed again once after the channel finishes or it blocks damage to do a shout that deals aoe damage and heals for a good amount, interacts with shout traits.
burst: hits someone for a lot and stuns them in place for a bit
2 and burst can be other way arround even
I apreciate the effort, and fresh perspective, however...
Making mace deacent AoE weapon, whilst having good healing, and a channeled block, would flip it completly into overpowerdness.
Warior's powed budget over the years have been continuusly funneled into traitlines and elite specs, which leads to the situation we are currently in.
Mace would have to be restricted to single target damage, and have limited acces to actual healing (hence barrier) not to birth another hyper-sustain-teamfight-spb-monster-build like we just had to put in the ground by removeing evade from spear F1 and nerfing staff healing by 1/3rd across the board.
I see the reasoning behind your concept, but i also see the risk you (for obvious reasons) didn't attempt to work around.
@captaincrapface7337 to clarify the channel block thing i meant it to work as the mesmer oh sword block, just a bar that fills over time until you get hit and flips into the other button cuting the channel short
@DanielGalllego that's how current Counterblow works.
Eh, pan kapitan, this is very interesting, but I am afraid... Arena doesn't care. :(
As i say gw2 devs hate warrior they would take it out of the game if they could
C*nterblow
bro stop making sense it ruins the comedy!!