I’m hoping that when Fatshark finishes all of the weapon balances that they update their descriptions.
It took them ages to remove “shield breaking” from Krubers mace&sword after finding out that it did not break shields. Very confusing, not only for new players, but for veterans who bought BtU on release.
The flat stat boost is just a bandaid on a weapon that’s needed a creative fix to justify taking such an unwieldy weapon.
I know it’d change the weapons identity, but it needs magic woven into its attacks like flamesword and flail. I really doubt anyone would complain if Mace’s unwanted heavy attacks all caused dot damage and were given a magicky animation. Sienna’s an old woman, the mace’s awkward animations fit. A magical oomph to accompany the theme that she’s an old witch swinging a heavy weapon makes too much sense.
Since Flail and Crowbill both make-up for Mace’s current weaknesses, a change in identity is probably necessary.
But, anyway, I think rather one of the lights or the heavies should has a separated role. Like, if lights is good for horde / multi-targets. Then heavies should be has a attack patterns that good for dealing a single/armoured targets.
I just don’t want them to change the attack pattern in any way. I hate when they go back and mess up things that have been working fine before they changed them. I’ve always like the attack pattern of Sienna’s mace since v1, was very glad to see it still existed in the form of the 2hander, and hopefully if they do make any more changes to it, it won’t be in the form of revised attack patterns.