Maul Should Count As Two Strikes

Maul Should Count As Two Strikes

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Posted by: Soilder.3607

Soilder.3607

I’ve always thought it would fit the animation better, two grizzly claws coming down on a victim. I can’t shake the idea, it just feels more right.

Not only that, but greatsword could still use a bit of work. The weapon itself is easy to avoid, and with its lone damage skill being negated by a single blind or aegis, I think it would be justified.

Anyone have any thoughts on this?

Stormbluff Isle

Maul Should Count As Two Strikes

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Posted by: StickerHappy.8052

StickerHappy.8052

But the claws go down on their bodies at the same time = 1 hit.

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Maul Should Count As Two Strikes

in Ranger

Posted by: Soilder.3607

Soilder.3607

But the claws go down on their bodies at the same time = 1 hit.

If two separate things strike a target at the same time, it still counts as two hits. If anything, the bear animation shows two claws, but the greatsword itself only slams down on the target once. I know that counters my own argument, but this is a fantasy game and I still think maul and Gs would be better off with two hits.

Stormbluff Isle

Maul Should Count As Two Strikes

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Posted by: jcbroe.4329

jcbroe.4329

It plays a lot like a Guardian Hammer does imo, but it just lacks the controlling conditions to land Maul reliably.

Your suggestion is fine, but I think the problem is more with how easily avoidable Hilt Bash and the Counterattack GS throw are, which makes Maul less valuable because of how much harder it is to set up hits for it.

Hilt Bash could stand to have a range increase and maybe a slight decrease to the delay, and the GS throw animation and velocity could be sped up, and the cripple is alright, but could be changed to an immobilize if it was to be a super controlling weapon.

The autoattack is also fairly weak still as well. I think that at least the first 2 hits could be sped up, leaving the 3rd animation as it is.

That would be my preferences for the weapon though.

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Maul Should Count As Two Strikes

in Ranger

Posted by: Soilder.3607

Soilder.3607

It plays a lot like a Guardian Hammer does imo, but it just lacks the controlling conditions to land Maul reliably.

Your suggestion is fine, but I think the problem is more with how easily avoidable Hilt Bash and the Counterattack GS throw are, which makes Maul less valuable because of how much harder it is to set up hits for it.

Hilt Bash could stand to have a range increase and maybe a slight decrease to the delay, and the GS throw animation and velocity could be sped up, and the cripple is alright, but could be changed to an immobilize if it was to be a super controlling weapon.

The autoattack is also fairly weak still as well. I think that at least the first 2 hits could be sped up, leaving the 3rd animation as it is.

That would be my preferences for the weapon though.

I was doing some testing the other day and I swear that hilt bash’s range isn’t actually 300. I would strike a golem from the maximum distance I could with maul and found that hilt bash would only connect within that same distance, which give it a range of 220.

Test itself yourself too, might be a bug which needs reporting.

Stormbluff Isle