even with that said u purposely don't use those lol it does make a difference
^
True, I'll give you that.
Though just as we agreed in voip the problems come when you add in the ability to customize and expoit parts of the mechanics that were balanced against in native. In native the crush weapons nature was countered by the stats of the characters using them to keep them in check (slow, short). Morning stars were never an issue until certain players *coughFedorcough* early in cRPG figured out how to maximize the efficiency of the weapon to rediculous levels with guaranteed crush throughs (along with the 3x damage piercing weapons get to the head, which happens to be where you hit when you crush) along with the speed to block once, overhead, and call it a day.
Personally I still think any mechanic which completely removes a basic function of another player is a bad mechanic, and why most MMORPG combat is a joke at best, but it can be designed around so as not to be a rediculous issue. While masterwork maces aren't just being handed out they're simply a matter of time, which is endless. Like with the level issue before hand, and 10+ retirements with bonuses and really every RPG game you have to factor in that while it may take a long time to get something rediculous, it will eventually become commonplace. Therefore time cannot be used as a "drawback" when balancing. It's simply a bandaid fix, sweeping an issue under the rug for a short while before it comes roaring back with a vengance.
Would you be cool with a weapon, even a statistically poor one, that disarmed you whenever it blocked your attack? Effectively removing your LMB while fighting? I'm willing to bet that you wouldn't be.