If I walked into cRPG (with a knowledge of basic game mechanics) without ever having known the past behind the Mace, I could not see any reason to think the Mace was a bad weapon.
That is the main point I am attempting to make. Remove nostalgic bias and it's fine.
I've been using this thing on multiple characters just to see if there was anything inherently bad about it, and I'm stumped. If I'm looking at it stat-wise, it's still superior to or equal with the majority of one-handed blunt counterparts, with a much lower difficulty. It's more than one thousand gold cheaper than Iberian Mace which has extremely similar stats outside of difficulty (+1 speed -1 length -
5 difficulty, everything else identical) and it uses two-hand animations to boot. If anything it should cost more as well as the speed reduction, because it's still a beastly piece of equipment comparatively, if you're looking at it that way- in terms of internal item balance, which for an unfinished mod, a changing and developing mod, is a good way to look at it in my opinion. Though admittedly, as Shine nailed on page one, not looking at what people enjoy and are attached to when balancing items has drawbacks:
I think mace nerf was justified simply because it was too good for its price and stats and being 1 slot. Ironically though mace is rarely used outside of ranged sidearm, so it was melee/ranged hybrids who were hurt the most from this chance.
Having said that, I've been having about as much fun using it and faring about as well as I usually do with any other gear. Maybe it's just because I enjoy the sum of the game more than any single element , I don't know. None of my toons currently have any proficiency in two-handed weapons, so I honestly cannot swing it any slower than I am now, and I'm having no trouble keeping up in the normal block/hit paradigm, except where it's my own mistake, trying something fancy like a double swing, feint, chamber or kick and failing.
Anyhow, to address your argument directly, yeah, it was unnecessary in one sense, but necessary in another. Considering that the goal of the dev team is to create a balanced mod and the idea of balance is something which can be largely subjective, the change may be totally necessary in one sense, and not at all in another.
Look, I know there's a nostalgia factor. We're creatures of habit. We like what we know. We want the things we love to not change. We all want Bar Mace and Morningstar to have Crushthrough again, and the pain of their loss... it keeps us awake at night, mad nerds for we are. I want the old xp system back. I would like my buckler to have a crazy dumb forcefield again. I want to stab through the ground with my sword while spinning 1080 degrees to kill five people. The old hammer model was way cuter. I should be able to bring a huscarl, a one hand, and two-two handed weapons to the fight. I can't halfsword really fast to make it look like I'm jerking it. I'm a man and I can't wear a dress. My hair isn't pink anymore. I miss being pinpoint accurate with a bow whose arrows shot on a laser guided path, sometimes. I miss REAL peasants. It'd be cool to have that 100xp a gen bonus back, and it was nice when looming gave a little more benefit; these are the things that haunt our dreams at night. It is my hope that we'll get up anyway, and we will play again, bravely, with grace and camaraderie, where we shed our attachments to numbers and things, and stand, together, united in our love of the game over all else,
I have sunk the thing! \o/