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It sounds like you asking for a Maul with more reach...? If you're looking for weapons that are OP, balance mods are not really the way you want to go.
I am not a new player to the game im rank 39 but have always played vanilla, i have played some of the mercs mod aswell as comp mod and enjoyed many of the changes however some i disliked. My main question is how is the maul different inside the mods. On vanilla it is an incredibly slow weapon with lots of power and virtually no range. I was wondering how the maul is different in mercs mod, i am aware of the flinch mechanic and am also curious on how the maul preforms and if a norse sword could flinch you, however I have been told the windup time changes have made it so thats not an issue. My main question then is how is the maul different? As in damage, range, speed, windup time, release time or even if the feints are altered. What I would love, is the maul to be a viable weapon against vanguards as in vanilla a vanguard who knows what they are doing makes the maul near impossible to beat them with, as its range is so crappy they can easily avoid many attacks. I have heard that knockback was altered on vanguards strikes in mercs however i really don't know anything about that. If it is true though that means the maul might be more viable against vanguards.
I don't have the full changelog of Mercs. As far as I remember the more noticeable change is the increased parry drain (apart from nerfed hit-trades thanks 2 fhf).