I've played a mod or two where a shield on your back will stop projectiles that connect with it** (I don't think it gets the "forcefield" while on the back but I could be wrong). I think that adding this functionality to cRPG shields would be a nice addition to the game.
**does not affect melee attacks from the back just to be clear.
I've played a mod or two where a shield on your back will stop projectiles that connect with it** (I don't think it gets the "forcefield" while on the back but I could be wrong). I think that adding this functionality to cRPG shields would be a nice addition to the game.
**does not affect melee attacks from the back just to be clear.
Agreed, and i think point 1 could be a global thing. Anything carried on the back could be set to 0 weight and i think it would only make for interesting playstyles.
It all depends on the player behind the shield.
They are perfectly viable.
If you are using shields to duel, you are doing it wrong.
Not saying they aren't. Sure, they block projectiles, but beyond that they are pretty useless. The purpose of this post is to encourage more players to bring them along by making them more appealing to use, instead of having only one function while weakening your other combat abilities. If shields could do more than simply block ranged attacks, then we might see more people start to use them. At the very least, they shouldn't detract so much from your other abilities, such as your running speed when they aren't even in use. The objective of this thread isn't to get shields buffed, per se, but rather to give players more of a reason to bring them along and spec their builds to do so.
For the life of me I cannot understand why you think shields are useless besides blocking ranged attacks. You forget the most important part, they grant your character AUTO BLOCK. There are times I wish I were a shielder when fighting more than one player. As a 2 hander, it is very difficult to block two different directional attacks at once. Whereas a shield can absorb all the blows. Shields should not be amazing in every situation like you want them to be. They are god tier in team fights. Why should they be great in dueling as well?
Bump
shields got a buff in the most recent patch in terms of availability. -1 to all shield difficulties
I'm not voting until you come back to cRPG.(click to show/hide)
I'm not voting until you come back to cRPG.(click to show/hide)
This for me too. I mean Almerra got attacked.. where were you Jona? Where were you when Sargoth fell? Where were you when the Westfold fell? Where were you when our enemies closed in around us?
I haven't seen a HoC banner in far too long.
Yeah, I literally would have reinstalled if I could have made the Almerra siege. Alas, it was on a weekend whilst I was preoccupied. A real bummer as I'm sure it woulda been fun to kick the plebs out of our courtyard again. And don't get me started on that Sargoth business. Crpg + strat are dead for months, I do my monthly routine checkup on the website and 1 of the ~3 battles that have successfully gone through in months of inactivity just so happened to be the loss of my fief. Riperoni all of HoCs strat ventures. :evil:
I suppose that too is my fault, as there HAVE been a few of us playing, just under a different banner I suppose. I kinda ran out of money renewing our banner slot for over a year while not playing. :?
Not sure why you'd ever uninstall unless it was an addiction.. ok yeah I see why.
Somewhat of a bump, but do you think that there can be a point where shields are too strong?
IMO shields aren't offensively great against ranged without a ton of agi to back you up. Even with 2 and 3, the question is always about movement speed in the end, but 2 and 3 are the easiest to change, while #1 is the most effective (perhaps with the shield equipped too?).
Perhaps it will help less experienced players if shields were on the stronger side without hurting the meta too much.. Making shields more appealing and fun to use in general.
IMO shields definitely need a buff as currently using the 0 difficulty plain cav shield it doesn't even block arrows for the size of the model in game. Should at minimum be buffed so that there aren't arrows/bolts clearly going through the shield model.
its not an issue with all of them
All of it comes from personal experience since I personally disliked using the clunky slow shields (know a few who did though..).
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Having a shield on your back as a melee shielder, skillfully finishing the last enemy melee while the shield on your back blocks an incoming arrow (shot from a cross eyed ranged mebbe, amirite?) does sound pretty cool.
I seem to recall the last time I saw you on the battlefield you shot me in the back of my head even while I was using my shield as a hoplite and when I proceeded to call you a coward you said you were merely taking the opportunity to put down a key player, or whatever it was that you tell yourself so you can sleep at night. :P
it's mostly the fact that shields are the supposed counter to ranged, and yet carrying any decent shield with you makes you move just about as slowly as they do... only archers can shoot you while running away and you can't do anything but block and chase, with little, if any hope of catching up.
currently your shield can block projectiles even if you're simply running with it at your side, or holding an attack, however it backfires almost all the time because oftentimes something blocked by your shield when you're holding an attack isn't likely to hit you anyways, and when it hits your shield you get put into stun for some odd reason, similar to if you blocked a projectile with your shield in a blocking position. Needless to say it can be just as bad as actually getting hit by the projectile if you're in the middle of a fight, take your chance and throw out an attack, only to have it interrupted and canceled mid-swing by an arrow harmlessly hitting your shield.
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People really need to dispel the notion that shields are a counter to ranged. At best, they're a coping mechanism.
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Ideally we could get some form of tiered rewards for shield skill, imo. For instance if you invest 1 - 3 points you get a rather significant increase in the forcefield of the shield, but barely any increase in shield speed or durability, leaving you with a slow, weak shield which is primarily going to be useful against ranged only. Then when you're investing your 4th - 6th points you get minimal return on investment for the invisible bubble against ranged, but now you get substantial increases in speed and durability, since you're really only investing this many points if you want to be using the shield in melee. Finally for your 7th+ skill invested you just get a small increase in all stats of the shield, speed, durability and forcefield, with diminishing returns so it never gets too out of hand, giving you full-body coverage against ranged or an unbreakable shield. Obviously this would take some coding know-how, if it's even at all possible, but It'd be a decent way to go about giving people what they want out of their shield skill, imo. Let those bringing it along just to counter ranged have a decent shield+forcefield to hide behind, and let those bringing it into the melee with them have a useful tool to assist them, not hinder them.
That, and #LetUsRunFastWithShields
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Since the new patch, part of #1 has been done along with #3. Shields now slow you down much less when worn on your back, scaling with shield skill. 1 shield skill also helps with picking up other shields off the ground.