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cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: kinngrimm on January 11, 2014, 05:49:04 pm

Title: how to buff shields?
Post by: kinngrimm on January 11, 2014, 05:49:04 pm
This topic is about shields and how they could be buffed to balance the at times massive amounts of ranged players.
This topic is not about 1h, i think 1h stab needs nerf and kick range decreased, still not this topic.

And as there are more then enough ranged balancing topics out there, this should be specificly how a shield buff could help the overall class balancing.


things which could be improved

1) increase block speed => increasing chance to counter attack
2) decrease shield weight => increasing athletics effect => increasing wpf dmg effect
3) increase hp => surviablity
4) increase shield resistance
5) increase coverage => more forcefield
6) change difficulties/requirements
7) depending on 6) a rework of "shieldskill" would be needed

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personally i see reasons for tweaking one or more of the following points 1) 2) 4) 6)

1) increase block speed
when you are supposed to be able to block multiple opponents, but you cant shake them of or get rid of them, as they time their spamming against you and they have also good athletics, blockspeed could help slightly

2) decrease shield weight
to get kiters and to be able to keep up with s-key heros

4) increase shield resistance
Many do have nowadays shieldbreakers and while i still am able to survive that for a while, those who face a player with very good manual blocking skills, their shields live on borrowed time. Also it was said that you could get rid of xbows penetrating your shield this way, which also was said the only way that would actually work without too much coding(devs?).

6) change difficulties/requirements
Another idear i read and found interesting, that the requirement wouldnt be based on shield skill but on str and/or agi directly. That way pretty much anybody could pick up a shield and use it.
Perhaps a mixed requirement or alternating requirement would be a possibility here, so that f.e. heavy shields would need str but less agi as requirement, medium shields would need a certain amount of str and agi at the same time and light shields would have rather higher agi and lower str as requirement.

7) rework of "shieldskill"
If done as in 6) described, the effect of the shieldskill needs to be looked into, as already it doesnt give that much for higher investments as return in comparison to other skills.
From a logical point of few, i would say someone with higher shieldskill would get better blocking speed, as he is able to handle the shield better then others. If you but not anymore bind shieldskill to an increase in surviability of the shield, 4) becomes even more important to adjust perhaps even 5). Make then all shields more resilent and more HP but get rid of the notion that they become indistructable with 13 shieldskill and have already huge amounts of HP before that.(If so you but also need to narrow down the shieldbreaking effect!!!) What player instead with shieldskill 13 would get, f.e. would be the effect they could use a combination of shieldskill and 1h, as they wouldnt carry a shield at all which would hinder them.

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not to be tweaked at all is

5) increase coverage
while sure it would help against multiple ranged from different directions, i but never liked it to have arrows somewhere left, right, below or above my shield hanging in the air. Not only unrealistic, but it also looks crapy!

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discuss
Title: Re: how to buff shields?
Post by: Grumbs on January 11, 2014, 06:08:22 pm
I'd increase shield armour on all of them and reduce weight a lot when when its on the back and a bit when its held. More shields usable with lower shield skill

Increasing the shield armour should reduce the amount of projectiles that damage the shield and reduce shield crushthrough, but they should still take decent damage from axes
Making them lighter on the back and reducing skill reqs should let 2 handers and poles take one as a backup without having too much of an impact on their build and movement speed when they aren't using the shield. I do think 1 handers need some nerfs though if the shields get buffed and they are too good without a shield anyway (even 0 slot)

Tweaking forcefield comes with its own problems like invulnerable horses, protection from melee from too many angles etc.

Maybe shields on the back could protect against projectiles like was in the game originally I believe and remove the penalty for carrying 2 shields for certain shields (ones that break easily in melee)
Title: Re: how to buff shields?
Post by: EyeBeat on January 11, 2014, 06:31:08 pm
I could use a buff.   :twisted:
Title: Re: how to buff shields?
Post by: Ronin on January 11, 2014, 06:39:34 pm
A good suggestion, a good discussion, a good thread.

Anyone minusing this didn't read it obviously and though kinngrimm was lobbying for a shield buff.

I loved the idea of mixed shield requirements especially. Heavy ones requiring more STR and light ones requiring more AGI.


By the way, my idea about shield hp and resistance:

I'd say the resistance of all shields should be a bit higher and hp a bit lower; in a way their survivability should stay the same against, say, 45 cut damage with 7 ps and 5 shield skill.

This would make:
1-Anything that does lower damage (higher the power strike, or weapon damage or lower the shield skill) compared to that to do less damage, and anything higher (the opposite stats) to do more damage.
2-Anything with bonus versus shields will be more effective to shields. Although I don't really ask for polearm axes to be stronger, I think 2h, 1h axes should be a bit better at what they do. Also, the main thing I want is it will make throwing more effective in the task of disarming your oponents' off of their shields.
3-Less penetration from bolts. I think anything below board shield in the shields list, excluding fur covered shield; should be able to block incoming bolts.
Title: Re: how to buff shields?
Post by: Tzar on January 11, 2014, 06:40:17 pm
Ive dunno what your trying with all your ideas..

The only one that makes sense is the decrease to weight.

Also the coverage, the rest of your ideas is just bluntly asking for a overall buff of your own class... an have nothing to do with countering the range current range fest...biased is biased...  :lol:
Title: Re: how to buff shields?
Post by: Rumblood on January 11, 2014, 06:50:49 pm
We know shields need some added survivability against ranged. The problem is that none of your suggestions will not also buff shielders against melee as well. So here is my suggestion. It could also buff a team of shielders in melee, but wouldn't buff solo shielders.

Increase the effective range where the shield wall bonus comes into play. It will take some balance testing to determine how close they need to be because it certainly has the chance of changing the dynamic of melee clashes as well, making nudges and kicks almost necessary to break a well coordinated shield circle, but it could at least be tried. My vision is where 3 shielders can approach a nest of ranged with 1 facing front (moving towards the center of the ranged nest), 1 facing 60-90 degrees to the right, and another facing 60-90 degrees to the left to block the flanking ranged and no missiles will get through. Adding a 4th facing behind would make an impenetrable shield circle to keep those pesky HA/HX from simply circling behind and disrupting the shielders.

As I said, this would still effect melee clashes and require some new tactics, but at least it wouldn't buff Rambo shielders at all.
Title: Re: how to buff shields?
Post by: San on January 11, 2014, 06:53:32 pm
I agree with some of the ideas proposed in both of these first two posts. Coverage should primarily be based on the physical size of the shield you use. I suppose increasing shield resistance could be a fix to penetrating shots, but I feel that the source should be dealt with directly. I believe buffing shield stats would just make them better against melee without doing much else, something that's unnecessary.

@Grumbs
Instead of 1h getting nerfed, I think 2h bastard-class weapons should be better usable with shield. There already exists many polearm weapons that have great synergy with shield, so 2h feels like the odd one out. If possible, making shields lighter on your back sounds like a good idea and a nice alternative to changing how shield requirements work (imo screwing over low req shields).

About shieldskill:
I think the final damage reduction should be toned down while possibly having a greater direct influence on base shield stats (speed, Hp/resistance). Shield skill around the 6-9 region becomes much more effective with the larger, more sluggish shields while 13 wouldn't be invincible.

This would make it so smaller shields would be fast at the requirement level, but high shield skill users would be able to use heavy shields almost as effectively in melee for a sacrifice in movement speed. Hybrid shield-users would be able to put them on their back when needed without large penalties.
Title: Re: how to buff shields?
Post by: Ronin on January 11, 2014, 06:56:42 pm
2h bastard weapons already have an use with a shield, it is called the polearm mode.
Title: Re: how to buff shields?
Post by: kinngrimm on January 11, 2014, 08:15:00 pm
...., but I feel that the source should be dealt with directly...
if we would live in a perfect world, yes, the solution with resistance increase is quick and dirty and again devs need to confirm, but there was a hardcoded problem if i understood that correct from an earlier discussions, which didnt allow to address the root of the problem.

...


...
Increase the effective range where the shield wall bonus comes into play.
...
sounds like a plan. There perhaps also needs to be something included to adjust movement speed of shielders who are close by in a shieldwall formation
Two of the major problems with shieldwalls are
A) that shielders around you have different ath and gear weight, therefore when approaching in a shieldwall formation sooner or later someone needs to wait or others fall behind.
B) the coverage is not enough for none shielders behind

Such a movement speed adjustment should have cirtain trigger so they are de/activated
like waiting 2 seconds in shieldwall formation = activating movement adjustment
attacking someone = deactivating  movement adjustment


@those who imply "biase"
(click to show/hide)


damn ... i spent too much time on this, need to make some food
Title: Re: how to buff shields?
Post by: Rumblood on January 11, 2014, 08:32:50 pm
You're right that any functionality of a shield wall meant to approach an archer nest would need to be addressed. There is a walk feature, but if they are approaching that slowly, the archers can simply run to another spot to shoot from. It would take not only a shield wall formation, but also some cavalry or agile melee to intercept that archer fest when they break to run to another hill or other camping spot. But overall, I think it is still a good option. At least when going side by side in a full frontal assault without worrying about flankers, it can help with missiles hitting feet or heads and especially bolts going through shields. At least I hope that the bonus would do that.
Title: Re: how to buff shields?
Post by: Phew on January 15, 2014, 05:40:40 pm
I posted this in the patch thread, but here it is again:

This weight/resistance change to shields in the latest patch was not well thought out. On the surface, it's a buff, but this is the reality:
-Small changes in shield weight have a huge impact on crushthrough resistance and block stun resistance, and now even the peasant Maul will usually crush through most shields
-Even relatively light weapons like the Morningstar and Great Long Axe will now block stun most shields on held attacks

The resistance buff was obviously implemented to mitigate bolt penetration, and the secondary consequence is increased shield durability (which no one really wanted). The problem with shields isn't that they break, it's that between crushthrough, block stun, kicks, and the crappy lateral coverage (against both melee and ranged), they rarely even get damaged. Even when I equip an axe and try to break someone's shield, they usually die before the shield breaks just because my swings usually go around their shield.

Here's my suggestions:
-Revert to the old shield weight/resistance values
-Make shield skill reduce the EFFECTIVE weight of shields for run speed/acceleration by ~1 kg/skill
-Make shield skill increase bolt penetration resistance
-Make shield skill increase crushthrough resistance
-Make shield skill increase the shield's lateral coverage against both melee and ranged
Title: Re: how to buff shields?
Post by: Grumbs on January 17, 2014, 01:15:20 am
Mauls have always crushed through shields if you hold them a sec, don't think it changed much
Can't say i've noticed the block stun. If you are getting your shield hit on by a great long axe you're in deep trouble anyway. Put the shield away

I think the buffs to shields have only improved the game, but 1 handers are still a bit too strong imo
Title: Re: how to buff shields?
Post by: San on January 17, 2014, 01:43:29 am
Right now, I've suggested some tweaks to resistance/hp (aka nerfs) to some of the 4-5 difficulty shields and a few buffs to some of the weaker 1-3 difficulty ones. Still waiting on more people to vote, though. Thought it had a chance of making the hotfix.


I posted this in the patch thread, but here it is again:

This weight/resistance change to shields in the latest patch was not well thought out. On the surface, it's a buff, but this is the reality:
-Small changes in shield weight have a huge impact on crushthrough resistance and block stun resistance, and now even the peasant Maul will usually crush through most shields
-Even relatively light weapons like the Morningstar and Great Long Axe will now block stun most shields on held attacks

The resistance buff was obviously implemented to mitigate bolt penetration, and the secondary consequence is increased shield durability (which no one really wanted). The problem with shields isn't that they break, it's that between crushthrough, block stun, kicks, and the crappy lateral coverage (against both melee and ranged), they rarely even get damaged. Even when I equip an axe and try to break someone's shield, they usually die before the shield breaks just because my swings usually go around their shield.

I haven't really experienced any more block stun on shield yet (I usually take it off against axes, the heaviest weapons I see), so I can't really say if anything needs to be changed in that regard. It's easy to hit around shields, but I also can't say how much better it is than manual blocking's area of effect. "Turning" into your sideblock in one situation may be a full hit with against a shielder in another, but that's just speculation on my part.

Quote
Here's my suggestions:
-Revert to the old shield weight/resistance values
-Make shield skill reduce the EFFECTIVE weight of shields for run speed/acceleration by ~1 kg/skill
-Make shield skill increase bolt penetration resistance

I like all of these suggestions and feel that the latter 2 need to be in place before reverting the weight/resistances. However, I do like how the shields 0-2 difficulty are buffed, and quite possibly the 3rd, too. I also like the idea (introduced by Grumbs I think) about shields having less of an effect on movement when on the back. That sounds fair to shield hybrids without making them spend a ton of points in shield.

Quote
-Make shield skill increase crushthrough resistance
-Make shield skill increase the shield's lateral coverage against both melee and ranged

Not sure how I feel about this. A very high shield skill user would  have a shield with amazing durability, low crushthrough chance, improved speed, and great coverage against all forces. I think that makes them too great against things that can counter them.
Title: Re: how to buff shields?
Post by: Kafein on January 17, 2014, 07:47:03 am
I think there should be more reasons to get shield skill above requirement. What about a -0.5 kg/shield skill weight reduction bonus, plus -1 kg/shield skill over requirement ? Of course the problem with this is that you shouldn't be able to reduce your weight maluses with shield skill beyond what your shield actually weights.
Title: Re: how to buff shields?
Post by: Tzar on January 17, 2014, 07:53:13 am
Shields are fine atm, stop messing around  :!:

The latest buff where not even needed..
Title: Re: how to buff shields?
Post by: Phew on January 17, 2014, 03:32:55 pm
Not sure how I feel about this. A very high shield skill user would  have a shield with amazing durability, low crushthrough chance, improved speed, and great coverage against all forces. I think that makes them too great against things that can counter them.

Fair points San. Further thoughts on the matter:

-The issue of lateral coverage against melee attacks wouldn't be an issue if everyone had 10ms ping and the servers were perfect; but they don't and they aren't, respectively. So sometimes when you are facing your shield directly at someone (on your screen), he's a few degrees to your side as far as the server is concerned, so he swings around your block. Something about the polearm animations make this even more common (especially spear sideswings). Ideally, we'd have a system where shields block semi-directionally (you point your shield to the left to get more coverage on your left side), but that sounds like a lot of work to implement. Every shield from Bucklers to Huscarl have the save crappy lateral coverage against melee, which is boring and unrealistic. I think a guy with a Huscarl and 13 shield skill should have the same lateral coverage against melee as manual blocking, and scale down from there.

-Crushthrough resistance isn't something I care too much about, since the best way to beat a mauler 1v1 has always been to drop your shield and just dance around. But when you are the first one up a ladder in siege, your teammates have some expectation that your shield enables you to "break through" their defenses, when it really just makes you a sitting duck against their maulers. I think there is some kind of bug with crushthrough, because 3.5 kg weapons seems much better at blocking crushthrough overheads than 6kg shields. I don't think it would be too much to ask for high shield skill to enable a typical 1-slot shield to block a 8 PS Mallet overhead ~50% of the time (right now it's about 5%). I don't have any expectation of blocking a 11PS +3 Great Maul overhead with a 5kg shield.

-Kafein brings up another point that I agree with; spending skill points above the shield's requirements should offer bigger rewards. Maybe even no benefit up to the requirement, and -2kg/skill point above the requirement? Same with any bolt penetration/coverage/etc tied to shield skill; no benefit up to the requirement, big benefits above the requirement.

-Now that the lower skill-requirement shields have decent resistance, the other weird thing with shield balance is their speed ratings. It's understandable why shields like the Huscarl and Heavy Round are slower, since they have great coverage against ranged and great durability. However, all those narrow+tall kite and heater shields have lousy speed ratings but narrow shields are craptacular at stopping projectiles. It seems like shield height is given too much credit in shield balance, when it's really the least important stat (even a buckler has great longitudinal coverage against projectiles from the front). Shields like the Heater/Normans should be ~94 speed to make up for their crappy lateral coverage against projectiles.

-13 shield skill shouldn't allow unbreakable shields. I say scale down the resistance bonus per skill point, but increase the base resistance for all shields. Heck, I'd be fine if shield skill didn't affect durability at all, just effective weight/bolt penetration resistance/coverage. Like I said, my shield outlives me 99% of the time anyway (due to all these mechanics that nullify shield blocks); I wish we could get to a point where shields actually do their job then break.

-Also, remove "usable with shield" from daggers. Those 36 agility Rondel dorks with an unbreakable shield are giving 1h/shield a bad name. Daggers should be deadly, but you should have to compromise your defense to use them.
Title: Re: how to buff shields?
Post by: Leshma on January 17, 2014, 04:09:29 pm
You use a shield which in this game uses usual right mouse button tap to block mechanics, everyone who's playing hack and slash games is familiar with it. Complaining about shield not being effective as manual blocking melee is just lame.

Title: Re: how to buff shields?
Post by: San on January 17, 2014, 04:15:20 pm
You're right. Shields in other games are usually much more overpowered at blocking.
Title: Re: how to buff shields?
Post by: Leshma on January 17, 2014, 04:19:43 pm
Other games suck. My point is that as long there is influx of new players, who aren't used to M&B mechanics, shield blocking should be inferior to manual blocking. What balancers did with shield and ranged buffs is just lame. When servers used to be full to the brim, twohanded and polearms were OP. Not silly builds like you and kinngrimm use.
Title: Re: how to buff shields?
Post by: Tydeus on January 17, 2014, 04:25:20 pm
Shields may be able to block multiple people/things at once, but their block angle for melee swings is narrower than if you manual blocked, not to mention blocking with a shield is almost always slower than manual blocking. If you're in a 1v1 with another melee, you're generally better off manual blocking if you're good at it.
Title: Re: how to buff shields?
Post by: Phew on January 17, 2014, 04:30:56 pm
You use a shield which in this game uses usual right mouse button tap to block mechanics, everyone who's playing hack and slash games is familiar with it. Complaining about shield not being effective as manual blocking melee is just lame.

You know that feeling when you block in the correct direction but the swing hits you anyway? It's rare enough for 2h/pole that you don't worry about it too much, but when you use a shield, nearly every encounter involves someone hitting you through/around your block. I used to carry an axe sidearm, but I stopped because you kill enemy shielders faster with a sword, just by swinging around/through their block+abusing the broken kick arc.

Obviously shields should have drawbacks, but failing to perform their most basic function (block melee attacks and projectiles) renders them pointless.

I say allow shields to actually do their job, but make them less durable.
Title: Re: how to buff shields?
Post by: San on January 17, 2014, 04:35:50 pm
And this topic is a discussion about how to properly balance shields. I'm sure there are those even among shielders that may not fully agree with how the buffs turned out (I'm personally trying to get some of the 4-5 tier shields to get tweaked back, change was already in place by the time I became a balancer). It'd be nice if people can come up with a solution that isn't just buffing shield stats everywhere. I agree that in this game that shielders should theoretically have some trouble against the pure 2h builds in 1v1, but I just thought it silly that you mention other games with really powerful shield skills.

@Phew
When looking at the shield sizes, many of the non-round shields are all mostly hovering around 45-50 width. The kite shields under 50 width get slightly better stats compared to normans and sacrifice coverage, and you see many similar such tradeoffs between all the different kinds of shields. Might need to try to see what it's like to use some of those shields nowadays, since I've also just dismissed them in the past. Still trying to get some answers on what's feasible with shield skill vs. what is hardcoded (would like to decrease shield's awkward 8% final damage mitigation and give it benefits in other areas).
Title: Re: how to buff shields?
Post by: Grumbs on January 17, 2014, 05:11:18 pm
I think shields should be very good defensive items against ranged and in group melee fights, but the weapons shouldn't be as good as they are. Its like having your cake and eating it, if you want strong overall defense you should sacrifice your attacking ability which isn't really the case atm.

So we should have very good shields so newbies can defend well, for defending in group fights and to protect against ranged. But they should not be such stabbing machines with such good damage even with the swings as they have now. The right/overhead is very long and the damage on cut got a huge buff with the changes to cut damage (no more glances) plus they have the op stab. They should be short range swinging weapons with fast but low damage imo
Title: Re: how to buff shields?
Post by: Legs on January 17, 2014, 05:12:53 pm
Right now it's not really worth it to put points into shield skill as a 2h weapon user, and the 0 requirement shields are just dead weight since they break after only 1-2 shots. As a result 2h users are pretty much defenseless when it comes to ranged weapons.

IMO you should:
- buff 1h mode of bastard-type weapons
- decrease weight of shields carried on the back

So that 2h players have a viable option for defense against ranged if they invest some points into shield skill. I can't really comment on any other balance issues since I almost never use shields, but personally I think that these changes would be nice.
Title: Re: how to buff shields?
Post by: kinngrimm on January 17, 2014, 05:33:59 pm
Many good points i have seen here.

@Rumblood
i hope that your suggestion about shield formation will be implemented, surly then keeping in mind to adjust somehow the movement speed of the dudes taking part in those formations so they can approach in sync ranged nests, without killing combat ablities when engaging in a fight.

Mauls have always crushed through shields if you hold them a sec, don't think it changed much
Can't say i've noticed the block stun. If you are getting your shield hit on by a great long axe you're in deep trouble anyway. Put the shield away

I think the buffs to shields have only improved the game, but 1 handers are still a bit too strong imo
I can live with the current way or the way before the patch, how crushthough effects shields. What i still dislike is that 3 feets away from a visual effect, the maul/mallet hits the floor while still hitting me, is that because of the shields coverage or because of the hitbox of the maul/mallet or why? Devs cant there anything be done about this?

I think there should be more reasons to get shield skill above requirement. What about a -0.5 kg/shield skill weight reduction bonus, plus -1 kg/shield skill over requirement ? Of course the problem with this is that you shouldn't be able to reduce your weight maluses with shield skill beyond what your shield actually weights.
The benefits of shieldskill, is for me also complettly open for debate, narrowing down the durability, if at the same time we would gain some better melee capabilites, i am all for it. Perhaps we can collect a few more idears, how to exchange or differentiate the shieldskill bonus.

And this topic is a discussion about how to properly balance shields. I'm sure there are those even among shielders that may not fully agree with how the buffs turned out (I'm personally trying to get some of the 4-5 tier shields to get tweaked back, change was already in place by the time I became a balancer). It'd be nice if people can come up with a solution that isn't just buffing shield stats everywhere. ...
this, also san, within all discussions i have seen you taking part in, you always kept a clear few on the subject at hand, i am glad that you are in the ballancing team congratz to that!

...
IMO you should:
- buff 1h mode of bastard-type weapons
- decrease weight of shields carried on the back
...
ok with me too, anything which would make a shield a viable choice for any class, and not restricting it onto a "specialised" class system, is ok with me. A shield always was not a weapon, but a choice of defense in this game and this mod, so it should go with pretty much any other weapon flawlessly and without restriction in that sense.

Shieldskill what should it be in the future?
It could in/decrease stats of shields or players. Which once would make sense to bind to this skill?
It could allow certain game mechnics to be more effectiv, like f.e blocking, nudging, withholding crushthrough in comparison to a 1h weapon only, having a chance of deflecting kicks, having better formation abilities, ... more idears please!
Title: Re: how to buff shields?
Post by: Ronin on January 17, 2014, 06:41:17 pm
Right now it's not really worth it to put points into shield skill as a 2h weapon user, and the 0 requirement shields are just dead weight since they break after only 1-2 shots. As a result 2h users are pretty much defenseless when it comes to ranged weapons.

IMO you should:
- buff 1h mode of bastard-type weapons
- decrease weight of shields carried on the back

So that 2h players have a viable option for defense against ranged if they invest some points into shield skill. I can't really comment on any other balance issues since I almost never use shields, but personally I think that these changes would be nice.
carrying shields were useless before patch, now I think the low tier shields are pretty good with the resistance+weight patch. Just check shields like shields with the "old" tag (old heater shield). They only weight 3.5 or so, it's not really bad if you use a long weapon (2h and pole weapons are long enough). And about bastard type weapons, I would divide my wpf between 2h/polearm if I was going to use such weapons. People don't seem to notice the fact that bastard type weapons are excellent hoplite weapons. Those weapons were meant to be used that way (only stabbing with shield+1 hand, swinging with two hands)


I think a buff to shields are no more needed, or shielder characters will be too strong compared to 2h/polearm. I think it is time to buff "dodging" so people who feel like using 2h/polearm weapons will be better equipped against archers. For that, I think decreasing missile speed of low tier bows (and crossbows... never forget crossbows) will be a good addition. I don't really like nerfs but this will make the game more properly designed while not nerfing good archers that much.

I think low tier bows should be viable alternatives to high tier bows, attack speed/hitting power wise.
Title: Re: how to buff shields?
Post by: kinngrimm on January 17, 2014, 07:42:20 pm
(click to show/hide)
while i agree that the buff sofar for low tier shields was a good improvement, i disagree that should be the end of the discussion. As san said, medium to high tear sheilds, at least not all of them, didnt need that buff or not in any case the weight and the resistance buff. While the resistance buff against xbow penetration is solving a thing not solvable by the root, it also put up a problem not making shields too strong. The weight decrease put other problems in eyesight while i am not sure the aimed goal with that change was reached. So there maybe some things to roll back on. Additionally i am in favor of Rumbloods proposal and lately =http://forum.melee.org/game-balance-discussion/anti-range-shield-change-attack-animations-to-protect-the-user-buff-bump/?topicseenKafein made a suggestion (http://=http://forum.melee.org/game-balance-discussion/anti-range-shield-change-attack-animations-to-protect-the-user-buff-bump/?topicseenKafein made a suggestion) which also is worth discussing more. I will keep on looking for alternative changes to shields, which wont only include stat changes to gear or char.

Besides that, stab nerfs are still needed, if not in the way currently made available. Kick range/angle nerf is overdue, even making blocking for all more challanging maybe a concept to get more interesting fights again, but all that is still not the discussion in this topic as it is not with 2h buffs
Title: Re: how to buff shields?
Post by: Johammeth on January 17, 2014, 08:07:30 pm
Another way of affecting shield's effectiveness on the field: Buff its nemesis.

It seems as if we want to make shields a little stronger vs. ranged without making them insanely powerful in melee.

Would the global buff to shields paired with a slight bump to shield-breaking weapons (change the modifier just enough to "keep up") be a good solution?

Yes shields are stronger overall, but a shield-breaking buff would neutralize the advantage in melee, while allowing shields to keep their higher stats to defend against ranged.

It effectively turns the shield buff into a shields-vs-ranged buff, while also encouraging a diversity of weapons (sacrificing stab to use an axe seems a lot more attractive now).


Just another option to keep in mind.


(Full disclosure, I just loomed a long war axe  :twisted:)
Title: Re: how to buff shields?
Post by: Phew on January 17, 2014, 08:17:04 pm
Another way of affecting shield's effectiveness on the field: Buff its nemesis.

It seems as if we want to make shields a little stronger vs. ranged without making them insanely powerful in melee.

Would the global buff to shields paired with a slight bump to shield-breaking weapons (change the modifier just enough to "keep up") be a good solution?

Yes shields are stronger overall, but a shield-breaking buff would neutralize the advantage in melee, while allowing shields to keep their higher stats to defend against ranged.

It effectively turns the shield buff into a shields-vs-ranged buff, while also encouraging a diversity of weapons (sacrificing stab to use an axe seems a lot more attractive now).


Just another option to keep in mind.

Axes break shields very quickly already (3-4 swings usually), so I'm not sure you could really buff it much. And I don't think most shielders are too upset about how fast shields die to axes, because axes have their shortcomings and we can always avoid them anyway.

As a shielder for the past 200 million XP or so, my nemesis isn't axemen (Jona excepted), it's anyone that repeatedly mashes their kick button. If I'm close enough to hit them with a sword swing, I'm close enough to get kicked, and the arc on that thing is like 180 degrees now.