Shields difficulty should be removed.
Dedicated shielders would put skillpoints in shield anyway to get decent speed/coverage and resistance.
And others could just pick up something to cover themselves.
Honestly there's no reason to restrict shields usage.
Mkay.
PS: to ranged players I say: no u!
Currently, it's foolish with little reward to try a bash in front of a held shot.
You can knock down ranged with a nudge, but you can also just walk into them while blocking and achieve the same effect for being just a few cm closer. If you miss the nudge, you can still easily get shot it seems. I got punished for it once, and I'm not in the mind to test it that often. Maybe someone well versed in nudging against ranged fairs a better chance :D
you should add a poll yes or no agree or disagree.I'm not asking people if they agree or not, I'm just telling them how it should be. 8-)
Make it so you can hold any shield in front of you to block ranged, but if you don't have the required skill points to use ithave you ever played dark souls? when you don't have the required STR to use a certain shield properly its dramatically slower in blocking and raising than if you had the required STR. alot of dark souls fans will understand what i mean.
In CHN servers, the big strength archer has become BUG. Their arrows so accurate, so great hurt. Their numbers so much that a lot of players do not like to play.
So this is a good suggestion.
You can not say no to this guy. :D
In case I didn't clarify, meant bash damage mostly on opponents holding attack. Neutral/holding block not so much.
meant bash damage mostly on opponents holding attack. Neutral/holding block not so much.NO!, its a good idea and it makes sense but you cannot block nudges; so free dmg for shields if it were to happen. Make nudges blockable first if anything
:| If all shields have zero difficulty, are we sure the shieldwall can defend one wave AI army on DTV server?
also can we make throwing weapons 0 difficulty. i would personally hate it but it makes sense. any MAN can pick up an axe and chuck that mofo at someone, doesnt mean they will be accurate.
well with 0 points in pt and in the proficiency you lose 10% dmg per skill + accurate and i think points into throwing also makes you throw your weapon faster.
Interesting idea. I'd say something have to be changed with the stats being heavily dependent on shield skill then. Also durability.Even if you leave all the stats as they are now, and just remove shields difficulty, people are not going to suddenly spawn with shields all the time. Carrying a shield all the time is not worth it unless you can fight with it. Picking up a shield when you really need it to take cover, on the contrary, is a very useful option.
Perhaps some kind of exponential durability curve that culminates in full durability when shield skill is satisfied.
A good idea (that has been suggested and supported for years).I thought "Give them run" option is a mandatory...
But why fuck up the poll options? I don't think that will help.
All in all, i'm really not in favor of that change. It's not that much build-breaking to put 1-3 points in shield skill, and carry a decent shield with it, just for thoses pesky range. Stop trying to be min-maxers with your perfect optimized melee build, and complain about range.I think you overestimate the effect such change would have. I tried to explain why, in my previous post.
I like the idea, I vote yes.
You are fucking masochist bagge...
0 difficulty shields? really? hmm...You should be able to destroy a huscarl shield with 3-5 attacks (depending on PS) with any pole/2h axes and 1-2 more for 1h axes. This is with the damage reduction that 5 shieldskill currently gives.
*pictures a 36-3 guy in full plate with a long dagger and huscarl shield, PLUS whatever weapon is his actual main* > he wouldnt even need a main weapon, or a dagger, you could literally run around punching people and keep picking up shields. And with 0 difficulty everyone would have them, there would be shields everywhere. The drawback to being an invincible monster, is your slow as hell, easily ganged on or shot to death, STR whores are thee easiest targets for ranged. You really want to give a 36-3 build the option of a heavy board auto-blocker?
really?
*pictures a 36-3 guy in full plate with a long dagger and huscarl shield, PLUS whatever weapon is his actual main*So worst case scenario: someone in full STR, full plate with a huscarl and max 1 shieldskill would be able to block 10 times before the shield break. If you can't hit a guy with 1 athletics, full plate and a dagger 10 times without him killing you, then the problem isn't the shield. It's you.
request from polearm user. subliminal "buff my class" disguised as "fuck range".Well, I had 4 shield skill as a polearmer and also I respeced to archer like an hour ago, so... No.
hegemony of ranged classes
NOT TO MENTION ALL THE HEAVY CAV WOULD HAVE SHIELDS AND NEVER DIE1) they do have it anyway
If u do this u can remove range from crpg...it would be totally worthless xD
Also I feel that 1 handers in general will become more OP with higher PS or athleticsWhether 1h or xbows would become OP or not is really a different issue not directly linked to the main idea. All such detail could be balanced in the future by reducing base shields stats and increasing the shield skill effect etc.
-Make all shields require strength
-Remove all shield forcefields
-Shields on back block projectiles the same way a held shield does
-Shield skill improves durability, shield speed, and reduces movement penalty from shielding
You can knock down ranged with a nudge, but you can also just walk into them while blocking and achieve the same effect for being just a few cm closer. If you miss the nudge, you can still easily get shot it seems. I got punished for it once, and I'm not in the mind to test it that often. Maybe someone well versed in nudging against ranged fairs a better chance :D
It would make more sense to just make them like weapons: Difficulty based on strength, shield skill has more tangible effects on speed/coverage/shield bash than all of these hidden values with a slight general buff to the skill. The prices would need to go up considerably more than what they currently are, maybe up to 9-10k, just so mid-value shields can get used a bit. Final damage mitigation is crappy for a skill all by itself (with unknown speed/coverage where we don't even know if even works the way we believe). I also thought that shield stats may need to be changed, but maybe not as much as previously thought in its current condition.
People are going to hate what I say next, but the offensive shield bashes with high shield skill should deal a decent amount of damage and have a better passive block effect against projectiles. Currently, it's foolish with little reward to try a bash in front of a held shot, and worse than most of the other nudges. I'd rather use the 1h nudge for offense and the polearm nudge for defense.
The disparity between not being able to pick up a shield vs. the nature of shield skill conflicts with eachother gameplay-wise. Shield makes sense for agility, but it doesn't make sense as a difficulty requirement based on the current shield animations. This game doesn't have any techniques or the like that makes me believe that you have to be well versed in the way of the shield to hold up a Huscarl's, unlike being properly trained to ride an arabian warhorse.
Even so, doubt much will really happen in the end.