#3. Any class in any game that has high attack AND high defense with minor to no drawbacks is imbalanced? (I think we can but that doesn't relate to this discussion it's just a base question)
Sure.
#4. The shielder now as the ability to attack effectively AND still keeps its perfect defense albiet with drawbacks
No.
I say this on the basic fundamental premise that the moment you attack your defense is shattered, which holds true for all weapon classes.
If you mean that it can trade off, then sure.
Stop here if you really can't stand anything but yes or no's:
Here's the rub though, because I believe I know where you're going with #3: Shielders do not have a high attack. In fact comparitively speaking, they have a low or baseline attack. Also the level of their defense is in question given two factors:
1) Shields break (granted some take a while, others not as much) while weapons and armor do not. Good defense for a limited time vs standard defense all the time.
2) Shields (other than specific uber large shields such as the dreaded Huscarl) do not grant immunity to ranged, only a solid defense against it. This was a good change, one I supported forever and will support. I now headshot or foot-kill many shielders (not using a huscarl) quite consistantly with my x-bow (previously throwing too before I dropped it for x-bow yet again on the last toon that used throwing). The requirement for aiming a shield at the attack being recieved is also a welcome addition rather than forcefields as it adds back a level of skill in shield use that was lacking beforehand.
If I may pose my own question: The biggest issue with round shields is that they are by and large the best choice for a shield in every area correct? Speed, durability, coverage, etc.
If yes, then again I propose that the problem lies in other shields not having any noticable niche strength. Board shields are great for coverage and durability, while being slower. A real wall. However stat wise there's not enough of a gap to really take a hold of that market. Heater shields are faster and weaker, but not noticably faster to really make a noticable impact over a huscarl. So really the issue is that with round shields being the baseline that every other shield is judged by, nothing else has any real
noticable benefit in any given area to compete against the all around design (no pun intended). Sure the numbers are there on the sheet:
Heavy Board Shield
4710
weight 11
requirement 5
hit points 550
body armor 14
spd rtng 78
shield width 28
shield height 60
Knightly Heater Shield
4328
weight 5.5
requirement 3
hit points 220
body armor 26
spd rtng 100
shield width 22
shield height 40
Heavy Kite Shield
4080
weight 7.5
requirement 3
hit points 310
body armor 18
spd rtng 87
shield width 22
shield height 50
Huscarl's Round Shield
6458
weight 9
requirement 4
hit points 410
body armor 19
spd rtng 81
shield width 43
Can't use on horseback
But the heavy board shield doesn't really
feel any more impenetrable than the Husc, while it does feel rediculously slow so what's the point? The heavy kite doesn't
feel any lighter or faster, while it does feel less durable. The knightly heater
feels only marginally lighter/faster, but it does feel a whole hell of alot less durable and protective. Buff these other designs in certain areas to really give them their own niche that's readily felt on the battlefield and leave the round shields as the jack of all trades shields imo.
*Logically round shields were superior designs in history as well. A circle is just a very efficient shape in terms of coverage vs weight/size, manueverability/speed, etc. Also it lends itself to a curved surface (spherical) readily enough to deflect blows.*
If you really want to get into shields being an "Ez mode" blocking system then by all means I'm willing to discuss ways to change it that will make it more skill-based, though in doing so the general power of shielders in melee combat is going to increase from a systems change to more acurately reflect the combat ability of sword and board combat. Currently it's slow, clunky and lacks offensive the offensive tools it's capable of. However to make it better would require some pretty sweeping changes to the combat system itself. Currently we have an approximation of combat.
While it's not western (hard to find western vids that aren't 2h'd swords or fencing.... some cultural thing I suspect), and it's a choreographed martial arts kata it's still done at a good enough speed and precision to give a better feel for the fluid nature of sword n' board combat vs what we have in-game.
http://www.youtube.com/watch?v=4rMAOzOD6Js&feature=player_detailpage#t=36s