Good point, but the big question is still: why just for shields?
I can accept (hell, it might even be a good idea) that you may drop your shield if you take a lot of hits to it in a short ammount of time. But wouldn't it harder for someone blocking a lot of hits with a WEAPON instead of a shield to keep hold of it? Blocking a lot of hits with a small, light hammer should make you drop it no?
Ofc, this would take a lot of skill out of the game and buff the already powerful long reach weapons.
Good point also. I wouldnt mind when itd be the same for weapons. I gotta say though that I have never experienced players who turtle by manual blocking to be a problem, as there needs to be at least some skill to do so.
Pressing rmb as a shielder however takes no skill. Fighting shielders is probably the most boring thing in this game because even if they are complete newbies, there is no way get through their defence when they play turtle an backpaddel. This might not be much of a problem for regular inf shielders as you can simply switch targets but it is certainly a pain when throwers do it.
Id welcome some sort of "stun o meter" displayed on the hud which steadily decreases like a "overheating bar" for shooting games when not getting hits. It should calculate ps + weapon weight + damage on the attacker side and on the shielder side the shield weight + shield skill + shield type should detemine how much "stamina" he has for the shield and how fast it recovers. Of course when hitting a 6 shield skill steel shield with a dagger it should not be possible to make the shield drop. A 6 ps GS that lands a combo 5 or 6 or 7 consecutive hits or any other suitable value of strikes on a shield however should make it drop.
To prevent shielders getting outreached by backpaddeling long weapon users simply make the "stamina drain" proportional to the movement speed of the attacker, NOT relative speed bonus, i.e. when the shield gets hit by a backpaddeler the stamina drain on shield is very small, rendering shield fatigue almost unnoticable. If the attacker holds W the whole time though, stamina should get drained the most.
Again, this would not have any noticable effect on shielders with brains. As long as you are able to at least get 1 attack out for every 3 attacks you reveive from the enemy you are fine ( if you cant you should uninstall the game anyway ). And last but not least, this way crushthrough vs shields would finally find some balance by just giving those weapons "bonus against shield fatigue" or let the drain factor simply be calculated by the massive weight instead of giving them a free hit once in range.