Poll

Should this be implemented?

Yes.
12 (44.4%)
No.
11 (40.7%)
Maybe with change (post)
4 (14.8%)

Total Members Voted: 27

Voting closed: August 07, 2013, 03:13:53 am

Author Topic: Revamp shield skill idea  (Read 2014 times)

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Offline Tydeus

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Re: Revamp shield skill idea
« Reply #15 on: July 25, 2013, 10:58:06 pm »
+2
Yes, and lets cap PS/PD/PT and WPF while were at it. If at least 5% of the community doesn't use it, let's remove it altogether. Variety? Complexity? Creativity? Mere buzzwords that have no positive impact on gameplay.
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Offline Smoothrich

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Re: Revamp shield skill idea
« Reply #16 on: July 26, 2013, 01:17:24 am »
0
I think reduced mobility is a good counterbalance for shielders. I honestly do not want every schmuck with a 100+ speed sabre/pick facehugging my 7-8 Athletic 2hander/polearm builds cuz then why the fuck do I have agility instead of strength in the first place. As a shielder the only classes I can't facehug are lightly armored agility heavy builds which is intelligent internal melee balance.

I just think it is so easy to be aggressive as a shielder already, to close ground, and fight on the front line that a moblity buff for the general masses is not needed. If you want to be fast as other classes, don't take a shield! I always used Elite Cav shield just because it is light. If you want shielders to pick apart ranged more, then try rebalancing how sprinting and kiting works for ranged (based on weapons in their hands disabling or nerfing sprint or something) instead of screwing up melee balance.
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Offline Konrax

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Re: Revamp shield skill idea
« Reply #17 on: July 26, 2013, 02:39:34 am »
0
Melee balance is a joke right now.

Shield skill is garbage and bad for anything above 6 shield (6 is really pushing it too).

Agility shielders would be more range hunters vs front line fighters with the changes I suggested.

Strength shielders (the majority of shield users) would be almost unchanged.

Offline Froto_the_Loc

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Re: Revamp shield skill idea
« Reply #18 on: July 26, 2013, 02:48:57 am »
0
Take the current version of shield skill and throw it out the window.

First off, shield skill will no longer make shields tougher or last longer. (Will require some shield item rebalance.) The idea behind this concept is that a shield is really equally tough no matter what your "skill" level is with it.

Shield weight is the listed or "effective" amount at the base level of shield skill required to use the shield.

Each point of shield skill in addition will reduce the effective weight of a shield by 20% for movement purposes only. This would require that you have 5 points of shield above in order to have effectively a 0 weight shield. Anything above that amount would have no additional benefit.

Each point of shield also effects the "speed" of the shield similar to how it is currently, perhaps even with a small buff.


Why do all this?

This way all shields across the board will take less damage overall to destroy them. Non-shield users will all appreciate this change, since it will make turtles and bad players less viable.

Strength heavy shielders will be relatively unchanged.

Agility shielders will then be able to move at a similar speed as 2h and polearm users.

This will make agility shielders more of a speedy range killing class rather than a squishy low damage spam turtle.

Actually makes steel shield look appealing and viable.


Thoughts?
I got a feeling you'll pull a "I've had (number) gens of shielder and I
'm hardcore so blah blah" but I doubt you've actually played with a shield. Honestly. Bad idea.
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Offline Konrax

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Re: Revamp shield skill idea
« Reply #19 on: July 26, 2013, 03:09:18 am »
+2
I got a feeling you'll pull a "I've had (number) gens of shielder and I
'm hardcore so blah blah" but I doubt you've actually played with a shield. Honestly. Bad idea.

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Offline Turboflex

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Re: Revamp shield skill idea
« Reply #20 on: July 26, 2013, 04:52:08 am »
0
Yes, and lets cap PS/PD/PT and WPF while were at it. If at least 5% of the community doesn't use it, let's remove it altogether. Variety? Complexity? Creativity? Mere buzzwords that have no positive impact on gameplay.

You're the one complaining high level shield skill is just a gimmicky gameplay distortion. Is it the same for those other things? no

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Re: Revamp shield skill idea
« Reply #21 on: July 26, 2013, 05:09:52 am »
0
It would be nice to utilise some of the games more subtle features. I would love to see more people getting shield skill.


What if high shield skill was more likely to stun an attacking opponent (simulating them being deflected or getting stuck).


What if higher shield skill increased shield bash stun durration?


And of course what if shield weight penalty was reduced.
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Re: Revamp shield skill idea
« Reply #22 on: July 26, 2013, 06:08:31 am »
+2
I have a feeling that all these "Change shields" threads are an attempt to nerf me.   :mad:
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Re: Revamp shield skill idea
« Reply #23 on: July 26, 2013, 04:32:35 pm »
0
2h axemen are rather rare and the least op 2h branch.

But there are 1h axes and polearm axes that people use, not to mention the morningstar is a pretty popular 2h weapon.
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Offline Nightmare798

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Re: Revamp shield skill idea
« Reply #24 on: July 26, 2013, 06:11:07 pm »
0
2h axemen are rather rare and the least op 2h branch.
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Offline Tydeus

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Re: Revamp shield skill idea
« Reply #25 on: July 26, 2013, 11:24:01 pm »
0
You're the one complaining high level shield skill is just a gimmicky gameplay distortion. Is it the same for those other things? no
Oh look, I addressed this already.
13 shield skill builds might not be effective, but that doesn't mean we should settle for mediocrity.
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Offline Konrax

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Re: Revamp shield skill idea
« Reply #26 on: July 27, 2013, 04:54:31 pm »
0
Pretty even split so far on my idea.

I think the main concern is that shields will lose too much of their protection if we remove the damage reduction from the shield skill.

What I would like to see then is a 35-40% increase in shield health across the board.

That way shields should be comparable in their defense as they are now (not quite as high) but shielders who invest in additional points above the minimum requirement will be able to move around faster.

This will add a dynamic to the agility focused shielder as a light damage, quick defensive tank meant primarily for hunting ranged.