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apprentice
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OP
apprentice
Joined: Sep 2016
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Currently, the most useless build in the game is the 1 hand + shield. I think that shields need to be way more valuable to even consider playing this way.
I suggest giving shields both physical and magical armour at the same time (I'm anxious about writing that because it might be in the game and I just haven't seen it) because it would help them be more useful. A one handed melee person with a shield can run over fire because they know that they can take some damage, and be ok and these characters need to be able to move around the battlefield. On the other hand, a one handed mage sometimes needs the physical protection.
The only other suggestion would be to significantly increase the shield armour. I'm thinking double/triple etc.
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member
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member
Joined: Nov 2015
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Looks like Larian failed to learn from the mistakes of D:OS 1...
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enthusiast
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enthusiast
Joined: Sep 2016
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Yeah, shields are in a bad state right now. They double the AP cost to attack for a little bit of physical armor, that can go away anyways, leading to you unequipping your shield halfway through a fight. Magical armor would be a huge improvement to them, as tanks currently lack magical armor, but I think they need something else as well. Because as soon as that armor runs out, you're still better off unequipping it. I think they need to bring back block chance in a major way (I have found with block before, of course. A whopping 1% chance) or they need to give some sort of passive buff to having a shield, like %physical damage reduction, or a chance to restore armor on hit, or... Just, something.
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addict
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addict
Joined: Sep 2016
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@slampow Didn't you just say in another thread you hate chance mechanics?? I'm surprised you'd agree with bringing block back
Though I also think it needs to make a comeback
Last edited by aj0413; 02/10/16 07:56 PM.
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enthusiast
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enthusiast
Joined: Sep 2016
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@slampow Didn't you just say in another thread you hate chance mechanics?? I'm surprised you'd agree with bringing block back I do not like chance mechanics when they are decisive and strategy-ruining. But block chance, especially when you aggregate damage numbers over many attacks, is usually just a good thing, even when an enemy has it. Besides, noone's forcing you to use physical attacks on an enemy with a shield, so there is a way to counterplay it, unlike the omnipotent powers of CC.
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stranger
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stranger
Joined: Sep 2016
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Added to this, block chance on shields would resolve a fair number of issues. It would make shields more interesting and actually make tanks builds more viable, without having to make drastic changes to the current system. Much like SlamPow I'm not crazy on chance mechanics when they're what makes or breaks a strategy, but I'm totally okay with it on little elements like hit chance and avoidance stats.
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enthusiast
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enthusiast
Joined: Sep 2016
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Shield should have a 'Shield Up' move similar to the 'Staff of Magus' one:
Shield Up(2 AP cost, 1 turn cooldown) - Restore <number based on shield armor/level> of <type> Armor and end your turn.
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enthusiast
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enthusiast
Joined: Jan 2014
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Shield should have a 'Shield Up' move similar to the 'Staff of Magus' one:
Shield Up(2 AP cost, 1 turn cooldown) - Restore <number based on shield armor/level> of <type> Armor and end your turn. Keys to success. It then can play off of Geomancer/Aero.
Last edited by Limz; 03/10/16 12:25 AM.
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enthusiast
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enthusiast
Joined: Sep 2016
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Keys to success.
It then can play off of Geomancer/Aero.
How would it play off of Aero? Did you mean Hydro, or is there a synergy of some kind that I'm missing?
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enthusiast
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enthusiast
Joined: Jan 2014
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enthusiast
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enthusiast
Joined: Sep 2016
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Ah, okay. I agree! That would be really cool. I would personally prefer a bigger boost with a longer cooldown, though, to a small boost with a small cooldown. Because you'll need more than a small amount of armor to block CC, and trying to build it up over several turns would probably result in it being chipped down. Granted, it still seems like it would be really useful, and I'd definitely run it.
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apprentice
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OP
apprentice
Joined: Sep 2016
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I think the shields ought to have some skills specific to the shield and not part of any skill school.
For example, Battering Ram ought to require a shield to use, but then have a shorter cooldown. Melees already have hammer blow.
Repair skill, costs 1 AP and can be used in the fight to 'repair' your shield giving you back the lost shield armour that you have taken so far, assuming shield armour is taken first.
Magic Armour Steal, costs 2AP and steals magic armour, but doesn't let you go over your magic armour max of course.
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enthusiast
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enthusiast
Joined: Sep 2016
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How about Elemental Tortoise, and the spikey hurty one from EE? I found those skills to be well-done, and they were shield specific. Hopefully they'll see a comeback!
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journeyman
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journeyman
Joined: Dec 2015
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Yeah we had a giant discussion about shields a while back, where a bunch of us proposed various shield-themed skills: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=587910#Post587910Rant: This is the reason why I voted for the shield skill tree in both rounds of community votes... cuz I just know shield is going to be crap without any help again LOL. We have 5 schools of magic coming back from DOS1 already. I think they can do with a bit less magic and more martial type skills to help out those that want more brawns as opposed to the brains :P.
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member
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member
Joined: Jun 2012
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Currently, the most useless build in the game is the 1 hand + shield. I think that shields need to be way more valuable to even consider playing this way.
I suggest giving shields both physical and magical armour at the same time (I'm anxious about writing that because it might be in the game and I just haven't seen it) because it would help them be more useful. A one handed melee person with a shield can run over fire because they know that they can take some damage, and be ok and these characters need to be able to move around the battlefield. On the other hand, a one handed mage sometimes needs the physical protection.
The only other suggestion would be to significantly increase the shield armour. I'm thinking double/triple etc. Shield should have a 'Shield Up' move similar to the 'Staff of Magus' one:
Shield Up(2 AP cost, 1 turn cooldown) - Restore <number based on shield armor/level> of <type> Armor and end your turn. I like Naqel idea of shield related skills, but I feel that a more drastic solution is in order. Instead of having shields that increase the physical armor value, we should have shields that deflect a fixed amount of damage per hit (not a %). This value should scale with the level of the shield, of course. They should work more or less like weapons, in other words. This way shields would be useful throughout a whole encounter, even after your physical armor is depleted.
Last edited by Baudolino05; 04/10/16 09:04 AM.
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