Astaroth
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Post by Astaroth on Jan 21, 2016 12:26:41 GMT -6
I think having shields would be cool, i think theres a few ways they could be done that could make them interesting but not gamebreaking like having physical shields be a physical damage sponge but be less useful against elemental attacks, magic shields give you a lot of resistance to an element and slight resistance to physical attacks but if you get hit with an opposing element you take a bit more damage, and then you have offensive type shields where like the dark or medusa shields where you can run into an enemy and hurt it, but its not particularly strong defensively vs anything (actually one of my favorite things to do once i have the medusa shield is when i go back through an early area ill whip that out and mow enemies down on my way to a new area or item), this way it trades an extra weapon for a way to take a hit a little better, and in some cases if the attack doesnt overcome the shields rating it stops the attack entirely, its all about using it to fit your playstyle
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Post by CastleDan on Jan 21, 2016 12:28:07 GMT -6
Great post Cale. I'm glad we're getting more debate going. bring more interest and discussion and up the possibilities.
Maybe we can get some good ideas as to new ways a shield could be used and use that if we submit the thread.
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Astaroth
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Post by Astaroth on Jan 21, 2016 12:50:20 GMT -6
Come on Cale , you never thought of the awesomeness of running around thwacking enemies with medusas severed head like perseus on a bender? Thats gotta be on the level of wearing football pads and running down the streets divi g through plate glass windows after the apocalypse >P
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thrashinuva
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Post by thrashinuva on Jan 21, 2016 12:56:06 GMT -6
For the sake of making shields more interesting you could always combine them with a weapon. Maybe instead of just getting "Knight Shield" you get "Knight Sword/Shield", so it affects your method of attack as well as your defenses. You could have a spike shield that lets you bash enemies while in a defensive stance, but still retain some sort of other weapon. You could put Excalibur in this group too. Excalibur's sheathe would be the shield, which is said to make its owner immortal, and so it could give you HP regen while equipped, but have a really small area to block with. A mirror shield could reflect projectile attacks. Maybe you'd have a big shield but in exchange your weapon is a tiny dagger with a small hitbox. The big shield lets you block insane attacks, but with a tradeoff.
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Post by crocodile on Jan 21, 2016 12:57:30 GMT -6
Why does a shield need to have offensive capabilities? Weapons don't come with a block or parry ability, and when they do it's just as often as finding an offensive shield. What about different defensive abilities? A shield that makes an object to hide behind for big attacks? A shield that absorbs an attack and lets you unleash it at a later time? What if you can change the direction of the shield? Could be used to block attacks that rain from the sky, or maybe block a spike jutting up through the ground? A shield doesn't have to be just in front of you. I like to imagine that some attacks are unavoidable. That adds to difficulty. (Kill this enemy fast or you will be taken down eventually). But adding a shield might make that one aspect of the fight easier. Everyone is all about being aggressive in games today. They don't think playing strategically can be fun. Learning a pattern and dodging attacks is fine, but you can make a fight even more complex if you also have the option to block. See the issue here is that you are constructing scenarios in which you NEED shields rather making shields something you want to use over other weapons under normal gameplay scenarios. "Unavoidable" attacks are just not something you see in this genre and IGA AND Inticreates has already gone on record that you will see no such thing for any boss encounter so I'm not sure why I'd expect that for normal enemy encounters. Unavoidable attacks aren't hard, they are just cheap. Combat in -vania games is not devoid of strategy and isn't about just YOLO-SWAGGING enemies to death. I mean yes, SOTN was too easy but you can't roll your face on your DS and expect to beat OoE. You've got to be quick on your fingers and quick with your thinking. You're not adding complexity (oh I'll just block with this shield because I HAVE too - that's just a binary choice) you are just breaking up pacing.
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Cale
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Post by Cale on Jan 21, 2016 13:19:32 GMT -6
Why does a shield need to have offensive capabilities? Weapons don't come with a block or parry ability, and when they do it's just as often as finding an offensive shield. What about different defensive abilities? A shield that makes an object to hide behind for big attacks? A shield that absorbs an attack and lets you unleash it at a later time? What if you can change the direction of the shield? Could be used to block attacks that rain from the sky, or maybe block a spike jutting up through the ground? A shield doesn't have to be just in front of you. I like to imagine that some attacks are unavoidable. That adds to difficulty. (Kill this enemy fast or you will be taken down eventually). But adding a shield might make that one aspect of the fight easier. Everyone is all about being aggressive in games today. They don't think playing strategically can be fun. Learning a pattern and dodging attacks is fine, but you can make a fight even more complex if you also have the option to block. See the issue here is that you are constructing scenarios in which you NEED shields rather making shields something you want to use over other weapons under normal gameplay scenarios. "Unavoidable" attacks are just not something you see in this genre and IGA AND Inticreates has already gone on record that you will see no such thing for any boss encounter so I'm not sure why I'd expect that for normal enemy encounters. Unavoidable attacks aren't hard, they are just cheap. Combat in -vania games is not devoid of strategy and isn't about just YOLO-SWAGGING enemies to death. I mean yes, SOTN was too easy but you can't roll your face on your DS and expect to beat OoE. You've got to be quick on your fingers and quick with your thinking. You're not adding complexity (oh I'll just block with this shield because I HAVE too - that's just a binary choice) you are just breaking up pacing. In my example I have a point of reference for "unavoidable" attacks. For the "A shield that makes an object to hide behind for big attacks", what if that was already apart of the boss fight? The ceiling drops boulders you have to dodge, they stay on screen until the boss unleashes an "unavoidable" attack, you hide behind the boulder taking no damage, they are then destroyed. My shield idea could provide cover if you aren't near the environment you want to be near. Using the boulder example again, the bosses head (weak point) is too high off the ground to hit normally, but the boulders are used as stepping stones to jump on, until you are high enough to attack the weak spot. Puzzle boss activated. The shield again would be useful for giving you a boost without negating damage, in fact it would aid you in being aggressive. I don't need to make reasons for shields to be in the game, I am letting shields do work that might already be there. The problem is if I am "constructing scenarios" for a shield to be useful, it is only because I don't know what Iga has planned for us. But seeing as how this is supposed to be his biggest game yet, I would find it rather monotonous if all the bosses are just meat bags you have to attack while simply dodging 1-hit kill attacks from the boss. I've played enough games where dodge is the only mechanic, they bore me now. But if it is all down to people "making shields something you want to use over other weapons under normal gameplay scenarios." I don't see how preventing you from taking damage is something people would actively avoid. Another question is why would people want to use a shield "over" a weapon? It would probably be better to use a weapon AND shield in conjunction. She does have two hands last I checked. Astaroth I love combat shield mechanics ^_^ I am just trying to balance the conversation. In most of the games I play with shields I try using them as a weapon. Mostly Darksouls games are great for this. I always like heavy armour defensive style characters. I hope we get some full plate for Miriam with a spike shield and she just waltzes through a crowd of enemies, spraying enemy blood as she goes!
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Post by CastleDan on Jan 21, 2016 13:46:51 GMT -6
Well said Cale
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Post by crocodile on Jan 21, 2016 14:06:00 GMT -6
See the issue here is that you are constructing scenarios in which you NEED shields rather making shields something you want to use over other weapons under normal gameplay scenarios. "Unavoidable" attacks are just not something you see in this genre and IGA AND Inticreates has already gone on record that you will see no such thing for any boss encounter so I'm not sure why I'd expect that for normal enemy encounters. Unavoidable attacks aren't hard, they are just cheap. Combat in -vania games is not devoid of strategy and isn't about just YOLO-SWAGGING enemies to death. I mean yes, SOTN was too easy but you can't roll your face on your DS and expect to beat OoE. You've got to be quick on your fingers and quick with your thinking. You're not adding complexity (oh I'll just block with this shield because I HAVE too - that's just a binary choice) you are just breaking up pacing. In my example I have a point of reference for "unavoidable" attacks. For the "A shield that makes an object to hide behind for big attacks", what if that was already apart of the boss fight? The ceiling drops boulders you have to dodge, they stay on screen until the boss unleashes an "unavoidable" attack, you hide behind the boulder taking no damage, they are then destroyed. My shield idea could provide cover if you aren't near the environment you want to be near. Using the boulder example again, the bosses head (weak point) is too high off the ground to hit normally, but the boulders are used as stepping stones to jump on, until you are high enough to attack the weak spot. Puzzle boss activated. The shield again would be useful for giving you a boost without negating damage, in fact it would aid you in being aggressive. I don't need to make reasons for shields to be in the game, I am letting shields do work that might already be there. The problem is if I am "constructing scenarios" for a shield to be useful, it is only because I don't know what Iga has planned for us. But seeing as how this is supposed to be his biggest game yet, I would find it rather monotonous if all the bosses are just meat bags you have to attack while simply dodging 1-hit kill attacks from the boss. I've played enough games where dodge is the only mechanic, they bore me now. But if it is all down to people "making shields something you want to use over other weapons under normal gameplay scenarios." I don't see how preventing you from taking damage is something people would actively avoid. Another question is why would people want to use a shield "over" a weapon? It would probably be better to use a weapon AND shield in conjunction. She does have two hands last I checked. Astaroth I love combat shield mechanics ^_^ I am just trying to balance the conversation. In most of the games I play with shields I try using them as a weapon. Mostly Darksouls games are great for this. I always like heavy armour defensive style characters. I hope we get some full plate for Miriam with a spike shield and she just waltzes through a crowd of enemies, spraying enemy blood as she goes! A) The crux of the matter is that to use shields you have to give up offensive options. The only way that makes sense is if you need to defend yourself and the only way to do that is with a shield - i.e. the game has low mobility. In Metroidvania games, exploration is at the heart of the genre and that in turn means high mobility is important. If you are highly mobile, you are naturally drawn to solve the issue of "how not to die" by dodging rather than blocking. I mean think about it - can you name me a single Metroidvania game that uses shields in a traditional sense? In terms of action games that have high mobility, I can only think think of the Mega Man Zero series but there the Shield Boomerang can can be used as a thrown disk weapon (i.e. what I already suggested). Devil May Cry has defensive stances and techniques but those flow into parries and martial arts - you are never forced to sacrifice offensive options. Either way, the combat system is totally unlike what you see in any of the Igavania games. I feel like your enjoyment of shields extends to you being a big fan of Dark Souls? Sorry but those games don't have combat like Metroidvania games. The point I'm trying to get at is the way Igavanias are paced and the way combat works, the use of traditional shields are dis-incentivized. It has historically always been better to not use shields and I can't imagine having gameplay change in a way they would encourage you to use shields in a traditional way but also not be a departure from the expectations of backers that wouldn't make the game less fun. B) I really have no idea what to tell you if you think "dodging" is boring or played out. I would also make sure I look to the boss battle that cap off the Igavanias (PoR, OoE) rather than ones that start it off (SOTN) as I feel overall boss design has improved over time. I expect bosses in Bloodstained to be more like the later group (especially considering the type of games Inticreates tends to make).
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Post by Cale on Jan 21, 2016 14:22:42 GMT -6
A) The crux of the matter is that to use shields you have to give up offensive options. The only way that makes sense is if you need to defend yourself and the only way to do that is with a shield - i.e. the game has low mobility. In Metroidvania games, exploration is at the heart of the genre and that in turn means high mobility is important. If you are highly mobile, you are naturally drawn to solve the issue of "how not to die" by dodging rather than blocking. I mean think about it - can you name me a single Metroidvania game that uses shields in a traditional sense? In terms of action games that have high mobility, I can only think think of the Mega Man Zero series but there the Shield Boomerang can can be used as a thrown disk weapon (i.e. what I already suggested). Devil May Cry has defensive stances and techniques but those flow into parries and martial arts - you are never forced to sacrifice offensive options. Either way, the combat system is totally unlike what you see in any of the Igavania games. I feel like your enjoyment of shields extends to you being a big fan of Dark Souls? Sorry but those games don't have combat like Metroidvania games. The point I'm trying to get at is the way Igavanias are paced and the way combat works, the use of traditional shields are dis-incentivized. It has historically always been better to not use shields and I can't imagine having gameplay change in a way they would encourage you to use shields in a traditional way but also not be a departure from the expectations of backers that wouldn't make the game less fun. B) I really have no idea what to tell you if you think "dodging" is boring or played out. I would also make sure I look to the boss battle that cap off the Igavanias (PoR, OoE) rather than ones that start it off (SOTN) as I feel overall boss design has improved over time. I expect bosses in Bloodstained to be more like the later group (especially considering the type of games Inticreates tends to make). A) Then what about adding more slots for offensive options? Diablo II had a weapon swap button, you could theoretically hold 4 weapons at once. My question is how many offensive options do we need compared to defensive options? So far it looks pretty balanced, but again we don't know details yet. Spells might only be offensive, useable items might only be defensive, right and left hand slots might only be offensive, we don't know yet. And yes, historically shields haven't been as useful as say the Crissaegrim. But again, we are not looking for optimal play style here. If it were just about doing things the best way, then we could all beat SotN in under 10 minutes. (Being literal about the 10 mins) I also recall things like the Axe Armor being not so mobile. . . Not sure why that's in the game at all if Iga wants us to dodge everything. I am a fan of the Darksouls series. They have nice shield mechanics, I also enjoyed using shield in SotN without the Shield Rod. Crazy huh? But then again I also liked to use sub-items for damage. B) You don't have to tell me anything about me thinking dodging is boring. It is just my opinion. To me it's like QTEs. I am FORCED to play that way. The same argument you made about shields. We just disagree on this point. I want to be able to dodge, and block, and parry, and take a hit to the face. Having many options is better to me than forcing me to play only one way. Just a preference. Since this is going to have an RPG aspect to it, I was hoping I could play in a style different from the "norm".
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Post by CastleDan on Jan 21, 2016 14:48:37 GMT -6
A) The crux of the matter is that to use shields you have to give up offensive options. The only way that makes sense is if you need to defend yourself and the only way to do that is with a shield - i.e. the game has low mobility. In Metroidvania games, exploration is at the heart of the genre and that in turn means high mobility is important. If you are highly mobile, you are naturally drawn to solve the issue of "how not to die" by dodging rather than blocking. I mean think about it - can you name me a single Metroidvania game that uses shields in a traditional sense? In terms of action games that have high mobility, I can only think think of the Mega Man Zero series but there the Shield Boomerang can can be used as a thrown disk weapon (i.e. what I already suggested). Devil May Cry has defensive stances and techniques but those flow into parries and martial arts - you are never forced to sacrifice offensive options. Either way, the combat system is totally unlike what you see in any of the Igavania games. I feel like your enjoyment of shields extends to you being a big fan of Dark Souls? Sorry but those games don't have combat like Metroidvania games. The point I'm trying to get at is the way Igavanias are paced and the way combat works, the use of traditional shields are dis-incentivized. It has historically always been better to not use shields and I can't imagine having gameplay change in a way they would encourage you to use shields in a traditional way but also not be a departure from the expectations of backers that wouldn't make the game less fun. B) I really have no idea what to tell you if you think "dodging" is boring or played out. I would also make sure I look to the boss battle that cap off the Igavanias (PoR, OoE) rather than ones that start it off (SOTN) as I feel overall boss design has improved over time. I expect bosses in Bloodstained to be more like the later group (especially considering the type of games Inticreates tends to make). A) Then what about adding more slots for offensive options? Diablo II had a weapon swap button, you could theoretically hold 4 weapons at once. My question is how many offensive options do we need compared to defensive options? So far it looks pretty balanced, but again we don't know details yet. Spells might only be offensive, useable items might only be defensive, right and left hand slots might only be offensive, we don't know yet. And yes, historically shields haven't been as useful as say the Crissaegrim. But again, we are not looking for optimal play style here. If it were just about doing things the best way, then we could all beat SotN in under 10 minutes. (Being literal about the 10 mins) I also recall things like the Axe Armor being not so mobile. . . Not sure why that's in the game at all if Iga wants us to dodge everything. I am a fan of the Darksouls series. They have nice shield mechanics, I also enjoyed using shield in SotN without the Shield Rod. Crazy huh? But then again I also liked to use sub-items for damage. B) You don't have to tell me anything about me thinking dodging is boring. It is just my opinion. To me it's like QTEs. I am FORCED to play that way. The same argument you made about shields. We just disagree on this point. I want to be able to dodge, and block, and parry, and take a hit to the face. Having many options is better to me than forcing me to play only one way. Just a preference. Since this is going to have an RPG aspect to it, I was hoping I could play in a style different from the "norm". This and Id add that defensive spells were awful anyways. In Ooe you would have to equip the shield spell which gets rid of a slot you could use for a different spell. There's too many spells and too limited spots to equip. WHEREAS the genius of SOTN is you had magic powers and spells always at your disposal and you had two hands one that is used for your weappn and other that can ( your choice) be used as your defensive item. It's not taking the space of anything. You Dont need two swords, but when you have so many spells and you're forced to choose between a shield spell and 6 or 8 other things it LITERALLY has no purpose. I wanna add that I also think it's funny people have an issue with it at all. Shields like many other things in SOTN were optional, you never are forced to use them. Some people like a more defensive approach others don't but why not include it so people can decide for themselves?
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Post by Redogan on Jan 21, 2016 15:17:59 GMT -6
I enjoy both play styles: evading and blocking. I really enjoyed LoI and CoD as they have a back flip to get out of the way. That should be included in the form of a back dash. Either a back flip or a back hand spring. I also really enjoy games that let you use your shield to stagger an enemy. They basically attack your shield and bounce off resulting in a stagger. This window allows you to counter attack. Really strong attacks can cause you to stagger instead taking away your chance for a counter attack. You have to learn what attacks you can block and which ones you need to evade.
As I think about Miriam using shields, it occurs to me that her wielding a huge heavy greatshield seems out of place. So, I think it would fit better if her shield was generated magically. It would materialize and become corporeal while in use and then disappear when you let off the block button. It could even be just one special "crystal" shield that she has at all times and you upgrade its abilities as you progress through the game. At first you are only able to block basic attacks and projectiles (appearance like a kite shield). Then you get an upgrade to block heavy attacks (physical appearance then takes on that of a greatshield). There could also be upgrades that allow magic absorption when you block magic attacks (to refill your MP a la Lament's purple attacks). Then finally you get an upgrade to add crystal spikes to the shield. This one lets you move with the shield out. You can then run into enemies to damage them while you move a la SotN shield rod (but nowhere near as damaging).
Just brainstorming....
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Post by CastleDan on Jan 21, 2016 15:44:44 GMT -6
I enjoy both play styles: evading and blocking. I really enjoyed LoI and CoD as they have a back flip to get out of the way. That should be included in the form of a back dash. Either a back flip or a back hand spring. I also really enjoy games that let you use your shield to stagger an enemy. They basically attack your shield and bounce off resulting in a stagger. This window allows you to counter attack. Really strong attacks can cause you to stagger instead taking away your chance for a counter attack. You have to learn what attacks you can block and which ones you need to evade. As I think about Miriam using shields, it occurs to me that her wielding a huge heavy greatshield seems out of place. So, I think it would fit better if her shield was generated magically. It would materialize and become corporeal while in use and then disappear when you let off the block button. It could even be just one special "crystal" shield that she has at all times and you upgrade its abilities as you progress through the game. At first you are only able to block basic attacks and projectiles (appearance like a kite shield). Then you get an upgrade to block heavy attacks (physical appearance then takes on that of a greatshield). There could also be upgrades that allow magic absorption when you block magic attacks (to refill your MP a la Lament's purple attacks). Then finally you get an upgrade to add crystal spikes to the shield. This one lets you move with the shield out. You can then run into enemies to damage them while you move a la SotN shield rod (but nowhere near as damaging). Just brainstorming.... My only problem with that is you wouldn't be able to find different looking ones. I loved that aspect
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Post by Redogan on Jan 21, 2016 15:53:24 GMT -6
True, true. I like the different ones you can find in SotN, so....
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Post by Deleted on Jan 21, 2016 16:24:38 GMT -6
I'm with croc on this one.
However, if y'all are hellbent on shields, how 'bout a proper implementation?
Three types of shields: light, medium and heavy, with each type having a set of drawbacks and the general one being movement restriction while the shield is up. -Light shields: Decrease movement speed by 10%, get knocked back while blocking medium attacks and strong knockback from heavy attacks. -Medium shields: Decrease movement speed by 30%, get knocked back while blocking against heavy attacks. -Heavy shields: Decrease movement speed by 70%, can't be used mid-air.
The amount of damage a shield can block is determined by a shields individual defense stat. Needless to say, heavy shields would have the highest one compared to other types of the same rank. If attack value passes the defense value of the shield, then the shield mitigates the damage while adding a strong knockback for medium and normal knockback for heavy. The light shield should be unable to mitigate any damage if the defense value is passed. Classification of enemy attacks as light, medium or heavy could be tied to their damage potential against a shield. With this an attack under 50% of the shield defense would be considered light, 50-75% medium and over 75% heavy.
Attacking with a weapon cancels blocking, unless specific weapon types are used (spears, short spears, etc.).
Additionally, the shield positioning should be fixed, so that mid-air blocking isn't rendered useless, while offering a protection that covers everything but the back.
As for additional variety among the shields within type, you can go crazy with those. You can have light shields that deploy magic bombs after getting hit by medium or heavy attacks or heavy shields that root you in place even while taking damage (so you can tank boss beams) or something completely different.
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Post by Vampire on Jan 21, 2016 16:42:47 GMT -6
Aside from the first boss battle in Symphony of the Night using a shield against those fireball attacks,for the most part like some other people here I found the shield within the game to be most the time nothing more then a cosmetic accessory,anytime you put a shield in front of a physical attack you would get hurt and knocked back,and the need for a shield in the game was minimal at best,Yeah shields are cool and all but are they really needed when we get down to it?The backdash button was honestly more useful in the game then the shield was since it could help me avoid many attacks
So let's put this into perspective,in order for the shield to even be somewhat needed in this game would mean more enemies would use more ranged attacks and that can get annoying quick,or the shield would have to be able to fend off some physical attacks as well,to be honest I just feel its not needed,however if it can be more implemented well into the game then maybe I will change my mind
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Post by CastleDan on Jan 21, 2016 16:56:43 GMT -6
I'm with croc on this one. However, if y'all are hellbent on shields, how 'bout a proper implementation? Three types of shields: light, medium and heavy, with each type having a set of drawbacks and the general one being movement restriction while the shield is up. -Light shields: Decrease movement speed by 10%, get knocked back while blocking medium attacks and strong knockback from heavy attacks. -Medium shields: Decrease movement speed by 30%, get knocked back while blocking against heavy attacks. -Heavy shields: Decrease movement speed by 70%, can't be used mid-air. The amount of damage a shield can block is determined by a shields individual defense stat. Needless to say, heavy shields would have the highest one compared to other types of the same rank. If attack value passes the defense value of the shield, then the shield mitigates the damage while adding a strong knockback for medium and normal knockback for heavy. The light shield should be unable to mitigate any damage if the defense value is passed. Classification of enemy attacks as light, medium or heavy could be tied to their damage potential against a shield. With this an attack under 50% of the shield defense would be considered light, 50-75% medium and over 75% heavy. Attacking with a weapon cancels blocking, unless specific weapon types are used (spears, short spears, etc.). Additionally, the shield positioning should be fixed, so that mid-air blocking isn't rendered useless, while offering a protection that covers everything but the back. As for additional variety among the shields within type, you can go crazy with those. You can have light shields that deploy magic bombs after getting hit by medium or heavy attacks or heavy shields that root you in place even while taking damage (so you can tank boss beams) or something completely different. I actually like those ideas, nice post! Maybe i Should have titled this thread differently. What could be ways to bring shields back in a meaningful way. That way we get a lot of creative posts, all people are happy, and maybe some good quality ideas get passed to the Dev team.
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Post by Zechs on Jan 21, 2016 16:59:59 GMT -6
I personally don't have an interest with shields being in the game. I feel, with the character not being combat adept (more forced into combat) that a shield wouldn't serve a purpose outside what SotN did, which blocked projectiles.
I feel that something else should come into play. Something Magic or Crystal derived. Barriers. Protect auras. Bracers (instead of blocking and striking, she could parry with armored arm or with weapon)...
But for the sake of conversation what about a kind of happy medium, all shields are non-physical projections she can acquire (playing off the magic/crystal aspect)? I feel that, in context it would make more sense for a non warrior to have a shield like object instead of a shield as well as show her command of magic or magical items. Unless Miriam is a warrior but her abilities were impacted by her amnesia... But that might be too much Vagrant Story for an Igavania.
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Post by CastleDan on Jan 21, 2016 17:05:26 GMT -6
I personally don't have an interest with shields being in the game. I feel, with the character not being combat adept (more forced into combat) that a shield wouldn't serve a purpose outside what SotN did, which blocked projectiles. I feel that something else should come into play. Something Magic or Crystal derived. Barriers. Protect auras. Bracers (instead of blocking and striking, she could parry with armored arm or with weapon)... But for the sake of conversation what about a kind of happy medium, all shields are non-physical projections she can acquire (playing off the magic/crystal aspect)? I feel that, in context it would make more sense for a non warrior to have a shield like object instead of a shield as well as show her command of magic or magical items. Unless Miriam is a warrior but her abilities were impacted by her amnesia... But that might be too much Vagrant Story for an Igavania. As I said earlier using magic for defense properties is more a pain than anything because stuff like spells come in many types and there's a lot of them so to pick one over the other is tough. Whereas using the second hand of the character makes a dedicated spot for defense properties. It'd be cool with her using her arm gauntlet thing as a shield like in lament of innocence, she could get different types of those. Same idea different item that fits the character more
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Post by Zechs on Jan 21, 2016 17:37:35 GMT -6
Sane with shield types, weights and functions. Either way it is going to be a personal preference over anything.
Character wise, magice or Crystal based seems to fit Miriam a lot more than a fair sized metal, wood, leather object. Shields haven't been the best part of any Igavania except combined with something else. Like SotN.
So ignoring hunks of material and how they functioned for in SotN, she needs something different. So having them behave in a magical sense can work. Treat them like glyphs on OoE just without sacrificing MP. Equip the intended item, let it behave like a shield. They don't even need to be spells to be magical. Items instilled with such function same way especially if said items are accessories.
But that is second to appling a use of her Crystal and possible barriers.
But either way, I prefer her to parry instead of just block. Sure blocking has its own pace and application but same with parries. Especially if the intent is more action.
If there are shields, I hope they are few and far in between something else.
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Post by CastleDan on Jan 21, 2016 19:04:05 GMT -6
Sane with shield types, weights and functions. Either way it is going to be a personal preference over anything. Character wise, magice or Crystal based seems to fit Miriam a lot more than a fair sized metal, wood, leather object. Shields haven't been the best part of any Igavania except combined with something else. Like SotN. So ignoring hunks of material and how they functioned for in SotN, she needs something different. So having them behave in a magical sense can work. Treat them like glyphs on OoE just without sacrificing MP. Equip the intended item, let it behave like a shield. They don't even need to be spells to be magical. Items instilled with such function same way especially if said items are accessories. But that is second to appling a use of her Crystal and possible barriers. But either way, I prefer her to parry instead of just block. Sure blocking has its own pace and application but same with parries. Especially if the intent is more action. If there are shields, I hope they are few and far in between something else. Shields haven't been the best part of any Igavania probably because SOTN was the only one that utilized them more than some one off spell. I don't understand why she needs something different, swords go with shields throughout history...like white on rice. Shields shouldn't be pushed to some spell status where it takes a space that can be used for far more effective spells. Can shields be done in a unique way? Sure, I can agree with that. Maybe they can make it where you find crystal shards, or you get crystal shards from particular enemies and in certain combinations you MAKE your own shielding device. So lets say you get a ......'holy crystal' ....and a 'crystal cross'.... the combination makes some sort of holy shield made out of crystals. It fits the theme but it's more unique.
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