Post by Psionic-Entity on Jul 28, 2017 15:35:21 GMT -5
Shield Bash (not Slam) has been fairly unpopular since launch, despite being a staple back on Legacy, where it was originally used as part of the Shield/Weapon class. I recently built a small proof of concept system that allows me to replace attack animations with 100% accuracy against NPCs and reasonably good accuracy against PCs. One possible use for this tech is to replace a single weapon swing animation (such as the one made by a PC with a shield and weapon) with a two-weapon fighting animation that attacks with both weapons. As a result I am considering the following shield bash replacement and would like to solicit feedback before building it:
Levels: Swapped places with defense so that bash lines up with cleave and rend, while the defense abilities all line up as well at 0.
Shield Bash (I) - Shield bash attack at -5. Block mode is fine but only against a selected target and combined with a riposte attack, uses 5 stamina each time.
Shield Bash (II) - Shield bash attack at -0. Block mode is fine but only against a selected target and combined with a riposte attack, uses 5 stamina each time.
These numbers are chosen so that starter bash gives 5/0/0 to dual wield's 5/5/0, and the second gives 5/5/0 to dual wield's 5/5/0/0. May look at minor stat tweaks on shield and low tier rend if this causes a DPS imbalance at those levels.
Defensive Shield Bash (III) - If you don't get to use it as part of a riposte you make a free shield bash attack against current target, if target is in melee range.
Defensive Shield Bash (IV) - Up to two bashes as part of ripostes, one if you don't get any.
Defensive Shield Bash (V) - Up to three bashes as part of ripostes, one if you don't get any.
Heavy Shield Bash (III) - Critical hit makes a KD attempt (Possibly something like + damage to critical hits as well).
Heavy Shield Bash (IV) - Critical hit makes a KD attempt at +1 (Possibly something like + damage to critical hits as well).
Heavy Shield Bash (V) - Critical hit makes a KD attempt at +2 (Possibly something like + damage to critical hits as well).
Basic idea is split in to offensive and defense trees, where the first is mainly about balancing against the two-handed and dual wielding options (both of which are quite strong) so that the shield bonuses against ranged attacks and AOEs come as a bit of an extra rather than an alternative to being able to deal good damage. The offensive tree is mainly there as an alternative for someone who wants to try offensively oriented shield use. Probably won't be too popular but adding a critical KD and maybe 25% critical damage per level would be a big benefit to a once-per round +0 attack.
Levels: Swapped places with defense so that bash lines up with cleave and rend, while the defense abilities all line up as well at 0.
Shield Bash (I) - Shield bash attack at -5. Block mode is fine but only against a selected target and combined with a riposte attack, uses 5 stamina each time.
Shield Bash (II) - Shield bash attack at -0. Block mode is fine but only against a selected target and combined with a riposte attack, uses 5 stamina each time.
These numbers are chosen so that starter bash gives 5/0/0 to dual wield's 5/5/0, and the second gives 5/5/0 to dual wield's 5/5/0/0. May look at minor stat tweaks on shield and low tier rend if this causes a DPS imbalance at those levels.
Defensive Shield Bash (III) - If you don't get to use it as part of a riposte you make a free shield bash attack against current target, if target is in melee range.
Defensive Shield Bash (IV) - Up to two bashes as part of ripostes, one if you don't get any.
Defensive Shield Bash (V) - Up to three bashes as part of ripostes, one if you don't get any.
Heavy Shield Bash (III) - Critical hit makes a KD attempt (Possibly something like + damage to critical hits as well).
Heavy Shield Bash (IV) - Critical hit makes a KD attempt at +1 (Possibly something like + damage to critical hits as well).
Heavy Shield Bash (V) - Critical hit makes a KD attempt at +2 (Possibly something like + damage to critical hits as well).
Basic idea is split in to offensive and defense trees, where the first is mainly about balancing against the two-handed and dual wielding options (both of which are quite strong) so that the shield bonuses against ranged attacks and AOEs come as a bit of an extra rather than an alternative to being able to deal good damage. The offensive tree is mainly there as an alternative for someone who wants to try offensively oriented shield use. Probably won't be too popular but adding a critical KD and maybe 25% critical damage per level would be a big benefit to a once-per round +0 attack.