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2h Shields!

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I ate all
Sep Member 2013

I ate all

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You know how some weapons do not follow their tier ratios, like GWD2 weapons being T85 but have T80 damage and T90 accuracy?

What if T85 shields had a similar rule, like they had the stats of a Chaotic Kiteshield but acts as a T90 shield for abilities.
of the elves

02-Oct-2019 14:20:37

I ate all
Sep Member 2013

I ate all

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Thinking about balance, if these T85 2H shield weapons did T80 damage, wouldn't they be stronger damage wise than T90s with a defender? On top of that you want it to have the armor of a T80 shield, while defenders get much less.


When you use a T90 main-hand with an T90 defender instead of an Off-hand, your damage is reduced by 1/6th to roughly T75.


I'd recommend nerfing the 2H stats a bit to keep them more in align to the MH + Defender ratio: Keep the passive effect as it lacks the effect Defenders do.

Damage: T70
Shield tier: T30
Accuracy: T90
Armor: T80 value
of the elves

18-Nov-2019 05:38:52

Stoic n Vain

Stoic n Vain

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I can see how you could be confused. I have two suggestions in the first post and you have taken them as one. The first is 2h shields, the second is T85 regular shields. I have made that clearer on the first page now.

As for balancing: Stoic n Vain said :
The 2h shields deal the same ability damage as a main hand + defender.
They will have the same armour value as a defender. I intended for them to be the same as a 1h + defender stat-wise. (the T80 armour was for the T85 1h shields, not the 2h shields).

Alternatively, they could have the same damage as a mainhand weapon and the defence bonus of a regular shield, making them have the exact same stats as the typical 1h + shield setup, rather than the 1h + defender setup.

I don't think the latter would be very popular, as DPS is king... which is why I made them on par with 1h + defender at the cost of armour value. They'd need to be on par with 1h + defender in order not to become dead content on release.

A way to make the "alternative (stats of 1h+shield)" viable would be if they had some other effect which increased DPS.

EG: The dragonbane shield passive dealing extra retaliation damage each hit you take.
Or... having revenge last twice as long when the 2h shield is equipped. Something like that.
The New Wild (instanced) <---------> Enhancing Combat and PVP

19-Nov-2019 04:26:43 - Last edited on 19-Nov-2019 04:53:02 by Stoic n Vain

I ate all
Sep Member 2013

I ate all

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Defenders are even less popular than shields, because in most cases players keep a shield to swap to Resonance an attack, and obviously they're going to pick the shield due to the higher tier. The accuracy passive has done it no favors, as a 3% accuracy bonus is nothing due to how easy it is to get 100% hit chance with so many accuracy bonuses and defense debuffs in the game, and doesn't make up for the 16.6% damage reduction in any way.

Dragonbane Shields passive is identical to Armor Spikes and double Revenge time gives near 100% uptime which is pretty OP.

I think the 2H should have a somewhat variation of the Defenders passives, then give both an interesting passive effect for their niche.

Effects:

-2H shield has +3 accuracy tiers opposed to the Defenders +3%.
-Rather than a 1/15 chance of reducing 50%-100% of incoming damage, the 2H has a 1/15 chance on attack of reducing all hits taken during the GCD of that attack.

Example: If it rolls when using an offensive ability, during the 1.8s delay until you can use another attack incoming hits are reduced by 25-75%. It's not as great as the 50%-100% reduction the Defender has however it can reduce MULTIPLE hits per activation as it reduces all hits during the GCD rather than just 1 hit.

Passive effect shared with Defenders: Ambidexterity

Defensive abilities are now independent from the global ability cooldown much like Ingenuity of the Humans or Dragon Slayer ability, so they can be activated at the same time as DPS abilities, however...

-Basic defensive abilities produce no adrenaline. You still get adrenaline from DPS abilities used at the same time as them.
-Threshold and Ultimate require and use adrenaline as normal.
-Your DPS still isn't that great as you're still doing MH + Defender damage, but you can use Bash/Debilitate alongside your DPS attacks to kind of make up for it :P
-The effect is the same between 2H shields and Defenders, but one allows 2H abilities while the other allows dual-wield.
of the elves

19-Nov-2019 06:42:26 - Last edited on 19-Nov-2019 06:47:16 by I ate all

Stoic n Vain

Stoic n Vain

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I was just giving quick examples that if a new shield is to avoid being mostly dead content, it'll need to have better DPS in some way. I agree that revenge having almost 100% up time would be OP. Maybe the shield could add another 10 seconds to revenge, rather.

I like the idea of armour spikes, especially that the damage gets doubled when wearing a shield. That was an interesting way to buff shields a bit.

With Armour Spikes (Alloy), there is a 10% chance to inflict 10 times more damage. Maybe something like the shield's effect changing that to 20% would be another possibility.

I'm just brainstorming possibilities. Not yet at the balancing stage.

I like the +3 tier accuracy idea.
The 1/15 chance of reducing all damage % for that tick is a cool idea too, however... I'm not a big fan of RNG and would prefer something like this to be either an ability or a much weaker, but constant effect. That's just me.

For example, give the 2h shield an extra 4% damage reduction.
Or, give the shield a special attack, which reduces all damage taken by 50% for 1.8s, costs 10 adrenaline and can be used outside of global cool down. Or it could take no adrenaline, but have a very long cool down (similar to excalibur, taking no adrenaline but having a long cd). Those are non-RNG versions of your idea that I'd prefer, personally.

I very much like your idea to allow defensive abilities to be used outside of global cool down at the cost of removing their adrenaline gain. That bit of extra DPS from bash would do nicely and being able to avoid the DPS pause from using debilitate, by taking it off the GCD is certainly something I support.

Another idea to compliment yours. The 2h shield could also halve the CD of bash, meaning you can get even more sneaky hits in. That might even make it superior DPS to regular 2h/dw so it would need to be tested and balanced so that the DPS is not superior to those.
Instead, reduce the CD by a few seconds.

Thanks for the post!
The New Wild (instanced) <---------> Enhancing Combat and PVP

20-Nov-2019 04:43:03

I ate all
Sep Member 2013

I ate all

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Being able to exchange 10 Adrenaline for 1.8s of 50% damage reduction would be pretty OP if it had no CDs and didn't use GCD, as you could use it almost constantly alongside basic DPS abilities. Halving Bash CD without GCD would be more DPS than MH + OH

If you're not fond of RNG, the 2H could simply have 4% PvM damage reduction (same as T40 shield).

I've had two concepts for Defensive Ability codexs" which you could turn into a special attack for the 2H, then give the other to Defenders. They're both channeled however so they would work on the GCD and be un-usable with DPS abilities.


Counter: 20s CD, +8 adrenaline when used

For 2.4s, you charge a very strong attack and take 50% less damage while charging. The attack when unleashed deals 150%-250% weapon damage plus the strongest hit taken while charging.

With no damage taken, it's comparable to Snipe with a 1 tick longer charge. However if timed correctly against a strong enemy attack, it reduces that attack and adds it to yours.



Siege Wall: 30s CD, costs 15% adrenaline.

Block off enemy attacks while swinging your weapon overhead, dealing up to 188% weapon damage every 1.2s, for a total of 5 hits and 4.8s duration. While channeling this ability, you cannot take damage (replicates Barricade effect). Combo attack.


Originally I made this as a channeled threshold defensive ability concept with 157% weapon damage and gave it +2% crit chance per 5 shield tiers, so defenders would have higher base damage but lower crit chance compared to shields.

Compared to Destroy, it lasts 1 hit longer but due to the shield requirement deals less damage generally. Instead of stunning the enemy, it prevents you from taking damage which is handy when dealing with a string of heavy hits, however unlike Barricade its shorter and channeled meaning you cant do anything else during the ability, which can be risky as you cant move and cant do invulnerability synergies like "Heal Other + Barricade combo"
of the elves

21-Nov-2019 02:19:26 - Last edited on 21-Nov-2019 02:37:30 by I ate all

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Yes, it would need a cool down, a very long cool down if it doesn't take adrenaline. I just thought of the staff of light spec while reading your message (reduces melee damage by 50% for a minute, and can be spammed for unlimited uptime - not to mention that it's insane damage reduction as a 2h weapon, not even requiring a shield). Very OP. I think it needs a nerf.

I had a suspicion that halving bash's CD might be too much DPS in that case, which is why I mentioned the 2h shield reducing its CD by a few seconds, rather than half, based on balancing.

Very nice ability ideas! How come you want to give one to defenders and one to shields?
Couldn't you just make them usable by both? Using said abilities would deal more damage with a defender due to more ability damage, however, with a defender, the damage reduced would be less significant and the "reflected" hit back onto the enemy would also be reduced.

Counter seems like an awesome ability. Seems a bit strong for a basic, depending in the situation. Would be weak for regular NPCs, but may be OP for certain bosses and PVP especially. More like a threshold level of power in the latter circumstances. Idm.

Siege wall seems OP, since it only costs 15% adren and lasts half as long as barricade. At first I thought "it damages too!?, way OP!" but I realised it's a combo ability, so you can't stack it with other attacks. Not as OP as I thought, but if it were my ability, I'd make it reduce damage by 75% instead of 100% (50% for defenders), as it seems a tad strong.

I love your ideas! They could make great special attacks for 2h shields :)

I have some of my own ability ideas, if you'd like to have a read.
Stoic n Vain said :
New Abilities To Be Earned
Stoic n Vain said :
New Abilities To Be Earned[continued]

Thanks very much for the response and ideas! :)
The New Wild (instanced) <---------> Enhancing Combat and PVP

21-Nov-2019 09:37:04 - Last edited on 21-Nov-2019 09:42:45 by Stoic n Vain

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