New Skill Suggestion: Shield Training

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tor
Apprentice
Posts: 28
Joined: 10 Mar 2010 18:52

New Skill Suggestion: Shield Training

Post by tor » 01 Apr 2025 05:32

May I present the suggestion of a new skill for the wizzes' consideration: SHIELD TRAINING

1. EFFECTS

a) Overall AC bonus: Similar to the Neidar fully armoured bonus, everyone who wears a shield would receive a small bonus to their overall armour class, which increases marginally based on level of shield skill.
b). Passive shield bash: every shield user has a small chance to periodically bash their opponent with their shield, dealing a relatively small amount of damage and a smaller chance to interrupt spellcasting. Bash damage and chance to interrupt would increase marginally, modified by shield skill, dexterity, and the AC of the shield, AC being a good measure of a shield's quality and difficulty of acquisition.

2. JUSTIFICATIONS

a). In-game realism: We can train weapons, why not shields? It IS after all, a skill that should become better with training. The first time an ogre fells a sturdy tree limb upon your shield should not be a pleasant experience. Just as a swordsman learns to feint and strike with practice, one should be able to learn to use a shield to absorb the blows and maneuver in such a way that the hits are less bone-shattering.
b). Real-life comparison: Shields have been used since the Bronze Age to repel arrows and spears and to deflect blades. Mastering such a skill as hefting a shield and positioning it for defending against these weapons requires a level of precision that is predicated by extensive training. Shields have also always been used for offense as well as defense. Why wouldn't you try to use the huge hunk of wood/metal on your arm to bash someone who gets in too close?
c) A step towards solving melee/caster balance issues: It is no secret that casters have a significant edge in solo, team, and pvp play in the current version of the game. Their toolkit is extensive and powerful, while melee guilds rely on usually 2 or 3 abilities (occ) and 1-2 abilities (lay) which mostly pale in comparison to the equivelant spellcaster option. Casters should not be the best tanks, best damage dealers, and best team utility option all at once. Buffing shields provides a way to tip the scales closer to balance between caster-melee without nerfing two-thirds of players and causing extensive discord and frustration.
d) A step towards improving weak guilds without messing with their caid/code: Angmar and Shieldbearers come to mind, of course. But Knights, Gladiators, Dragonarmies, Mercenaries, Monks would all benefit.
e) A step towards re-establishing the rock-paper-scissors theory of game balance: In class (guild) based games, there is usually a balance between of TANK|SUPPORT|DPS. In Genesis, we still divide guilds and in-guild specializations this way, more or less: Fighter, Ranger/Rogue, Magic. Unfortunately, fighter guild tanks no longer exist in Genesis due to heals and evades. Using an evade skill or spell is vastly superior to stacking the best armour class gear in every slot and wearing a shield. Using a heal ability, even from a layman guild, is icing on the cake, as one is essentially able to double, triple, or even quadruple their health pool. The armour class bonus and extra damage from shield bash moves the balance needle in the right direction as it only buffs melee fighters without directly nerfing anyone else.
f) Bringing the game's arsenal of amazing shields back into play: Shields are almost completely neglected in the game, which is a shame because there are so many unique and cool shields to be found! They simply aren't used in the current game because it is so far, far superior to wield 2 powerful non-dulling 1-handers, or 1 dominant 2 hander like a ghastly club or FBB, and just evade or heal through the damage dealt by enemies. Let's not be done with shields forever in Genesis. It would be nice to see people using the shield + 1h combo again!

3. IMPLEMENTATION

a) Everyone will be able to train shield skill to superior amateur at various adventurer's guilds. Similar to acrobat, this will provide a tiny chance to utilize them properly for all players.
b) Fighter guilds will be able to train the skill higher, based on thematic elements, with a balanced application. The Dragonarmies and Knights find themselves with mixed opinions on the benefits of shield use over outright offense, and thus train the skill to superior craftsman. Neidar, and the Dragon Order find defense to be a stronger virtue of hand-to-hand combat, training the skill up to superior veteran. The Angmarim, on the other hand, see shields as an equal method to clubs to smash, bash, and pulp their way to victory, and train the ability to superior master. This level of shield mastery is only rivaled by the Shieldbearers, and the Templar Knights of Takhisis, another layman guild that lies entirely neglected in favor of the token superiority of caster laymans.

4. CONCLUDING REMARKS

Bringing the current state of caster vs fighter into balance is likely a difficult task with many, many variables.

Though not a complete solution by any means, adding a shield skill not only brings the scales closer to balance, it does so without nerfing casters.

We could have proper tanks again, instead of frail spellcasters in robes dodging every weapon swing.

It also makes some neglected guilds a slightly more viable choice, especially for those players like myself who are willing to sacrifice some portion of potential power in order to maintain good RP and a fitting playstyle.

Bringing shields back could add variety to players' weapon loadout choices, instead of everyone who is able using the absolute best non-dulling weapons 100% of the time. When 90% of melee fighters are exclusively using a weapon designed as a quest reward, or an ultimate boss weapon like FBB or ghastly club that ideally should be extremely difficult to get, we have some serious most basic item balance issues.

Finally, it just makes sense from a realism and game design perspective that shields should not only be used in Genesis (they're not), but should be of better use when one has proper training.

5. FINAL NOTE

There are several shields already in the game that have a passive shield bash or damaging special. They're all laughably weak. The blackened kite-shield, silver targa, and the serpent scale should all be looked at to make sure the damage returned by the specials is up to date with the rest of the game.

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