Code: Select all
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.