Jump to content

Recommended Posts

Posted (edited)

Go for balance or realism - not both.

 

If you want realism in PoE, consider that movement in melee combat is the most important thing. Ashi sabaki in kendo, footwork in fencing, long sword manuals and any older medieval combat. You cant't make proper attack without dynamic of the body, kinetic force from movement. It's something what was strange in D&D from the begining. Two combatants standing square by square, swinging swords while rooted in place. Outside action computer rpg first Neverwinter Nights was probably the closest game to represent movement in combat.

 

If you want realism, start with the most important thing, then aim for another.

 

Better stay with the balance ;)

 

And in case of shields, acc penalty has reason - because oftym balance, as trade off. But I like am idea about bringing shield for offense, but as special talent or subclass ability. But it's only a flavour to make weapon + shield dps.

 

It would be interesting to change display of the offhand weapon so it could look like shield and add some attack animation with shield. So character trained in two weapon style fight with weapons in both hands, but for sake of flavour offhand could be displayed as shield. Or just give some damage stats to shield and special talent to use it for attack purpose and bring all benefits from two weapon style.

Edited by Silvaren

giphy.gif

Posted (edited)

Nice video and explanation of a shield role.

 

Dear devs,

 

would you please spend few minutes of your precious time to watch, then narrow shield role in the game?

It is sad when weapon stats and skills are totally of limits. Player could accept crazy things in games like DOS2 like "Captain America throwing boomerang shield", the game is about explosions and everyone is a caster so who cares about real battle. But I think that there is an expectation of a "serious approach" from PoE2.

 

Shield should be a tool for blocking hits but mos important, opening opponents guard and pin his moves. e.g. Shield user has accuracy up (open opponents guard so he can better hit), recovery low (shield play look like a cat&mouse play it take some time to use technique )

 

Shield FALLOW UP actions should be tied to the attack/defence roll. Than applied as result. Shield "bash" or any advanced attack MUST not work as regular infinite machine. Do not do mechanic like in PoE1 Shield as offhand club - Attack weapon, bash shield, attack weapon, bash shield, ... and so on until the end. Such mechanic is  is soooo wrong.

 

 

Thanks a lot

Edited by gGeorg
×
×
  • Create New...