I also think they open up a potential for really improving the combat system. Beyond just adding armour/resistance and being another item we can make into a loot stick (disc) the shields can come in the known materials (wood/stone/metal/gem) and they could have different abilities.
One of which I have thought about greatly:
Shield Bash
This would work on a cooldown basis and it can stun and/or knock back the mob. This will first and foremost be fun to use, giving us more control over fights. Add some sort of skill, rather than just run fast and grapple faster.
For example: player 1 is reviving player 2, but then a wild stock starts charging player 1. Player 3 jumps in a shield bashes the wildstock either knocking it out of the way or stunning it. Player 2 gets revived as player 1 and player 3 finish off the wildstock.
Not only will that be useful as itâs prevented someone from dying but it will also give the players involved a reason to get âhypedâ and spam âlets go!â meaning theyâd want to repeat that adrenaline rush (which also shows/proves their skill) and resulting in more hunting.
The skill cap will also show when players start to combine this ability with other peopleâs shield bashes or bombs
AND above everything else, this isnât a crazy idea that is so whacky that doesnât fit in the Boundless universe. Unlike âwhen we block something, mobs get teleported 100 metres in the skyâ although that would be hilarious, it would be ridiculous.
They fly up with a mighty bash, and the rest of the group destroys them with slingbows before they hit the ground.
I can already see the new fun events now.
Spitter Skeet Shoot:
One shield bashing player (the judge) lines up the spitter. A group of up to say 5 other players then take aim as the judge bashes the various critter into the sky.
The player who gets the kill wins the round. Rounds can vary based on players or location, weapon type, augments.
If there were to be a shield type/forge thing that did knock the enemy up, any more than 10 blocks would be too much i think. But knocking it up a little bit could act as the stun i suppose. But that last suggest was my joke suggestion of a âbadâ suggestion
= Donât understand. I like. = not a fan. = indifferent
Shield stasis: emit a pulse that temporarily freezes time around creature before it regains its temporal friction.
Shield wall: two shield bearers slam the ground together create a impenetrable barrier stunning livestock when charging.
Shield throw: ranged release of shield to push creature off course to protect ally that does not see said threat.
Shield charge: speed up movement for short duration and charge enemy dealing damage and shoving creature.
Oort pulse: energy is emitted from shield in AOE and all nearby allies phase out of space and creatures focus shield bearer. If you mean it taunts mobs to attack the user, like increasing the threat generation by a certain amount, i like that
Wrecking ball: shield bearer uses grapple from high place and fortifies shield arm slamming into creatures randomly as he ricocheted off impacts. I like the idea of combining it with height, which the players can either jump of a height or use their grapple to gain said height
I want a skill with shields that puts a bubble around me. I donât really care what the bubble does though, lol. Maybe boosts all armor rating by 5 inside?
Now thatâs a cool idea!
Also when making forged shields how about reflection and refraction as powers.
reflection would bounce a projectile back at the creature that shot it and refraction could heal you half the damage the attack would have caused.
Defensive Buff
Bang your shield with your lance for an armour buff(for you and players close to you) but also makes creatures target you.
Ground bash
Drop from high places onto your shield creating a shockwave causing damage and knocking back creatures and stunning them but also stunning yourself for half the stun time of the creatures. The higher you drop from the bigger the shockwave radius and increased damage and knock back.
Shield charge. Run into mobs with your shield knocking them back and causing damage.
Reflecting ranged shots back at enemies. Some kind of aiming system for reflecting back projectiles.
Charged shield throw. Longer charge grants bank shots to up to 3 creatures.