This category is for the special Experimental Combat Snapshot feedback only and features that exist in this snapshot only. This category is temporary and WILL be archived when we have a new snapshot to discuss. This keeps your feedback relevant, fresh, and current. Please focus on features that are IN the release and do not suggest new features/weapons/mechanics here. Thank you.

58

Make Shields be Disabled Depending on How Much Damage is Dealt

17 Comments

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  • 5
    Registered User commented
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    No, i want to block damage reliably with my shield, 5 hearts of max blocking is good and simple.

  • 7
    Registered User commented
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    I feel live the cleaving enchantment should cut right through shields and do damage and not just disable it so it's more viable is this is implemented. I also think it would be interesting if some weapons would not disable but do damage through shields to add more variation, for example, the hoe could do very little damage but damage through the shield. the second point is just a small idea that doesn't feel that necessary but my first point is my main. Loving these combat changes and the interaction with the community :) 

  • 6
    Registered User commented
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    DDZiroWan, did I just hear you say "No, i want to block damage reliably with my shield"? The only reason I don't like the current way shields work is that they don't block damage reliably. If I block a ravager's hit, I've blocked it, I shouldn't get hurt! This makes it consistant, predictable, realistic, and overall I think it'll be just more fun.

  • 3
    Registered User commented
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    What we need is more weapon variety, a Flail could perfectly fill the role of the anti-shield weapons, ignoring it or at least always giving 50% damage.

  • 3
    Registered User commented
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    What would be the point of having axes then? They aren't as powerful now and disabling shields was a big use in PVP. If they were to have that taken away, what would be the point of having them? Sorry. Can't vote for this.

  • 2
    Registered User commented
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    Currently, people are reluctant to buff axes because they disable shields! However, now, if axes were buffed, they would disable shields for longer!

  • 2
    Registered User commented
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    I really don't see why so few people think this is a good idea. I mean, could somebody please explain to me why people like the current shield mechanics?? I just can't find a single reason why...

    The current mechanics are the equivalent to 1.8 swordblocking. I guess people just don't like the concept of shields in combat. People just like to trade hits... Hmm...

    Still don't see why people like the current shield mechanics though.

  • 1
    Registered User commented
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    I think that when you block with a shield or sword, a "guard bar" should appear, and after a certain amount of damage is taken, it would be disabled for a time. This way, fully-charged attacks and uncharged attacks would have their own niches - I.e., you use fully-charged "heavy" attacks to break the enemy's block, and then you use the faster but weaker variety to do damage before they can put their shield or sword back up.

    I definitely agree that shields should block more damage, and more reliably - But presently, with PvE, it's difficult to determine when the enemy is going to hit, which detracts from that reliability. For instance, when you're confronted with a zombie, he just presses up against your shield, and then raises his arms suddenly to attack. You have no clue when he's going to hit you, and so you have to wait until he whacks you shield, and then spam him until he's far enough away to charge up an attack. With stronger enemies such as Ravagers, this becomes even more frustrating. I think that the only way to really this is to give monsters "windup" animations that they perform to telegraph an attack, and have them circle the player and lunge at them instead of just pressing up against their target. That way, dodging attacks would become an alternative to blocking if you're skillful enough.

  • 0
    Registered User commented
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    PureAwsome334, the consistent 5 damage reduction effectively balances the sheild to be useful on weak early game mobs but not op agains stronger mobs and in hard mode. This idea wouldn't be a substantial nurf to the sheild in many cases, while I believe the current system is.

  • 2
    Registered User commented
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    The current system does a very good job making the shield useful against early game mobs but not against late game mobs! But it does it too well!

    Currently, shields are almost completely useless against an iron golem in hard mode.

    But you can literally send thousands of zombies to all hit me at once and I won't be hurt!

    And creeper explosions shouldn't hurt you, but there should still be some penalty. It would be very cool to be fighting a bunch of mobs and then a creeper explodes and your shield is disabled for several seconds.

  • 1
    Registered User commented
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    PureAwsome334, I agree but I think that's a problem iron, diamond, etc sheilds could fix.

  • 1
    Registered User commented
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    They would help the problem, but not altogether fix it. Say diamond shields block up to 8 damage. That means that most mobs are pitiful. Just about any attack from a mob can be blocked. Until you meet an iron golem, where suddenly you're taking a good bit of damage.

    I just think the current system makes the effectiveness of the shield 'spikey'. That's how I would phrase it anyway. Sometimes it is completely absolutely over-powered, but sometimes it is almost completely useless. I find it inconsistent. I also think it makes pvp very boring.

    And also, if shield tiers were added, wooden shields could be disabled for [damage dealt] / 5 seconds, iron shields could be for [damage dealt] / 7.5 seconds, diamond shields could be disabled for [damage dealt] / 10 seconds, and netherite shields could be [damage dealt] / 12.5 seconds. This would fix the problem of early mobs being too easy, late game mobs being too hard, and all of that.

  • 1
    Registered User commented
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    People seem to forget that shields are op only in PvE. PvP players have better options like End Crystals and Totems; if shields were that good, players in survival servers would still use them in late game.

    The Shield/Axe PvP kit only got popular because of Dream, but it's not the most optimal way to PvP right now.

  • 2
    Registered User commented
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    I think tiered shields should have less cooldowns depending on how good they are instead. Otherwise why would I bother with getting a Netherite Shield?

  • 1
    Registered User commented
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    Yes, if tiered shields are added netherite shields should definitely have less cooldown than, say, an iron shield.

  • 1
    Registered User commented
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    This is similar to another idea, “Shield Fatigue,” which would force the shield down after absorbing a certain amount of damage. I feel like this would be acceptable, too - It does the same task, using a different mechanism. This way, the charged attacks, if they’re still around after this, would be more useful, since they would leave the opponent open for longer due to increased damage.

  • 0
    Registered User commented
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    Yes and when disabled immediately kick the player out of the crouched position