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15

Shields should Activate at 150% of Weapon Cooldown

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  • 5
    Registered User commented
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    This is brilliant.

  • 2
    Registered User commented
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    Agreed, mostly because no more sneak blocking and attacking. Mobs that were fierce and intimidating can now be cheesed by blocking and attacking at the same time. We're sacrificing sneak attacking for this broken mechanic, after all.

  • 2
    Registered User commented
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    Yes. This way, people sneaking can be able to use charged attacks again, and it'll balance mobs, and add more skill to combat. I really don't see a single downside to this idea.

  • 0
    Registered User commented
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    This should only effect crouch blocking because if not it would make sheilds practically useless in pvp and would disregard the reason why sheild activation was made instant in the first place. Also it should be %100 not %150 because the crouch sheild while attacking is an important feature for making combat accessible to people so it shouldn't be excessively nurfed, allowing people to sheild and attack with the the minimal amount of keys

  • 1
    Registered User commented
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    Last I checked making shields activate at 200% did not ruin pvp. Also, how shields are currently I think that using a shield via right click is better than sneaking. That with the less reach, no jump blocking, all of that, sneak shielding just isn't effective.

    Making it always activate at 150% would fix the gap, make it better for accessibility (honestly, how will this problem be solved on Bedrock? Will everyone just constantly shield and hit, with no aim, movement, or skill?), and make using a shield take more tact. Currently using a shield is a no-brainer, just always shield, honestly.

  • 0
    Registered User commented
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    1. If you had to stop attacking and wait for your weapon cool down, sheilds would be useless in close pvp, because if you stopped to wait for %150 and they attacked at %100, you would have a good chance of being hit before you were able to sheild no matter what you did, defeating the point of using a sheild; not taking damage.
    2. I never said that shift sheilding should be as good as right clicking, it shouldn't.
    3. All it would do, from my perspective, is slow down it's use, making it less responsive and annoying to use.

    I think that sheilds not working during weapons cool down could fix some of the sheilds problems, but at closer to %50 to make it a nerf to spamming while not ruining its current uses. Making the player wait beyond that would be extremely excessive and would do more harm than good.

  • 1
    Registered User commented
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    In response to your response to my first point, I would recommend you try combat test V5. Are shields 'useless in close combat' in there? Not at all! Also, half of my attacks are at 100% charge, half of them are at 200% charge. The shield would be used by, and only by, people who want to use it. If you are hitting at fast as you can, you shouldn't be allowed to shield.

    Ah, this is auto-attack all over again. People think that sneaking shouldn't be a viable option because 'hard-core players use right click and noobs use sneak so sneaking should be useless.'

    As for your third point, you completely ignored my main point. How would this work on bedrock edition? Honestly, people don't stop to think that just about the whole point of these tests are to make a system for Bedrock Edition! The current system would not work.

     

  • 0
    Registered User commented
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    The old sheild delay was far smaller than what you're suggesting, so I'm not sure why you're using it as an example, expecially considering it's closer to what I suggested in my previous comment.

    Shifting makes the player slower so they will obviously be at a disadvantage. what I'm saying is that I don't think it should be unreasonably buffed or nerfed just to compensate for that, it should be treated the same as right clicking.

    As ironic as the first statement in this paragraph is, I am curious about why exactly the current system wouldn't work on bedrock, and how you think this idea fixes the issue because though you have thrown out lots of points, you haven't actually provided any evidence to back them up.

  • 0
    Registered User commented
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    Shields activate at 200% charge in combat test V5, in all scenarios. I really liked that because it made sneak-shielding and right-clicking balanced and didn't make the shield over-powered. However, some people thought it was too long, so therefor I think it should be at 150%.

    I agree, sneak-shielding should be treated the same as right clicking! However, the only way to do this, to make it perfectly fair, is to make it so that shields will activate at the same time after attacking for right-clicking and sneaking players.

    You are right, I have not been providing a lot of evidence. And frankly, for as why it won't work on Bedrock, I don't have any evidence. But I do have an example:

     

    Imagine a fight in skywars on Bedrock Edition, both players have diamond swords and shields. What they do is they both shield, move towards each other, and hold down the attack button and both get hurt continuously by 1 hp. Whatever player has better armor wins. And if they have iron swords, it'll be a stand-off!

    Currently, in Bedrock Edtion, shields block all damage but are disabled for 0.5 seconds after attacking. My idea makes it so that after attacking with a sword, shields re-enable 0.5 seconds after attacking, just like how it is now in Bedrock Edition!

  • 0
    Registered User commented
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    The problem is that shield pvp doesn't really fit in the fast paced pvp, and a shield cooldown will make blockhitting impossible. Pvp is about combos, and since 1.11 shields kinda threw off that style and replaced it by axe-shield meta only. I don't think shield should have cooldown whatsoever although I reckon shield should block a scale instead of a set amount of damage.