If you have a “strong enough” weapon when it hits a “weaker sheild”, it will destroy it.
Well its a good ideia, but it shouldnt be just one blow right? Unless you are really OP and the shield belongs to a low level enemy. Should be certain types of damage also, no rapier is gonna break a shield no matter how powerful you are, daggers and bows too.
I dont know if they can do this though, but if they implement this it should go both ways, so fighting those tree trunk guys or that bitch with the maul should be more dangerous to shield users, it would deplete the durability faster if you block a lot.
Perhaps one blow could be enough… It just appears when you wield the two hand greatsword and swing it. The swing animations are so drastic so I figure it only makes sense for a shield to break.
Maybe a shield break rune for two-handed weapon users: great-axe, maul and great-sword. It costs 50, has a windup and you slam/slash/hack through the opponents defensive stance.
situational runes like that could be a welcome improvement, it also lets them try their hand at making more role-focused enemies as well
Oooh, that would be really cool. Especially if those archetypes have different behavior. Would be insane the see a Tank archetype enemy intervening to a Healer archetype enemy when the PC attacks them or something. Would also add more depth to encounters with groups of enemies.
I don’t know about outright breaking shields, but it’d be nice to be able to break through an enemy’s guard with a few good hits.
It’s very frustrating to have enemies break through your blocking after 2-3 hits because you’re out of stamina, only to have enemies with a shield casually shrug off 6+ hits without flinching. Combine that with the shielded enemies not taking chip damage like the player does, and it feels like the enemies are playing by different rules than I am, which is always a frustrating feeling.
Yep one thing missing from ARPGs is all AI attacks and focuses on you the same way. If the big guys purposely stood between you and a healer/mage I think that’d be great for immersion
I honestly feel like what your proposing would defeat the purpose of a slower paced “more difficult” combat, of course you can wield faster weapons but I’m not too keen on allowing flurry of attacks. And my proposal wasnt necessarily for 100% of the time, some sort of probability should factor into it.
I’m not aware of healers in this game, is that in the crucible?
I really don’t think allowing the player to break an enemy’s guard by hitting their shield several times quickly would hurt the game balance.
What hurts the combat, to me, is an enemy with a shield taking a heavy attack followed by 2 light attacks on their buckler, taking 0 damage, then launching a 3-attack combo immediately after because the enemy doesn’t appear to have to manage stamina like the player does.
If the player’s guard gets broken and leaves them open to a counter after blocking too many hits, why shouldn’t the player be able to break the enemy’s guard in exactly the same way?