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Post by Zechs on Jan 22, 2016 16:28:15 GMT -6
Then it will be an agree to disagree thing. They can do so much more within their fiction. But to each their own.
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Post by CastleDan on Jan 22, 2016 16:45:09 GMT -6
Then it will be an agree to disagree thing. They can do so much more within their fiction. But to each their own. They definitely can but why not a little bit of both. Maybe you can enhance your shields with your magic. Maybe certain shields can be used as a way to progress in stages too?
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JoJo
Most Bizarre Adventurer
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Post by JoJo on Jan 22, 2016 21:00:55 GMT -6
I just read mostly everything in this thread regarding shields And I see ChucklesTheJester and Zechs mentions the same thing I want to say regarding it, magical shieldsAnd I do see some arguments regarding it, that magical shields are kinda not efficient enough (hope I used the right word) But, since the world are full of alchemist and magic, why don't use talisman shields? We see Zangestu have talismans all over at one of his arms and the way to make the talismans is that by hunting the demons that roaming around the castle and Miriam will make the talismans with her magic or her alchemy skills with the crystals from the body of the demons And of course, different demons will gives out different quality of the crystal, and the quality of the talismans will depends on the crystal So, that is my opinion on this, since I cannot see Miriam carrying a shield, some people here have the same opinion on that And of course, I wish Miriam can do this As I said before, if it's not taking the place of other magical abilities when being equipped then I'm fine with that. A magical shield equip spot designated to it. Although like I said before I'd probably only like the idea of magical shields if we can get different kinds with different appearances/abilities. Maybe the different demons of the game have their own magical defense items or magical offense. Well, I had been thinking of that actually. Miriam will be able to make the talismans with her own inscribing which will have different abilities, this will not only be limited to the talismans shields of course, and different scribing will cause the magical shields abilities to change depends on the way it is scribed, so that is my thought on that
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Post by Nuralit on Feb 18, 2016 8:36:49 GMT -6
Frankly I don't think I've ever used shields. Backdashing and jump cancelling attacks felt much better and I frequently forgot shields even existed in SOTN. A Classicvania might've benefitted more from the addition of shields since you have limited movement options, but Metroidvania games have by nature a certain flow to them. I don't think shields mix with that aspect too well. I wouldn't hate it if they were in the game, but I'm pretty certain I wouldn't use them unless the game put me inside areas where they'd be a real asset, like narrow corridors with fireballs going my way. Which isn't something I felt with SOTN at any point really.
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Post by CastleDan on Feb 18, 2016 13:39:19 GMT -6
Frankly I don't think I've ever used shields. Backdashing and jump cancelling attacks felt much better and I frequently forgot shields even existed in SOTN. A Classicvania might've benefitted more from the addition of shields since you have limited movement options, but Metroidvania games have by nature a certain flow to them. I don't think shields mix with that aspect too well. I wouldn't hate it if they were in the game, but I'm pretty certain I wouldn't use them unless the game put me inside areas where they'd be a real asset, like narrow corridors with fireballs going my way. Which isn't something I felt with SOTN at any point really. but the cool thing about SOTN was you had that option. You didn't need to use them but there's people who DO like them that could.
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Post by jboogieg on Feb 18, 2016 18:40:50 GMT -6
Frankly I don't think I've ever used shields. Backdashing and jump cancelling attacks felt much better and I frequently forgot shields even existed in SOTN. A Classicvania might've benefitted more from the addition of shields since you have limited movement options, but Metroidvania games have by nature a certain flow to them. I don't think shields mix with that aspect too well. I wouldn't hate it if they were in the game, but I'm pretty certain I wouldn't use them unless the game put me inside areas where they'd be a real asset, like narrow corridors with fireballs going my way. Which isn't something I felt with SOTN at any point really. but the cool thing about SOTN was you had that option. You didn't need to use them but there's people who DO like them that could. Well, it seems like most people aren't saying they want no shields? They just want it done in a way that'll compliment how combat works in the Igavania world (and I'm gonna throw in Castlevania here too). Castlievania's defense has always been mainly about dodging, via jumping and/or ducking. Shields, while neat and an option, wasn't given much viability in SOTN outside of just equipping something else which items and food needing to be equipped to use probably didn't help either. There's a reason a lot of people say they're mostly useless outside of the shield rod. The shield system might've been given another look if pretty much all the games after it lost having two dedicated attack buttons. This is probably why for the poll you see people say they don't mind if they come back if they just have something *more* to them.
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Post by Scars Unseen on Feb 19, 2016 18:37:41 GMT -6
So, my take on shields.
Make two varieties of shields: shields and bucklers.
A buckler is an timed block option, meaning that there is no benefit to just holding the button down, you have to time your block with the incoming attack. A good block leaves the monster open to a counter, which deals greater than normal weapon damage. Bucklers can be used to block light projectiles, but not heavy or sustained attacks like beam type attacks or the greataxe attack of an undead armored Jotun(or whatever).
A shield is an active block option, so as long as you have the block button held, it provides defense. This defense varies depending on the timing of the block, the strength of the attack(opposed by the defense of the shield), and the length of time the button is held. Shields can block sustained attacks, though caution should be exercised due to the limitations mentioned earlier. Best results are achieved with well times blocks. Some attacks(such as the aforementioned Jotun axe) cannot be effectively blocked. You cannot attack while blocking(but see below). While blocking with a shield, you are locked into the direction you are facing, and can move backwards, albeit at a slower speed than when moving forward.
Some shields have traits or abilities to make them more or less useful situationally. A flame attributed shield, for example, would make defense against dragonbreath more forgiving. Another shield might have a Holy Charge ability(picture the Captain America gif posted earlier) that does damage to demons and the undead at the expense of whatever currency is used to activate magic in the game. There may also be weapons that work well in combination with specific shields, or with shields in general, such as Spear of the Legion, which can be used to attack while blocking, but slows movement both backward and forward while the block button is held.
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Maker
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Post by Maker on Feb 20, 2016 14:22:15 GMT -6
Equip shield = passive defense buff related to shield type.
Shield use = block attacks based on strike type (light med heavy magic whatever)
Shield abilities --
Parry :(lighter attacks) which might leave the enemy stunned foe additional attack/retreat/evade time.
Bash : move enemies around the map such as the kick in dark souls.
Defensive stance : assume a stance in which damage is reduced but defense is Much higher. Able to attack quickly from stance.
Twin shield wielding : operates as melee knuckleduster type weapons with the option to buff the defensive stance to all defense no offense but twice the bash / parry movement / stun (dependent on shield type)
Disarm : cause an enemy to drop his weapon or become unable to attack physically for a small duration.
Megalomania : stand in one place and block successfully more than x attacks. When done auto switch to a secondary set of weapons with a very high damage modifier active for x seconds.
Just some brainstorming.
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Post by CastleDan on Feb 20, 2016 17:48:45 GMT -6
Equip shield = passive defense buff related to shield type. Shield use = block attacks based on strike type (light med heavy magic whatever) Shield abilities -- Parry :(lighter attacks) which might leave the enemy stunned foe additional attack/retreat/evade time. Bash : move enemies around the map such as the kick in dark souls. Defensive stance : assume a stance in which damage is reduced but defense is Much higher. Able to attack quickly from stance. Twin shield wielding : operates as melee knuckleduster type weapons with the option to buff the defensive stance to all defense no offense but twice the bash / parry movement / stun (dependent on shield type) Disarm : cause an enemy to drop his weapon or become unable to attack physically for a small duration. Megalomania : stand in one place and block successfully more than x attacks. When done auto switch to a secondary set of weapons with a very high damage modifier active for x seconds. Just some brainstorming. Here's my only concern, if you give the shield too many functions it might turn into a more slower paced adventure like Mirror Of Fate. It needs to keep it's speedy flow that igavania's are known for. Having said that, I think one idea that would be cool is.... Drum roll.. crocodile what do you think of this ...? 1. A shield system where there's different levels of shields and the higher the level the higher the projectiles that get thrown at you can be repeled back at the enemy when pressed right as it's about to hit you. It provides a fun new way to actively defend yourself and also use as an offensive, and the timing makes it pretty fun. So leather shield level 1 will be used against skeletons and bones but if you try to block an axe or something it won't do you any good. Each level might have a few shields so there's a variety and it doesn't make things completely obsolete. There's ways to make shields interesting, fun, and deep. ( this is just an idea and could be approached in an even better way im sure)
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Astaroth
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Post by Astaroth on Feb 20, 2016 19:31:34 GMT -6
theres a glaring problem with that setup though that nothing else in an igavania has ever had, and thats forced uselessness, having levels of shield which have levels of usefulness has the side effect of in order to continue being useful you have to keep upgrading, in sotn (and all other igavanias sans shield (or fist in ooes case? i dont remember)) you could go through the whole game naked with just your fists and a leather shield and that shield stays useful against the same types of attacks throughout the entire game (that would be a very slow and extremely technical run, but it can be done)
i do agree with the active use of them to defend though, it gives you more options to suit your playstyle, i think ways to keep shields varied while keeping them useful would be through some of the ideas already in the thread, like through a defense buff that becomes active when the shield is out (which affects all combat whether the shield blocks an attack or not) and the ability to fully block physical attacks for physical shields or magic/element attacks for magical shields (this creates instances where a particular shield may be well suited to a portion of the game just like some weapons or armor, but no shield is ever completely useless)
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Post by Maker on Feb 20, 2016 21:07:52 GMT -6
I was unclear about this but my idea as posted above was a shield would have one of those "Abilities" that isn't the rudimentary use.
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Post by crocodile on Feb 21, 2016 3:15:28 GMT -6
Equip shield = passive defense buff related to shield type. Shield use = block attacks based on strike type (light med heavy magic whatever) Shield abilities -- Parry :(lighter attacks) which might leave the enemy stunned foe additional attack/retreat/evade time. Bash : move enemies around the map such as the kick in dark souls. Defensive stance : assume a stance in which damage is reduced but defense is Much higher. Able to attack quickly from stance. Twin shield wielding : operates as melee knuckleduster type weapons with the option to buff the defensive stance to all defense no offense but twice the bash / parry movement / stun (dependent on shield type) Disarm : cause an enemy to drop his weapon or become unable to attack physically for a small duration. Megalomania : stand in one place and block successfully more than x attacks. When done auto switch to a secondary set of weapons with a very high damage modifier active for x seconds. Just some brainstorming. Here's my only concern, if you give the shield too many functions it might turn into a more slower paced adventure like Mirror Of Fate. It needs to keep it's speedy flow that igavania's are known for. Having said that, I think one idea that would be cool is.... Drum roll.. crocodile what do you think of this ...? 1. A shield system where there's different levels of shields and the higher the level the higher the projectiles that get thrown at you can be repeled back at the enemy when pressed right as it's about to hit you. It provides a fun new way to actively defend yourself and also use as an offensive, and the timing makes it pretty fun. So leather shield level 1 will be used against skeletons and bones but if you try to block an axe or something it won't do you any good. Each level might have a few shields so there's a variety and it doesn't make things completely obsolete. There's ways to make shields interesting, fun, and deep. ( this is just an idea and could be approached in an even better way im sure) When you say levels, you mean like an experience system for weapons? I mean that's not unusual in games but its not usually accompanied with a crafting system is it? An experience based system for individual weapons encourages one to use the same weapon over and over again whilst a crafting system encourages you to switch weapons frequently. Is there a game you know of that uses both (I'm legit asking because I may be ignorant of their existence). You could tie that to a skill system (that is to say every time you use shields, you get better as using any shield not just a particular one). I think it might be better to separate weapon abilities by class, type and attributes (which you can influence via crafting) rather than through an experience system though. All the Igavanias have pretty much encouraged you to switch things up frequently (some games do a better job at it than others) so I think an experience system for weapons and skills runs counter to that and is probably an unnecessary addition of complexity. Regarding weapon types, just as a rapier and a broadsword are both swords but have different animations, reach, etc. so too can many different types of shields have different things you can do with them. So you could have smaller shields that you can use parry actions with or throw as discusses but would be unable to block more powerful projectiles and then have larger shields that you can only use to block but do a better job at blocking a wide range of projectiles. Like a leather shield would probably suck at blocking fire but something like say a crystal shield may get the job done. In terms of shield actions, I think I'd probably want to keep it varied but simple and not too bloated. Combat hasn't really been the primary focus of Igavanias so I'm not sure IGA wants to change that with Bloodstained. Like you can do it - Gucameele is a Metroidvania with a heavier combat focus - but it does change the flow of the game and I'm not sure that's something fans of Igavanias want. In summation, you could also describe shields along these axes: Defense: This is how much an equipped shield boosts your defense rating. The higher the rating, the less damage/knockback you take from blocked attacks. Size: The size of the shield determines what you can do with it. Larger shields have fewer options and more recovery frames but can block more things and block them better. Type: Example: A metal shield can block physical attacks well but not magic whereas a crystal shield may do the opposite. Attribute: Elemental Resistances (your shield makes you immune to eclectic attacks or absorbs them), Status Effects (if an enemy touches your shield with their body they get poisoned or petrified), etc.
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Post by CastleDan on Feb 21, 2016 12:00:20 GMT -6
Here's my only concern, if you give the shield too many functions it might turn into a more slower paced adventure like Mirror Of Fate. It needs to keep it's speedy flow that igavania's are known for. Having said that, I think one idea that would be cool is.... Drum roll.. crocodile what do you think of this ...? 1. A shield system where there's different levels of shields and the higher the level the higher the projectiles that get thrown at you can be repeled back at the enemy when pressed right as it's about to hit you. It provides a fun new way to actively defend yourself and also use as an offensive, and the timing makes it pretty fun. So leather shield level 1 will be used against skeletons and bones but if you try to block an axe or something it won't do you any good. Each level might have a few shields so there's a variety and it doesn't make things completely obsolete. There's ways to make shields interesting, fun, and deep. ( this is just an idea and could be approached in an even better way im sure) When you say levels, you mean like an experience system for weapons? I mean that's not unusual in games but its not usually accompanied with a crafting system is it? An experience based system for individual weapons encourages one to use the same weapon over and over again whilst a crafting system encourages you to switch weapons frequently. Is there a game you know of that uses both (I'm legit asking because I may be ignorant of their existence). You could tie that to a skill system (that is to say every time you use shields, you get better as using any shield not just a particular one). I think it might be better to separate weapon abilities by class, type and attributes (which you can influence via crafting) rather than through an experience system though. All the Igavanias have pretty much encouraged you to switch things up frequently (some games do a better job at it than others) so I think an experience system for weapons and skills runs counter to that and is probably an unnecessary addition of complexity. Regarding weapon types, just as a rapier and a broadsword are both swords but have different animations, reach, etc. so too can many different types of shields have different things you can do with them. So you could have smaller shields that you can use parry actions with or throw as discusses but would be unable to block more powerful projectiles and then have larger shields that you can only use to block but do a better job at blocking a wide range of projectiles. Like a leather shield would probably suck at blocking fire but something like say a crystal shield may get the job done. In terms of shield actions, I think I'd probably want to keep it varied but simple and not too bloated. Combat hasn't really been the primary focus of Igavanias so I'm not sure IGA wants to change that with Bloodstained. Like you can do it - Gucameele is a Metroidvania with a heavier combat focus - but it does change the flow of the game and I'm not sure that's something fans of Igavanias want. In summation, you could also describe shields along these axes: Defense: This is how much an equipped shield boosts your defense rating. The higher the rating, the less damage/knockback you take from blocked attacks. Size: The size of the shield determines what you can do with it. Larger shields have fewer options and more recovery frames but can block more things and block them better. Type: Example: A metal shield can block physical attacks well but not magic whereas a crystal shield may do the opposite. Attribute: Elemental Resistances (your shield makes you immune to eclectic attacks or absorbs them), Status Effects (if an enemy touches your shield with their body they get poisoned or petrified), etc. I like the idea of elemental shields too. Lightning shield ...if some sorta water enemy shoots a water stream at your shield it ignites with electricity and attacks the enemy. That makes more sense. I like that idea!
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Rigel
Skull Knight
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Post by Rigel on Feb 27, 2016 13:53:49 GMT -6
I want shields but they should block more significant attacks like beams because blocking daggers and such is not appealing to me.
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Post by abbadon on Feb 27, 2016 15:53:00 GMT -6
Here's my only concern, if you give the shield too many functions it might turn into a more slower paced adventure like Mirror Of Fate. It needs to keep it's speedy flow that igavania's are known for. Having said that, I think one idea that would be cool is.... Drum roll.. crocodile what do you think of this ...? 1. A shield system where there's different levels of shields and the higher the level the higher the projectiles that get thrown at you can be repeled back at the enemy when pressed right as it's about to hit you. It provides a fun new way to actively defend yourself and also use as an offensive, and the timing makes it pretty fun. So leather shield level 1 will be used against skeletons and bones but if you try to block an axe or something it won't do you any good. Each level might have a few shields so there's a variety and it doesn't make things completely obsolete. There's ways to make shields interesting, fun, and deep. ( this is just an idea and could be approached in an even better way im sure) When you say levels, you mean like an experience system for weapons? I mean that's not unusual in games but its not usually accompanied with a crafting system is it? An experience based system for individual weapons encourages one to use the same weapon over and over again whilst a crafting system encourages you to switch weapons frequently. Is there a game you know of that uses both (I'm legit asking because I may be ignorant of their existence). You could tie that to a skill system (that is to say every time you use shields, you get better as using any shield not just a particular one). I think it might be better to separate weapon abilities by class, type and attributes (which you can influence via crafting) rather than through an experience system though. All the Igavanias have pretty much encouraged you to switch things up frequently (some games do a better job at it than others) so I think an experience system for weapons and skills runs counter to that and is probably an unnecessary addition of complexity. Regarding weapon types, just as a rapier and a broadsword are both swords but have different animations, reach, etc. so too can many different types of shields have different things you can do with them. So you could have smaller shields that you can use parry actions with or throw as discusses but would be unable to block more powerful projectiles and then have larger shields that you can only use to block but do a better job at blocking a wide range of projectiles. Like a leather shield would probably suck at blocking fire but something like say a crystal shield may get the job done. In terms of shield actions, I think I'd probably want to keep it varied but simple and not too bloated. Combat hasn't really been the primary focus of Igavanias so I'm not sure IGA wants to change that with Bloodstained. Like you can do it - Gucameele is a Metroidvania with a heavier combat focus - but it does change the flow of the game and I'm not sure that's something fans of Igavanias want. In summation, you could also describe shields along these axes: Defense: This is how much an equipped shield boosts your defense rating. The higher the rating, the less damage/knockback you take from blocked attacks. Size: The size of the shield determines what you can do with it. Larger shields have fewer options and more recovery frames but can block more things and block them better. Type: Example: A metal shield can block physical attacks well but not magic whereas a crystal shield may do the opposite. Attribute: Elemental Resistances (your shield makes you immune to eclectic attacks or absorbs them), Status Effects (if an enemy touches your shield with their body they get poisoned or petrified), etc. A W. Exp. system could work if we categorized weapons into groups. Swords, rapiers and katanas would each be different categories with their own skills and animations.
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Post by spideryfingers on Feb 27, 2016 21:24:40 GMT -6
In all honesty, I'm not an avid user of shields but that doesn't mean they shouldn't be in the game.
My experience with the shield primarily comes from playing Zelda and very rarely in Castlevania. This is because the dynamics in action, gameplay and growth branch out differently. The birds-eye view, enemies and surroundings in Zelda prompted me to play defensively, whereas, in Castlevania, the vast array of weapons and athleticism of the playable character always suited my needs since I'm an offensive player by nature. So, for example, the double-jump could get me out of a sticky situation more quickly than standing firm holding a shield.
That said, a shield does have its uses ... especially when space is limited and the need to reflect a seemingly unstoppable laser is thrust upon you. Shields are a fair medium in any form of combat but will need to be improved in Bloodstained to garner my interest.
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