View Issue Details

IDProjectCategoryLast Update
0006420AVWWSuggestion - Spell IdeasJul 9, 2012 5:36 pm
ReporterkhadgarAssigned To 
Severityminor 
Status strongly consideringResolutionopen 
Product Version0.902 
Fixed in Version 
Summary0006420: Shield Spell Differentiation
DescriptionIt might be interesting to have each elemental shield spell have a different effect beyond just a reduction of that element's damage. For example,

Earth - reduce or eliminate knockback received by the player.
Water - reduce or eliminate the water movement speed penalty.
Air - make the player jump higher, or farther, or slower, or whatever.
Fire - do damage to enemies that the player comes into contact with.

(Are there even light or entropy shields?)

Light - absorb more raw damage than the other types at the cost of not having a secondary ability.
Entropy - Reduce light radius drastically, but reduce damage a lot to compensate.

I think it would be neat if there was a reason to use one over the other beyond a measly 25% bonus for using the 'correct' element.
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0007407 considering "Correct" shields heal player 
has duplicate 0007258 closed Differentiate Shields More 
related to 0008765 considering Have shields halt mana regen, regenerate themselves, and never time out 
related to 0008852 considering Add random modifiers to shields 

Activities

khadgar

Mar 4, 2012 10:21 pm

reporter   ~0020324

Here are some more ideas for any given shield:
- Reduce all elemental, but increase all physical or vice versa
- %chance of spells bouncing off
- Reduce damage, reduce jumping height also [earth, because rocks are heavy]
- Better handling while in the air, less absorption than other shields
- Greatly reduced mana consumption than other shields
- Movement speed reducing effects have no effect on player (Ice bats & similar)
- Enemies temporarily forget player is in the area [entropy? a la cloak]

zebramatt

Mar 5, 2012 7:24 am

reporter   ~0020336

This one is REALLY exciting!

tigersfan

Mar 5, 2012 8:47 am

reporter   ~0020340

Yeah, I like this a lot too.

martyn_van_buren

Apr 17, 2012 4:12 pm

reporter   ~0022205

+1, especially for doing damage to enemies you come in contact with. I just came on Mantis to suggest a "spike shield" effect or something like that. I imagine it would give you 20-30% damage resistence at most, but it would be very cool to be able to go into a hallway full of enemies and CHARGE!!!

Itchykobu

Apr 26, 2012 10:38 pm

reporter   ~0022786

Strong support, and didn't see this one before I added issue 0007258. Sorry about the dupe, but I'm all for this one. Micromanaging for 25% damage resistance is underwhelming.

khadgar

Apr 26, 2012 10:52 pm

reporter   ~0022788

I agree, Itchykobu. Even something super simple, such as reflecting spells of the same element (but still take the damage) would cause me to want to switch.

khadgar

May 10, 2012 3:43 pm

reporter   ~0023981

The game has changed a lot since I originally posted this, and enchantments have supplanted most of the effects that my original suggestions would have done. Therefore, I will repost some actual ideas for shields below that fit with the current game model.

Fire Shield
Description: Sets user on fire, dealing health damage through the shield. Sets enemies enemies that touch the user on fire as well. High absorption.
Purpose: Offensive shield. Useful for tanking big hits, or damaging enemies on contact.

Water Shield
Description: Makes the user travel through acid water as if they were not in water at all.
Purpose: Situational water exploration. Think of it as the bubble shield from Sonic the Hedgehog 3.

Air Shield
Description: Makes the user travel much faster while in the air, and grants the user an extra jump. Weaker than other shields.
Purpose: Avoidance shield. Why absorb damage when you can dodge it more easily? The shield still helps when you mess up your dodges, though.

Earth Shield
Description: Very high knockback resistance. Knocks back enemies that touch the user.
Purpose: Escape Shield. Nothing can stand in your way, and nothing will knock you off course. Useful for getting through a crowded hallway or similar.

Light Shield
Description: Greatly increases light radius, greatly reduced mana cost, much weaker than normal shields.
Purpose: Exploration shield. The light helps you identify hazards from farther away, and the reduced mana cost allows you to still be able to use your movement abilities sometimes, like ride the lightning, or storm dash.

Dark Shield
Description: Increased elemental damage received, moderately reduced physical damage taken.
Purpose: Melee shield. This shield encourages and enables the user to get up close and personal with enemies, and use melee range attacks more effectively.

Itchykobu

May 13, 2012 9:38 am

reporter   ~0024183

What about a single 'magic shield' spell, and then a new enchant slot that takes 'shield enchants' that adds these types of effects. Or, instead of a separate enchant slot for shields, give every enchant you pick up a chance of adding a shield effect.

With the second method, you could get some interesting combos by stacking shield effects, and the type of shield effects would play a role in further differentiating enchants. Maybe someone who always uses a triple-jump enchant suddenly is enticed by powerslide that also has a good shield buff that the triple jump doesn't have.

7foot_sativa

May 13, 2012 11:18 am

reporter   ~0024184

Last edited: May 13, 2012 11:21 am

View 2 revisions

Most of these ideas are already used in other ways.

How about basing them off the elements properties themselves:

Earth: Fall faster like a rock, harm enemies by landing on them, maybe remove fall damage, maybe not, if you are empowered by Earth, then why should it harm you? You still get harmed from touching the enemies though.

Water: Walk through enemies, don't get thrown back when touched by them. Being the empowerment of water allows you to not be limited to solid obstacles.(walking through them still hurts, and being in them will cause you to constantly take damage when bouncing off of them would have prevented that)

Fire: Burns background objects(I think that the common fire shield concept is already used way too much, so it should be something new), fire naturally eats away at the environment after all, so it can be all consuming of exactly that.

Air: Air causes constant motion in the air around you, making nearby projectiles curve from their original directions.(Basically, it makes 'bullets' sway in the air slightly when they get close, similar to when you shoot up in a storm, only the air comes out of you, meaning if a shot goes to your head, it might curve enough to go over you, and a shot toward your feet with be curved down.)

Magestic Inspired

May 17, 2012 9:52 am

reporter   ~0024392

These are all very cool effects, but a lot of them don't really feel like something a shield would do. They feel like normal spell effects. And what's more is that a lot of these suggestions are effects that are available in other forms (which would make other choices less important about what to equip/have).

TechSY730

Jun 18, 2012 9:42 am

reporter   ~0025927

A relevant forum discussion: http://www.arcengames.com/forums/index.php/topic,10947

darkchair

Jun 20, 2012 6:30 pm

reporter   ~0025996

I would rather have these abilities tied into a different spell, the shields are powerful enough as it is.
Maybe give them interesting drawbacks? I'm probably the only fan of that though. =p
Or nerf shields and then give them these abilities to compensate.

Pyrrhic

Jul 6, 2012 10:56 am

reporter   ~0026392

Last edited: Jul 6, 2012 10:57 am

View 2 revisions

I've suggested that shields have both varying strengths (as they currently do) and varying regeneration rates; for example, earth shields would probably have high health and low regen, while air shields might have the lowest health but the highest regeneration rate.
See issue 8765 for details (http://www.arcengames.com/mantisbt/view.php?id=8765).

Issue History

Date Modified Username Field Change
Mar 4, 2012 10:21 pm khadgar New Issue
Mar 4, 2012 10:21 pm khadgar Note Added: 0020324
Mar 5, 2012 7:24 am zebramatt Note Added: 0020336
Mar 5, 2012 8:47 am tigersfan Internal Weight => Feature Suggestion
Mar 5, 2012 8:47 am tigersfan Note Added: 0020340
Mar 5, 2012 8:47 am tigersfan Status new => strongly considering
Apr 17, 2012 4:12 pm martyn_van_buren Note Added: 0022205
Apr 26, 2012 10:38 pm Itchykobu Note Added: 0022786
Apr 26, 2012 10:52 pm khadgar Note Added: 0022788
Apr 26, 2012 11:00 pm Penumbra Relationship added has duplicate 0007258
May 8, 2012 9:43 am Penumbra Relationship added related to 0007407
May 10, 2012 3:43 pm khadgar Note Added: 0023981
May 13, 2012 9:38 am Itchykobu Note Added: 0024183
May 13, 2012 11:18 am 7foot_sativa Note Added: 0024184
May 13, 2012 11:21 am 7foot_sativa Note Edited: 0024184 View Revisions
May 17, 2012 9:52 am Magestic Inspired Note Added: 0024392
Jun 18, 2012 9:42 am TechSY730 Note Added: 0025927
Jun 20, 2012 6:30 pm darkchair Note Added: 0025996
Jul 1, 2012 12:31 am Pyrrhic Relationship added related to 0008718
Jul 6, 2012 10:50 am Pyrrhic Relationship added related to 0008765
Jul 6, 2012 10:52 am Pyrrhic Relationship deleted related to 0008718
Jul 6, 2012 10:56 am Pyrrhic Note Added: 0026392
Jul 6, 2012 10:57 am Pyrrhic Note Edited: 0026392 View Revisions
Jul 9, 2012 5:36 pm vadatajs Relationship added related to 0008852