shields are a definite must in this game, however they can easily be overpowered. they are going to need classes that counter shields or a way for any class to have a move which can break a shield's guard. also shields shouldnt be allowed to take too many hits from an enemy without getting staggered. my biggest fear is that shield classes will be too popular amongst scared newcomers who will pretty much look for the equivalent of camping.
The trailer showed both a Viking with a sword and shield, as well as a Knight with a shield and flail, so I'm guessing that means there are shield classes.
Hadn't considered that. I feel like that would be difficult, especially if they're up against experienced players who know how to parry (I think it was a gamespot interview that Jason said if you time your block, you could stagger your opponent), and use guard breaks effectively.Originally Posted by DaRedSovietGyro Go to original post
I wouldn't take the cinematic trailer very seriously as a literal representation of gameplay. From the gameplay trailer I think the classes will determine the styles. Knights will always be heavy 2-handers, Samurai will always have a Katana and Vikings will always have whatever they have. And I don't think the Vikings will have a shield. Why? It would probably betray their concept. I'm hoping this game will feature a hardcore mode without the HUD assists for parry directions, so we have to actually read the stances, as opposed to read the HUD white "arrows". And without the HUD I think the shield would make the stances too hard to read. Also consider that the stances work both for defense AND offense. How on earth would a shield indicate left while the same guy would have to indicate left with his sword, too?
So... my guess is that shields will be only for extras, so you can 1-shot them anyway.
I like shields... I also like spears, but I aplaud them in their design.Consistency is important. What they have is already very sophisticated. It's fine if they need to leave some classic elements out of gameplay. And it's specially fine if these elements are still represented aesthetically, such as shields and spears for the extras... and thrusting in some finishing moves.
There is shields in game, there is even a kind of easter egg in the panel gameplay from E3 where you can see a Viking with shield+sword for a few seconds.
But since there is a button for break guard, I think it is not that much problem, shields classes will probably have a realy high survavility but they will probably have really low damage compared to two-handed swords users. So yeah, I am not that worried about shields.
If you want to check the Viking I am talking about here you have the link to my post about it. (The viking was spotted from a guy that posted it on reddit).
http://forums.ubi.com/showthread.php...e-E3-Live-Demo
Sure, I saw the shields too. I think your point is most relevant Eiddard. I don't think this is really an issue from the way I interpreted the guard system. If you have a matching guard stance with your opponent then you should have guard! Regardless of being a shield-bearer or not. Maybe the shield-bearers have a higher defense rating and a little tougher to break guard maybe, but that should be the only real difference I think. It's not like there seems to be a 'raise shield' button or anything.Originally Posted by Eiddard Go to original post
If combat is basically a game of rock-paper-scissors based on stances, then blocking might depend more on choosing the right stance than on one's equipment.
That said, I think one of the advantages of the Vikings' hook-shaped axe in real life was being able to pull the opponent's shield down. There might be layers of rock-paper-scissors type strategy in addition to the battle stances.
That's the impression I got from the videos.Originally Posted by hallower1980 Go to original post
Sounds an interesting idea, the layers of rock/paper/scissors. Being somewhat different for the different factions/fighting styles and so on.Originally Posted by hallower1980 Go to original post
I bet there are more layers. I've been trying to infer the mechanics, by watching the gamepay trailers. There seems to be abig difference between fast attaacks and strong ones when it comes to how vulnerable they are against parries. My current guess is that the meta game has its first layer in trying to use fast attacks at tip range. It seems you should only parry when you're disadvantage (when your opponent can land a fast attack before you can land one of your own.