shield v2
would be stupidly OP with the warrior reflect whilst blocking trait (i use mace+shield mostly; two blocks)
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
would be stupidly OP with the warrior reflect whilst blocking trait (i use mace+shield mostly; two blocks)
Not really, it just give warrior some potential to be a unique bunker class. Mace/shield Warriors, in the current state, has zero potential to be a bunker profession compared to engineers, guardians, and other professions.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
my thoughts for the reflect whilst blocking trait would be give it a internal CD or chance to happen on block or remove it from the trait tree and have it as the new skill 5 for warr shield
Balancing is something that would be needed with any new introduction but the core concept is a new playstyle which i think would be very fun and allow for alot of new builds that would play like a guard then strike play style.
I have been thinking and this ties in with the stamina usage idea but why not allow more stand your ground evades.
Maybe a side step for the thief/ranger/ele for a 4th of your stamina and another tap of the V key for another 4th of the bar to make them do a kick for a little 50 distance knockdown with .3 of a sec interrupt this would give players a means of interrupt and i have seen the warr has a skill that benifits from interrupting so more traits could be made to benifit that idea
But keeping with the shield motif same idea but with a shield bash/swipe at the enemy. I feel that the shield would still need to use half of the stamina bar on the initial use of block but a 4th or less of the stamina bar after that would be nice for a optional interrupt.
nothing like punishing that thief for messing up that backstab on you cause you dodge then interrupt with a boot to that sneaky little face of his :p
It is a missconception that there are no tanks in the game. Every class can fulfil every role. Some better than others.
The shield mechanic you mentioned would be too OP for 1 and 2 it would prevent the shield users to actually dodge.
For the sake of game balance it should never be implemented.
Sophia Theos Beast Master
[Fissure of Woe]
I know there are tank/beefy like build’s but you really cant be on any decent mob 100% of the time so thats where the no “tanking” came from as i see tanking as never having to back off.
I have been thinking over it a bit since i read your post and i have not managed to convince myself it would be OP as you are trading a movable evade/dodge for a hunker down block both that still make you take no damage and both that still use stamina as a resource. The trade off in mobility will be gotten back with boons/conditions from the block.
I am convinced that maybe it should be traited now(1st level trait that also comes with another benefit) as not everyone might want a block with their shield and that maybe a small cone at the back of the block stance will still allow damage to get in.
I was a little unsure how it would ruin game balance as its a new take on stamina usage that still functions like the current one only more helpful to those who have class traits for block which means a new playstyle could be born from it.
I like the overall idea. The two Stamina blocks replace dodge (easiest to balance), or the stamina drain model (more distinct playstyle) could both work.
But sadly, I think its too big a change and will never happen, especially with ANets approach of making small incremental buffs/nerfs. This idea is really something that would have been great to have in beta, where it could be tested, broken builds/traits exposed and tweaked.