Easy as cake.
It gives you extra 50% of damage and Knight is still able to block, shield life is only 25% from regular shield of same star.
Shield power and themes (normal/ele/shadow/pierce) might be based on weapon damage bar.
For example: troika line – only normal damage resistance, brandish line – normal and elemental/shadow, toothpick – only piercing, etc.
System could be used for dual wielding too, but defence is based on one of swords (yes, ewbte knows, there is a bunch of suggestion about that already).
Same here, regular attack button and regular shield button. I don't think that dual wielding should use two buttons for different hits, at first you guys want it because of that badass look isn't it?
I play Dark Souls a lot these days and I really like how they implemented this.
This system doesn't need heavy calculations for devs and will be pretty balanced in my opinion.
The main problem is to make new animations.
ps. mkey, lets wait a bit for a dinner update, or it was gunner update..? eh i don't remember already.
We've been through this plenty of times before. There are only a very small handful of ideas that actually would work, the rest are just duplicates upon duplicates of rehashed ideas from other games that don't translate well as Spiral Knight's combat system, despite being an Action RPG, is unique due to certain restrictions.
Basically the Swiftstrike Buckler and Snarby Shield already do this: a boost to damage due to a sacrifice in shield health.
Now, one of the ideas that would work IMO would be a cosmetic option to change the wielding of swords (or new swords with this animation) to a two-handed animation (or even options to reverse hand preference) but giving a straight out buff to damage without a penalty that isn't just "durr remove shield" is just uncreative and doesn't have any sort of striking difference between simply equipping either of the two shields mentioned above.