So I recently went on the Test Server (not going to post any info here, but I wanted to make a suggestion here) and tried out the Shield Bash. It's not a bad concept but it could be way better. I'm sure there has been some suggestions on Shields being a more effective tool (I've seen some of them) but I might as well put my two cents here.
I understand that the ability has yet to be released officially but that's the best time to add suggestions into a core mechanic.
Damage:
From the official announcement of the Shield Bash we know that the Shield Bash will inflict a small amount of Damage upon successfully making direct contact with an enemy. My suggestion here is rather than all having a universal damage, why not allow shields to use their own defense to inflict that much damage? An example is that let's say I'm fighting Kats, instead of using something with Shadow Resistance such as Dreadskelly, what if I used an Elemental Shield to allow me to inflict slight Elemental damage when I Shield-Bash? Another example would be letting the Royal Jelly Shield inflict Piercing Damage rather than the universal damage. Allowing the Shield to be more effective as a tool to change the tide of battle instead of a defensive tool. I mean the point of the Shield-Bash is to sacrifice Shield Vitality for a bit of Power, right? It'd be the player's choice on either a more offensive approach or a more defensive approach to the challenge the player is facing.
Along the lines, color-coding would also generally be a good idea so we at least know what we're using:
Normal: Red
Piercing: Yellow
Elemental: Green
Shadow: Purple
I'm not talking about having damage as impressive as like a Divine Avenger hit or anything CLOSE to that. The Shield-Bash is nothing more than meant for a quick effective weak-attack. But allowing it to be more effective if only slightly would increase the usefulness of the ability. This brings us to my next suggestion:
Statuses:
I'm still trying to figure out how this one would possibly work but why not allow Shields with a Maximum resistance to a Status allow the player with a light chance to inflict that minor-status? I'm trying to figure out how a dual-status shield (See almost every shield ever) would utilize this. It'd allow the player to effectively turn the Shield into a some-what damaging tool.
My reasoning for the "Max" only able to inflict Status? UVs. We don't want a shield that can effectively have 3-5 Statuses applied to them. It'd make it unbalanced as you could just apply Shock, Stun, Fire, Freeze, and Poison all to one single shield. (I know Statuses can't be rolled, but luck does happen.)
My only suggestion I can currently think of for the dual-statues is take one of the elements and apply it to the Shield. An example would be Dragon Scale Shield would most likely inflict Fire due to the effect. I suggest letting OOO decide what effects should apply to what shield as long as you can average it out, we don't need 2-3 Shields that can inflict the same status.
Cosmetic:
Something I thought up on about Statuses is let the player know damage and status the player is using when Shield-Bashing.
My suggestion on this would be highlighting the Damage/Status the Shield will use for Attacking using an ambient glow while inspecting the Shield. Due to how Shields work (and you relying on them if this suggestion ever happens), it's highly suggested that we see some sort of way to view the stats on the Shield since we're turning it from a Defensive tool to an Offensive one by choice. It'd suck to have Dragon Scale Shield expecting it to inflict something when it instead inflicts something else.
I'm not expecting this to get any good views on it and like always on any suggestion I would like to see some constructive criticism.
Damage
So this is essentially a nerf to Construct and Beast levels, and a buff to all the other families?