There seem to be ALOT of posts about dual-wielding. As cool as the idea is I'm personally against it. Two swords is unquestionably better than one and taking away the shield (or any of the other ideas I've seen for making the dual-wield less powerful won't really do much to it, I mean, let's face it - who's going to choose a shield over a second weapon when they get used to playing? They'll learn to dodge and shields will become as useless as the Striker since the gunner update (sorry Striker lovers, I love it too but we have to be honest...the gunner update means most guns cripple it in speed, power and range).
My alternative to the dual wielding is to make shields that deal damage but don't protect the user (or have a weaker mix of the two). At first, looking at this idea, it's hard to tell the difference. However I hope you see the advantage to gameplay as I continue to explain.
The main idea I had for one of these shields would be Vanaduke's mask. The mask would be a line starting at 3* and possibly be based on Almirian Seals (or even have some relation to the Shadow Lair. A Shadow Lair shield would be nice). The original 3* shield would surround the user in three small fireballs, alot like the Drakon ability (I originally designed this before sprites but lost my idea. A friend found it and gave it back to me recently) dealing low (Shadow?) damage and inflicting fire. I am open to the idea of it dealing no damage at all but having 100% chance of inflicting fire. The shield would offer no protection and the shield bar would decrease with usage. The shield bash would turn the user into a fireball, inflicting fire. This would also inflict the user with strong fire. The shield cannot be used while frozen.
At 4* the shield would fire bolts out in all 4 directions after predetermined times (of around 1 second). The time would only count while the shiled is continuously used (so as to stop people tapping x). These bolts would deal less (if any) damage and inflict the same fire. The shield bash would still be the same.
At 5* the shield's fired bolts will fire bolts out in four directions around 3 squares away from the location they were fired from. The shield bash would would possibly deal stun (or have some damage bonus). If the shield bash does deal stun then it'd be fair to the line to inflict it on the user aswell.
Obviously if Vanaduke's Mask becomes a shield Rormy, Hutchins and Snarby need their alternatives.
Rormy (Cannot be used while shocked or poisoned. User has resistance to freeze.):
3*- Shield fires rocket infront of the user per second (time drains shield bar). Shield bash is explosive (as in lots of knockback) but deals no status (or possibly shock).
4*- Shield fires three rockets infront of the user per second (" "). Shield bash is explosive but deals no status (or possibly shock).
5*- Shield fires three rockets per second. When shield bar is depleted the shield fires out a spray of shock bullets (the shield will only be usable when fully charged). Shield bash is explosive and has a random chance to inflict fire and/or shock.
Hutchins (Cannot be used while on fire or cursed):
3*- Shield causes the user to spin, dealing damage but no status. Shield bash has massive knockback without moving the user more than around 2 squares. This could also possibly knock teammates back alike the Rocket Hammer.
4*- Shield causes the user to spin, dealing damage but no status. Player can absorb jelly minis. Shield bash has massive knockback without moving the user more than around 2 squares. This could also possibly knock teammates back alike the Rocket Hammer. Shield bash inflicts freeze (with chance of inflicting upon the user).
5*- Shield causes the user to spin, dealing damage with freeze status. Player has a very low chance to absorb Slimes. Shield bash has massive knockback without moving the user more than 1 square. This could also possibly knock teammates back alike the Rocket Hammer. Shield bash inflicts freeze and/or stun randomly to both enemies and friendly players.
Snarby (Cannot be used while stunned):
3*- Shield fires a spike in-front, dealing damage but no status. Shield bash turns the user into a line of spikes (in style of the Snarby) with them diving out of the ground at the end. Shield bash will inflict poison but has a high chance to inflict upon the user.
4*- Shield fires 3 spikes in-front, dealing damage but no status. Shield bash turns user into a line of spikes with them diving out of the ground at the end. Shield bash will inflict poison but has a high chance to inflict upon the user.
5*- Shield fires 3 spikes in-front, dealing damage and poison. When shield is depleted a "bark" is fired in-front, alike with the Wild Hunting Blade. Shield bash turns user into a line of spikes with them diving out of the ground at the end. Shield bash will inflict poison but has a high chance to inflict upon the user. After surfacing from the shield bash the user will be thrown forward 1.5 squares, launching a large "bark".
TY for reading. :D
I read your idea and understood what you meant.The problem with this idea, is the complete opposite of the problem you had with dual swords:No one would take this.Other status weapons and even vials would do just fine,nobodies going to give up something so crucial,especially in T3.It seems that if you plan to replace shields,the replacement would have to be equally defensive.