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Why shouldn't shields have mitigation?

Erock25
Erock25
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So what issues do a lot of people have with shields?

1. They can't be crit, nullifying the advantages of builds that focus on crit and crit damage
2. They can't be affected by bleed and some physical dots
3. The overflow bug where the damage to your HP after the shield depletes is unmitigated
4. DK and Templars complain about their shields, specifically because Sorc shield scales on magicka while their shield scales on health
5. Certain abilities (Destructive Touch is one) do not seem to work against shields.

Why not fix all of these issues in one step by giving your shields the same mitigation and mechanics as your health pool?

Some pros to shields being affected by mitigation

1. Light armor users will gain a small defensive boost, which very likely could be completely nullified if not made weaker overall by the introduction of physical bleeds, crits, and the inclusion of all active effects working against shields.
2. Medium and Heavy armor users will have stronger shields. A DK/Temp heavy armor user stacking health will have a very tough shield and another bonus is the overflow damage won't hit their health pool unmitigated.
3. It simplifies an unnecessary and unexplained game mechanic where it is never stated in game that shields take unmitigated damage and the overflow bug is deadly.
4. It makes gearing more interesting because armor values matter more for a shield user.


In my opinion, there is no reason the game shouldn't treat shield abilities as a pure and temporary extension of your maximum health. It may be difficult to change the code behind the shield mechanic, but I think it would pay off long term in creating a balanced and varied gameplay experience.
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