V1ral
Member
Maybe I'm a bit late to the party, but on the Force & Element shield overlap... I'unno, seems like they're both getting the short end off each other.
Force's whole deal is to just tank an extra hit, which really overshadows the other effect of stopping on a dime midair. Granted, these both make the thing feel sturdy - Mighty Glacier trope, kinda - but most of the time you'll just forget you have it. Perhaps to double down on the defensive aspect, the stop could apply some measure of knockback to anything near it? The activation already looks like the barrier is pushing outwards, and pushing away players and/or rings in Ringslinger could lead to opportunities to make use of stage hazards with good baiting and timing.
With the Element shield, I think someone already mentioned the shield & ability revision mod. Honestly, I prefer its change to the shield letting you chain a stomp into an immediate roll - its environment immunities already encourage players to boost forwards where they'd normally need to wait (either on safe ground or on air bubbles), so being able to keep momentum just feels natural along with making further use of the spin trail. This could also open up chances to stomp onto a slope and just blast ahead.
....but I'm no game dev, so what do I know? Besides, they all work nicely enough as is - definitely on the "Element is really strong" team for it showing up in the most convenient places all the time in comparison to all the other shields.
Force's whole deal is to just tank an extra hit, which really overshadows the other effect of stopping on a dime midair. Granted, these both make the thing feel sturdy - Mighty Glacier trope, kinda - but most of the time you'll just forget you have it. Perhaps to double down on the defensive aspect, the stop could apply some measure of knockback to anything near it? The activation already looks like the barrier is pushing outwards, and pushing away players and/or rings in Ringslinger could lead to opportunities to make use of stage hazards with good baiting and timing.
With the Element shield, I think someone already mentioned the shield & ability revision mod. Honestly, I prefer its change to the shield letting you chain a stomp into an immediate roll - its environment immunities already encourage players to boost forwards where they'd normally need to wait (either on safe ground or on air bubbles), so being able to keep momentum just feels natural along with making further use of the spin trail. This could also open up chances to stomp onto a slope and just blast ahead.
....but I'm no game dev, so what do I know? Besides, they all work nicely enough as is - definitely on the "Element is really strong" team for it showing up in the most convenient places all the time in comparison to all the other shields.