I've been using the subclass lately (middle tree to be specific) and I've been loving the dynamic play with suppressor grenades. However, when it comes to casting and using my own super, the experience is the polar opposite of lovable.
The super suffers from a severe lack of mobility and utility. Throwing shields are theoretically a great tool, allowing skilled users to get vital kills from range, possibly shutting down large groups of enemies. The issue is, the ability is way too slow for such a reality, and the ricochet mechanic which is meant to compensate for the ability's speed is inconsistent at best. I remember some seasons ago that the ricochet tracking was brutal, both off of walls and off of players, but somewhere down the line the ability was nerfed to the point it's at now. Nowadays, a prayer is required to RNJesus for the chance of getting a kill.
The problems of throwing shield would be negligible though if the shield bash carried its weight. Unfortunately, it's far from great. There is no lunge on the attack, and you have to be dead-on with your swipes in order to land a kill. To add insult to injury, the area of effect is pathetic, and it's literally impossible to kill two people standing directly next to each other with 1 shield bash. And for the icing on the cake, shield bash decelerates you heavily after every attack, so it's hard to quickly close the gap on people running away. The direct opposite of this melee-based super is spectral blades, which has generous lunges that go up 5 meters, large area of affect, and great momentum transfer. If just one of these features were implemented into shield bash, it would be infinitely more enjoyable to use.
Worst of all, the hit detection for shield bash is astounding, 25% of the time I'll hear an auditory "THUNK!" with no damage to match it, it's like I killed the fly right next to them or something.
Shield block is also super awkward in PvP. Like with middle tree arcstaff, I understand the purpose of it, it's meant to help you close the gap against dangerous threats. However, the difference is that shield block not only drains super, but doesn't send any damage back either! It's just worse than arcstaff's reflect in every way, practically to the point where's there's no point in using it.
It's just frustrating using sentinel shield. Throwing shield is too slow to get any reliable kills, and its small hitbox and lack of tracking render it worse than any other throwing super. Shield bash has poor hit detection and crowd control, rendering it worse than any other melee super. And shield block just helps you lose super faster. Worst of all, the super lasts for a noticeably short amount of time, emphasizing the lack of mobility this super is plagued with.
My recommendations to improve the super are simple: Improve ricochet aggression, improve shield bash hit detection, and make general roaming and blocking drain super slower.
I'd love to hear any thoughts others have on the matter.
Edit: I've included a clip demonstrating throwing shield's tracking
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Edited by Soul_Eater_42: 9/18/2019 4:39:57 AMIt's clear that you don't actually know how the Super works. 1) Try bouncing the shield off the ground or wall near your target for better tracking/richochet. Shield Throw tracks enemies through richochet. It won't track if you throw it directly at the opponent. At least, not until it richochets off of them or a wall. 2) Shield Bash has better lunge range, lock-on, and more consistent hit registration if you jump and use it in the air.
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Shield throw is TOO forgiving. I've had it kill me after pinballing between three walls. It is working just fine. The Shield bash, like all melee supers, suffer from hit detection problems. I've had the most issues with Arcstrider. I regularly see knockback rather than hits scored against other Supers and normal Guardians.
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I didn't know you were a "skilled user" for throwing a shield across the map that has more aggressive tracking than D1 Truth... :/
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Use top tree with helm of saint 14. Watch as you send roaming supers off cliffs and shit while there blind.
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Agreed! Raise the tracking just a little bit, to keep it balanced. Finally I suggest that holding the shield up reflects a portion of the incoming damage, and damage that is reflected slows down the amount of super energy being used. I think that would be a fair update for the super.
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All sentinel trees are getting a buff
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You're wrong. The only problem is the hit detection. Overall the super is very good and it will be the best in Shadow Keep, trust me.
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It has very high range with swipes and its throw homes.
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All melee based supers have crap hit registration and assist. They are on par with swords. Gotta wait till year 4 for this to be addressed.
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Edited by TJ_Dot: 9/15/2019 1:58:56 PMI swear I get annoyed every time someone acts like the shield is the only one with hit detection problems
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#foreverunreliable
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The melee registration is non existent. I think the shield is alright now