What if shield absorbs were capped per second?

Vekkna·3/5/2018, 4:30:32 PM·1 votes·193 views

Shields cast on allies refresh (and stack) on the target every second for an amount equal to tooltip value divided by shield duration.

Janna 210 / 5 = 42 shield per second Lux 110 / 3 = 37 shield per second Karma 170 / 4 = 43 shield per second Orianna 220 / 4 = 55 shield per second Sona 125 / 1.5 = 83 shield on application, half that on refresh Ivern 215 / 2 = 108 shield per second

The idea here is to make shielding less of a total counter to burst damage and more of an effective health buffer over the shield's duration. Reactive shields would be weaker, proactive shields would be situationally weaker, and shields in extended fights would be power neutral.

As you can see, this also normalizes the margin of error in casting a shield. Sona's shield has an extremely short duration of 1.5 seconds, meaning that an effective cast has a 1.5 second window in which the shield target needs to take damage. Janna's shield has a window of 5 seconds, which is a very long window to play around and a very large margin of error on an effective cast.

Thoughts? I personally play a lot of shield supports, and I would be ok with something like this.

2 Comments

Oleandervine3/5/2018, 4:41:55 PM1 votes

I think this is overly complicated and not at all understandable if you know how shields work in literally every other game that exists. While I applaud your thought and efforts into this, I don't think this will fix shielding because it will just confuse players. Your concept of a scaling shield would be decent as a specific shield to give it some flavor, but not across the board on every shield.