#Enforcer: Improve Polarity on Shield

25 messages · Page 1 of 1 (latest)

glossy stratus
#

Personally, it makes no sense to me that Enforcer's shield is not reliable for blocking enemies in front of you. I understand that part of Enforcer's appeal is the fact that he is incredibly strong when in the right hands, but I can't help but feel like I suffer and it has less to do with how Enforcer functions and more to do with how the shield feels overall. Parents standing directly in front of you STILL hit you through your shield; it would be nice if there was a sort-of "line of sight" function to his shield, where if an enemy's hurtbox is within line-of-sight of Enforcer, all sources of damage originating from that enemy is blocked. Volatile missiles are already difficult enough to deal with when they hit you from above or beneath, but enemies hitting "through" your shield is pretty atrocious to handle most of the time.

crimson walrus
#

Agree, it feels weird having such a strong ability on paper be so unreliable in the game. Having an unreliable ability means just death.

#

I really feel like the ability has to change fundamentally a bit - set it on a timer, or set a fixed amount of damage you can block, but make enemies not being able to freely walk past you and chomp you from behind/fix any attacks and projectile that can freely attack you from behind.

#

I guess the worst thing about sitting with a shield raised is there's no clear telling on whether a hit is going to get blocked or not.

#

Sometimes projectiles damage me when they clearly hit the shield. Sometimes they don't. Sometimes i block attacks from behind for no reason, sometimes it doesn't. Sometimes i get damage from attacks that are straight in front of me, sometimes they're blocked.

#

It's incredibly unreliable to how good the actual idea is

glossy stratus
#

I highly agree with all points brought up above, sorry lol I meant to say that sooner

bold grotto
#

shield is alredy very strong aoe abilities like parents is one of the few weakness thats why shield bash and shield charge exist to kkeep them off you, if you could just but you back to a wall and become completely invunerable thats jmust stupid, also you gain attack speed when your shield is down dont forget that

thought one thing that i do think should be added is a better effect from when the shield is put down, it has a knockback effect but it isn well telegraph

glossy stratus
#

stare ?
To each their own with opinions, but don't yuck my yum. I'd prefer to be invulnerable from the front because there are more than enough threats elsewhere that already make backing against a wall a bad idea (volatile, temple guards, laserbeam projectiles, archer bugs, swifts, frenzying elites, the list goes on.)

Having better polarity with his shield is literally only a good thing.

glossy stratus
#

Actually, I do want to continue this thread:

I understand Enforcer has a sort of "lol skill issue" centric group of people that might argue I'm just bad at the game, so I wanted to give some further insight on why I believe Enforcer's shield should block more rather than less.
Risk of Rain REALLY wants you to run away from enemies rather than get up in their business, most enemies do obscene amounts of damage and I think the best example I could give for how bad Enforcer's shield really tends to be would be the Judgement trial.

There are multiple maps where blazing and volatile elites spawn, which are otherwise not as dangerous for other survivors as they are specifically for Enforcer. He is the single worst character when it comes specifically to sustain, as he doesn't have a built-in heal like HAN-D, no built-in true invincibility frames on ANY of his base it, and for a character with a Special who's title is literally "Crowd Control", he suffers massively versus crowds and much rathers duel enemies as that's where he's safest to hunker down with his shield.

It's additionally worth noting the following in the base cast:

#

Commando: Instantaneous roll with no getup lag that has a second of invulnerability on a four-second cooldown.
Huntress: Instantaneous forwards blink with no entry or getup lag.
Bandit: Stealth ability with several seconds of invulnerability and a short vertical hop on entry and exit.
HAN-D: Massive AOE damage stun, knockback, and secondary that is essentially a built-in ATG-Monster tooth combo.
Engineer: Mines with strong hitstun and turrets to meat-shield for him.
Miner: Two abilities that can be chained together endlessly for infinite invulnerability given scorching is maintained and an aerial-vertical hop that rains down high AOE DPS.
Sniper: Extremely long-range backflip roll that provides invulnerability frames with 0 getup lag and can be used during Steady Aim and combos very will INTO Steady Aim.
Acrid: HUGE Damage-over-time incentivized playstyle that is not punished otherwise by game's mechanics and built-in massive movement-speed steroid.
Mercenary: Two sources of invulnerability frames that leave him incredibly safe and hitstun/knockback on his third primary slash (due to high damage) that also leaves him incredibly safe, secondary prolongs verticality.
Loader: On-command 3 second cooldown invulnerability and grappling hook that can swiftly reposition them, pylons that deal reliable damage over time when unacceptible to engage.
CHEF: Amazing ranged damage, a movement speed steroid that slows enemies and pushes him forwards and a secondary that is GUARANTEED to stun for a decent duration after an enemy has been hit with utility.
Pilot: AMAZING verticality with virtually no counter-play when cooldown reducing items are achieved.
Artificer: Wall that blocks off enemies that enemies can aggro onto.
Drifter: High-damage primary leaves enemies hardly able to fight back when constantly hitstunned, massive knockback utility that executes and the ability to create temporary items that roid you out.

Of the base cast, only Artificer and arguably Engineer have comparable sustain, but it's most often backed up with INSANE amounts of safe DPS. Enforcer, having only Crowd Control which is a pitiful non-piercing AOE stun, suffers massively because the trade-off for his utility is way too great. Other characters have sources of guaranteed I-frames that make them incredibly safe.

My personal opinion on what Enforcer would benefit from:
There is a large windup attached to his secondary and his utility has both deploy and cancel animations that have to play fully before he can attack. However, both have sizeable knockback from both.
I think Enforcer would benefit from some kind of additional I-frames attached to either of these abilities. It wouldn't be out of place considering other survivors have similar amounts of sources of invulnerability.

#

Alternatively, Enforcer could also potentially recieve some sort of barrier-inducing effect on any of his abilities. This would make standing still and deploying your shield much more satisfying, because like how other characters can deal damage and then absorb hits with temporary invulnerability, Enforcer could trade hits with enemies and sustain them with barrier or gated health rather than just healing and shaking it off.

fringe shoal
#

I agree. His design is awesome but in practice his main gimmick feels super unreliable. Getting melted by parents and stone golems hitting me through my shield even though they're standing right in front of me isn't a great feeling.

hollow canyon
#

there are a few enemies i think need to be touched up in that regard (parents notably) but i don't think enforcer is in a particularly bad spot
mind you i do need to spend more time with the character, a good chunk of my experience comes from a very early run and doing judgement with him

fringe shoal
hollow canyon
#

outside of the stuff that shouldn't get through shield idt he needs much, maybe the alt skills (i mostly use base so idk about them)
enforcer learning curve can be kinda tough too but i don't like to accuse people of skill issue

#

i'm also biased as an ror1 veteran, how slow he felt in 1 might be influencing my opinion

fringe shoal
#

Yeah it's still early too. Personally I'm just basing my opinion off of how strong the other survivors feel in Monsoon runs. I had him and Arti as the hardest to use by far but Arti is way better now after the small buff treatment she got. I'll probably try him out more today to see if something clicks.

hollow canyon
#

arti is still rough imo but i like her

fringe shoal
#

I'm thinking maybe her secondaries need work? I went from barely passing stage 2 to getting my first Monsoon win with her today, just feels like she can actually hurt stuff now.

hollow canyon
#

imo secondary is fine she just needs 3 armor/level like other close range chars

#

secondary stun lasts forever

fringe shoal
#

True the stun is pretty nice

hollow canyon
#

idk about alt secondary, i use all default

fringe shoal
#

I wasn't sure about Localized Sun but the cooldown is so short you can have it out so often. You can have some nifty setups with a Tectonic platform to just kind of let it melt stuff beneath you. I'm a fan