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AlphaRyuuxx

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Posts posted by AlphaRyuuxx

  1. My thoughts on an excal rework. from a post i made a while ago

     

    Passive (New): Excalibur gains 2.5% attack speed and 2.5% melee damage per combo multiplier. Capping at 30% attack speed and melee damage at 12x. 

    This is to push Excal into the identity of that of a true melee oriented warframe, being named after King Arthur's sword and being the swordsman warframe

     

    Slash Dash (Changed): Excalibur dashes X meters forward, becoming invulnerable, damaging enemies, applying slash and building combo per enemy hit. Holding the ability charges it, increasing the damage and speed of the dash. 

    Strength: 150/200/250/300 

    Range: 8/10/12/15m 

    Slash Proc Chance: 50%

    Combo per enemy hit: 1

    Can be used to change momentum, similar to Gauss' mach rush. 

    When Exalted Blade is active, reduces the cost of the ability by half, slash proc chance is increased to 100% and can apply a status from exalted blade

    Streamlining slash dash to make it more user friendly along with the removal of the impact/puncture damage along with changing its interaction with Exalted Blade

    Augment: Purging Slash: Allies in the path of Slash Dash have 100% shields restored and a small portion of health healed

    Surging Dash: Each enemy hit during Slash Dash further increases you melee counter by 10. Increases combo duration by 10s

     

    Radial Blind (Unchanged)

    This is Excal's best ability. It offers extremely good cc, increases melee damage, and is an all around good panic button

    Radial Scabbard (New): Excalibur summons numerous rotating swords around him, reducing the damage of all incoming projectiles and dealing slash damage to enemies near him. 

    Damage Reduction: 50/60/70/80%

    Duration: 10/15/20/25s

    Activate again to fire javelins in a straight line healing Excalibur 

    When Exalted Blade is activated, also gain 80% damage reduction to physical attacks

    or

    When Exalted Blade is activated gain passive health regen (1 hp/s, something small, and status immunity)

    Augment Furious Javelin: Radial Scabbard's duration is increased by 2 seconds for each melee kill

     

    Exalted Blade (Changed): 

    Stats: 

    Attack speed: 1.0

    Total Damage: 300

    10 impact, 10 puncture, 280 slash

    Critical Chance: 25%

    Critical Multiplier: 2.5x

    Status Chance: 25%

    (all melee exalteds should get universal buffs similar to this)

    Exalted Blade no longer sends out energy waves and instead uses waves as an extension of the blade (think genji's dragon blade or sekiro's mortal blade)

    Remove slide attack blind for normal slide attack

    Heavy attack sends out a massive wave

    Heavy slam performs radial javelin

    Stance gives 10 capacity (universal exalted change)

    Reworked stance with new combos

    (please revert exalted blades design back to being pure energy instead of this weird tree branch)

    Augment Chromatic Blade: No longer replaces the primary damage and instead adds the elemental. 

    Exalted Blade was once one of the strongest melee weapons in the game. However after the melee rework many weapons became either just as strong as it or even stronger than Exalted Blade giving little to no reason to ever use the exalted weapon as there's little to no incentive to use a weapon that drains your energy when at best its only equal to that of what everyone can equip. It got even worse with the status chance changes. Before the status changes, 181% power strength gave exalted blade 100% status chance. A day after the changes, exalted blade could casually reach 300% status chance. It got nerfed. Hard. Now 181% power strength only gives Exalted Blade 95% status chance forcing you to run status chance mods instead of 90 mods to get to and over 100%. So within 2 days Exalted Blade got buffed, then nerfed to where it's barely better, arguably worse, than where it started off. 

    When it comes to the actual gameplay of exalted blade, I'm one of those who believe that the waves are bad, that the waves are the complete opposite of what a melee frame is and should be, turning Excal into a pseudo turret. With these changes, Excal loses some of the range he gets from the waves but makes up for it with the increased mobility and usability of slash dash. I want Exalted Blade to be the main focal point of Excal's gameplay with him being named after one of the most famous sword in existence. Using exalted blade should be fun and exciting and most importantly, feel powerful. Not just standing still swinging a stick and letting little arcs of light travel and kill stuff. 

  2. Passive (New): Excalibur gains 2.5% attack speed and 2.5% melee damage per combo multiplier. Capping at 30% attack speed and melee damage at 12x. 

    This is to push Excal into the identity of that of a true melee oriented warframe, being named after King Arthur's sword and being the swordsman warframe

     

    Slash Dash (Changed): Excalibur dashes X meters forward, becoming invulnerable, damaging enemies, applying slash and building combo per enemy hit. Holding the ability charges it, increasing the damage and speed of the dash. 

    Strength: 150/200/250/300 

    Range: 8/10/12/15m 

    Slash Proc Chance: 50%

    Combo per enemy hit: 1

    Can be used to change momentum, similar to Gauss' mach rush. 

    When Exalted Blade is active, reduces the cost of the ability by half, slash proc chance is increased to 100% and can apply a status from exalted blade

    Streamlining slash dash to make it more user friendly along with the removal of the impact/puncture damage along with changing its interaction with Exalted Blade

    Augment: Purging Slash: Allies in the path of Slash Dash have 100% shields restored and a small portion of health healed

    Surging Dash: Each enemy hit during Slash Dash further increases you melee counter by 10. Increases combo duration by 10s

     

    Radial Blind (Unchanged)

    This is Excal's best ability. It offers extremely good cc, increases melee damage, and is an all around good panic button

    Radial Scabbard (New): Excalibur summons numerous rotating swords around him, reducing the damage of all incoming projectiles and dealing slash damage to enemies near him. 

    Damage Reduction: 50/60/70/80%

    Duration: 10/15/20/25s

    Activate again to fire javelins in a straight line healing Excalibur 

    When Exalted Blade is activated, also gain 80% damage reduction to physical attacks

    or

    When Exalted Blade is activated gain passive health regen (1 hp/s, something small, and status immunity)

    Augment Furious Javelin: Radial Scabbard's duration is increased by 2 seconds for each melee kill

     

    Exalted Blade (Changed): 

    Stats: 

    Attack speed: 1.0

    Total Damage: 300

    10 impact, 10 puncture, 280 slash

    Critical Chance: 25%

    Critical Multiplier: 2.5x

    Status Chance: 25%

    (all melee exalteds should get universal buffs similar to this)

    Exalted Blade no longer sends out energy waves and instead uses waves as an extension of the blade (think genji's dragon blade or sekiro's mortal blade)

    Remove slide attack blind for normal slide attack

    Heavy attack sends out a massive wave

    Heavy slam performs radial javelin

    Stance gives 10 capacity (universal exalted change)

    Reworked stance with new combos

    (please revert exalted blades design back to being pure energy instead of this weird tree branch)

    Augment Chromatic Blade: No longer replaces the primary damage and instead adds the elemental. 

    Exalted Blade was once one of the strongest melee weapons in the game. However after the melee rework many weapons became either just as strong as it or even stronger than Exalted Blade giving little to no reason to ever use the exalted weapon as there's little to no incentive to use a weapon that drains your energy when at best its only equal to that of what everyone can equip. It got even worse with the status chance changes. Before the status changes, 181% power strength gave exalted blade 100% status chance. A day after the changes, exalted blade could casually reach 300% status chance. It got nerfed. Hard. Now 181% power strength only gives Exalted Blade 95% status chance forcing you to run status chance mods instead of 90 mods to get to and over 100%. So within 2 days Exalted Blade got buffed, then nerfed to where it's barely better, arguably worse, than where it started off. 

    When it comes to the actual gameplay of exalted blade, I'm one of those who believe that the waves are bad, that the waves are the complete opposite of what a melee frame is and should be, turning Excal into a pseudo turret. With these changes, Excal loses some of the range he gets from the waves but makes up for it with the increased mobility and usability of slash dash. I want Exalted Blade to be the main focal point of Excal's gameplay with him being named after one of the most famous sword in existence. Using exalted blade should be fun and exciting and most importantly, feel powerful. Not just standing still swinging a stick and letting little arcs of light travel and kill stuff. 

     

  3. 13 hours ago, (PS4)DonHobboElusive said:

    I love your changes to Elemental-ward and vex armor it they  should just be fused into one ability with a toggle to choose his element instead of the toggle being on his first so that way he won’t still be a two trick pony, A good but controversial change would be straight damage reduction instead of an armor buff on the vex side of the ability since his ice ward already gives armor  and elemental damage similar to Saryns toxic lash (since he’s the master of elements lol)  or just a flat damage bonus instead of weapon Damage . That would make his buffs feel like less of a chore to keep up and make him more versatile 

     

     

    I like your idea of the changes to his first ability as long as the damage scales and that crowd control would definitely open up build diversity and help with his survivability 

    I like your changes to effigy but he’s a dragon and needs to fly lol they need to just get rid of the whole shed his pelt thing it doesn’t match his theme at all 

    DR on vex armor would be interesting, perhaps have it build up similarly to the way the armor builds up, starts at 0 and builds up to like 80-90%. As for the elemental bonus damage, I feel as though the damage buff from vex armor is already extremely overkill for most content in the game, and the only time you'd need that kind of damage is for big boss fights. So unless u were to heavily lower vex armor's damage buff I don't think you could reasonably add a straight up damage buff, hence why I tried to keep elemental ward's buffs utility based. 

    Yeah, I just know that some people do like the way effigy currently works, even though it's probably one of my most hated abilities in the game, hence why I wanted to keep it along with an alternative version for people that DO want him to fly with each form balanced to offer their own benefits. 

     

    6 hours ago, lordpro_svk said:

    Chroma 1st and 4th abiltiy are completely useless. IMO at least when i tested it on several missions - defense, excavation, disruption and in late game i did not find any useful way to use those abilities - feel free to disagree with me.

    Lot's of people saying that chroma doesn't need rework due to eidolon hunt. I get it, its best dps in-game that can one-shot eidolon with proper setup but what about other utilization? and since I want to use this warframe not only for eidolon hunt, i think it would be very nice to have some touches on Chroma as well.

    Yeah, it's pretty much the consensus that chroma's 1 and 4 are absolutely awful. Although there'll be some people who tried to argue that his 4 is good cc. 

    Well you won't really have to worry about him being an eidolon hunter anymore, with the removal of self damage, chromas pretty much going to be completely dropped for eidolon hunts for other options that were already creeping their way into them, aka rhino. 

    • Like 1
  4. 13 hours ago, BlueSabre said:

    I like some of the proposed changes, but before I give my feedback I have a few things I'd like to share. I also think chroma should be able to switch elements on the fly, but when he switches elements will that change the current elemental bonus for himself and his teammates? For instance if I cast the heat ward, then switch to elements to cold does that mean that my allies' wards will now become cold or do they keep the heat effect?

    They'd keep the heat effect and would have to walk into chroma/effigy to gain a new elemental effect/buff

    13 hours ago, BlueSabre said:

    The other proposed change to spectral scream is a bit underwhelming. I'll tell you that I never use Ember's fireball or Frost's freeze for their lingering crowd control effects. The aoes are too small to be considered worthwhile imo, instead I think that treating it like an exalted weapon, a beam weapon, might be better hear me out.

    Taping the button unequips your weapon and chroma gets into his elemental breathing stance, energy is only consumed when he releases his breath. Holding the ability key changes the elements, using the right click releases a steady stream of your chosen element that spreads the longer the button is held and also ramps up in damage, until it reaches its limit. Alternatively using the alt fire launches a more concentrated, long range energy burst. The idea is do I want to decimate this crowd of enemies standing in front of me or do I want to snipe that heavy unit from over here. For added synergy when elemental ward is active it could increase the range and or damage of spectral scream, also your effigy copies whatever firemode you use.

    Yeah, personally I don't think people would really use the ability and would only really care for the elemental swap, unless said ability does a good amount of damage

    13 hours ago, BlueSabre said:

    For the most part I think that elemental ward is a decent ability, heat, cold and toxin have been worthwhile, but electricity has been a bit lacking. Tbh I'm not quite sure what changes should be made to this component until after the shield and armor changes have been made so I'll wait until then.

    Another idea i had for the electric ward would be aside from increasing the shields, it would double the shields dr. Since it was stated in the devstream that shields would have innate 25% dr, maybe electric ward would buff it to 50% seeing as the armor from vex doesn't apply to shields.

     

    13 hours ago, BlueSabre said:

    My biggest gripe with vex armor is that having to rely on enemies to be able to take full advantage of it has always been tedious. I would very much like an additional mechanic that allows us to increases his scorn or fury buffs without having to wait for enemies to hit you so you can kill them.

    That was the biggest problem with chroma game play wise, aside from having 2 awful abilities. Being forced to let yourself be hit in order to get your buffs. It's like if only Baruuk's 1 could lower restraint

  5. With the removal of self damage and the introduction of shield gating for all warframes, Chroma takes front in center as a one of the only frames that's going to suffer immensely from this. But this is actually good for him as then it'll be the perfect time for a rework. 

     

    Passive: Upon being damaged by a elemental attack, Chroma begins to heal (weaker arcane grace that's only for elements)

     

    Spectral Scream: Tap to cycle through all elements. Hold to fire an elemental blast that explodes at maximum range or on first enemy hit and leaves elemental impact zone. 100% status chance and scales off vex armor. (works akin to Ivara's 1.) Lower energy cost

    Heat: Scorches the ground dealing x damage and applying heat to all enemies that walk across it

    Cold: Creates a frozen impact zone that deals x damage and slows all enemies that walk across it, freezing them if they are to stand in it for too long 

    Toxin: Creates toxin impact zone that deals x damage and applies toxin to all enemies that walk across it

    Electricity: Creates electric impact zone that stuns enemies that walk across it and can chain to nearby enemies up to x meters away

    Giving Chroma's 1 more utility along with the elemental cycling that everyone wants on him

     

    Elemental Ward: Ability is now refreshable. Same as it is now but allies will no longer have to stand inside his aoe at all times to receive the buff. Just walking into his aoe will give you the buff for X seconds and you will have to walk into Chroma again in order to refresh the buff. Can now activate two buffs at the same time, they will share timers and activating a different buff will replace the first and push the second element into the 'first' slot

    Heat: No change, increase values

    Cold: No change, increase values

    Toxin: Still gives holster speed and reload speed but now gives fire rate along with a primed/charged chamber effect

    Electricity: Still gives bonus shields, decreases the time needed for shields to start regenerating and increases the rate of the recharge

    This ability is one of two of Chroma's abilities that are currently worth even casting. But these changes should not only allow for the other two elements to be viable to run but also helps Chroma's supportive capabilities by turning him essentially into a walking Wisp mote.

     

    Vex Armor: Now charges scorn and fury at the same time regardless of whether Chroma's shields or health are being damaged. Scorn and Fury's buildup rate scales off power strength. Scorn and Fury values still scale off power strength up to a cap. Has the wisp mote effect like  Elemental Ward but allies receive only 50% of his buff values. Should no longer cancel upon entering archwing in open world

    Scorn: Need X power strength to cap out its value at 1200% (number susceptible to change)

    Fury: Need X power strength to cap out its value at 900%  (number susceptible to change)

    Giving Vex Armor flat values allows for more diversity in his build as players won't be so hyper focused on min maxing strength but they will still need to opt into power strength to get the most they can out of the ability. Could possibly lower the Fury value more as the only time you really need that much damage is for big fights like eidolons and orb mothers and the toxin changes could alleviate that problem with suggested primed/charged chamber effect

     

    Effigy: Tap to use effigy the same way it works now but changed to work more similar to Wuclone and is health based, no longer reduces armor. Can interact with Effigy to make it stay (like interacting with syndicate members in missions). Scales off of vex armor, and it taking damage adds into vex armor. Also acts as another 'mote' for teammates to gain elemental ward and vex armor from. 

    Hold to channel Effigy's power into Chroma, giving him wings, triple jump, increased bullet jump distance and speed, complete control over aimglide, small elemental blast on jump and landing. Small increase to vex armor values. Duration based or a channeled ability

    or

    Hold to channel Effigy's power into Chroma, taking flight. (Whether it'd work akin to titania's flight or hildryn's flight would be up to the devs). Left clicking fires a stream of whatever Chroma's elemental alignment is and alt firing shoots Spectral Scream (costs less energy in this form). Duration base. Chroma also begins to store the damage his takes and when the duration of the ability is over Chroma crashes into the ground and 'explodes' dealing X damage along with the stored damage, (scales with vex armor?)

    Enemies killed in either form (whether by Chroma or the pelt) will add X% to scorn and fury. 

    Augment: Killing enemies also grants X seconds back into effigy(hold) or X health back into effigy (tap)

    This change will give Chroma players the best of both worlds with each form giving their own unique advantages. Tapping allows Chroma to divide and conquer and is able to spread out his buffs and damage more effectively while holding turns Chroma into more of a one man army with more mobility and a more personalized set of tools and buffs. And the ability to build up Vex Armor through killing enemies will be a further incentive to use this ability and will give Chroma a way to reliably build vex armor without just having to stand there and let himself be hit. 

     

    • Like 3
  6. 1 minute ago, BiancaRoughfin said:

    No because it would turn Ash into the Press4ToWin frenzy it once was and least we need in the game right now are more PressKeyToWin frames.

    Not really, seeing as unlike old blade storm, this would be limited to a LOS requirement, and also remember that you can't recast blade storm until every enemy is dead. You could even balance it by lowering the mark duration or having the mark disappear a second or two after leaving your LOS. And you shouldn't gimp a frame because you don't want to bring him to be as strong as other frames are. Saryn and equinox can bypass wall with their damage and Mesa has instantaneous set up along with instant recastability 

    • Like 1
  7. So after the invisibility update where enemies would no longer immediately snap to you and proceed to 1 shot you upon exiting stealth, it's given frames like Ash much more survivability and safety when playing in high level missions (without the need for rolling guard). But there are still some things I'd like to see to make Ash feel even better

    Seeking Shuriken: Keep the ability as it is now, but add a hold/charge function that adds increase damage and slows the first enemy hit. Also integrate a combo system akin to Atlas punch and Rhino's charge that makes it ether do more damage or cost less energy. Should also have a stealth damage multiplier

     

    Smoke Screen: Keep as it is, the changes to the invisibility mentioned above makes this ability, despite its low duration, perfectly fine now. 

     

    Teleport: Make it so Ash is able to teleport freely without a target, but at only half the range. Also add if you have smoke screen activated while teleporting, it'll also open up nearby enemies around the target/targeted location to finishers. 

     

    Blade Storm: Remove the mark system and just have it instantly apply 3 marks. Since it doesn't matter if you overkill since unused marks refund energy back, there isn't any reason to put anything but the maximum mark. Also Blade Storm should instantly mark every target in Ash's line of sight and within its (modded) range. Blade Storm takes way too long to set up and results in a very tedious ability to use and could also result in the enemies already dying by the time you've finished marking them and are about to activate the ability again. Also when entering blade storm using teleport, it should halt smoke screens duration and perhaps with each enemy blade storm kills, refunds/adds X seconds to smoke screen. The worse part of jumping into blade storm is having your invisibility ending mid way and dropping dead the moment you exit the animation. Could also make blade storm have melee stealth multiplier so a combo could be, blade storm into smoke screen teleport. 

  8. 4 hours ago, Aesthier said:

    And when reworking a frame some stuff stays the same; you know that give portion of the give/take relationship for healthier more enjoyable game play you were refrenceing. Just because you don't find it interactive doesn't mean everybody views it the same way.

    I mean yeah that's the other side of the coin, some stuff stays and some doesn't. And just because you find it interactive doesn't mean everybody views it the same way. There's a reason why excal gets a bad rep as the press 4 spam e warframe. 

    And i'm simply providing my feedback that I think exalted blade in it's current state is not only sub-average when compared to the plethora of melee weapons we have, but also is not complimentary to a melee themed warframe because it turns said frame into a ranged turret

     

  9. 4 hours ago, Aesthier said:

     

    I love the way exalted blade currently works. In fact it is my favorite thing about Excalibur.

    So no to the removal of the waves( they should hit for full damage just like the melee blade does).

     

     

     

    I mean some people liked the way old defy worked and it was their favorite thing about old wukong. But when reworking a frame, sometimes you have to do a little bit of a give and take or shifts/changes for healthier more fun gameplay. Being able to stand behind a wall and swinging your blade killing stuff isn't interactive. They wouldn't even have to completely remove the waves, just give exalted blade something akin to Sekiro's mortal blade/Genji's dragon blade where the wave is more of an extension of the blade

  10. I really like this, but heres some thoughts/tweaks that I would add.

     

    Passive: Upon taking damage from an elemental attack, a percentage of the damage taken is converted into health. Heal X over X seconds

    I know that we wanna keep the dragon aesthetic with the whole gold/treasure hoarder. But as a passive I feel its a little underwhelming and gameplay should always take priority over aesthetics.

     

    First Ability. I'd actually move the flight feature to his 4, I'll explain more when we get to it.

     

    Second Ability: One buff I'd do, is make it so Chroma can have 2 elemental wards activated at once and share a timer. ie you can activate fire, then activate ice and those two will stack. activating toxin will replace the fire and refreshes the timer. Or activating fire/ice again refreshes the timer. Also a good way to make the buff more easily accessible would be to make it work exactly like Wisp's motes. Where all an ally would have to do to get the buff would be to walk into Chroma's 2 range and then they'll get the buff for X seconds before having to walk to chroma again to refresh it. Then i'd also make updates to electricity and toxin. For electricity I'd make it so along with the bonus shields, Chroma also gets shield gating (i'll talk about its interaction with vex armor below), and bonus shield regen, even in combat. Toxin would still give its holster and reload speed, but it should also give fire rate and a primed/charged chamber effect. 

     

    Third Ability: One problem about vex armor is the whole minmax strength, meaning you'll be running blind rage and get -efficiency. The only way to make 1 and 4 usable, since they would appear to be drain abiltiies, is to change some numbers around and make it so Chroma can have more of a balance build. My idea would be to make it so power strength does still increase vex armor, but it would be up to a cap. ie you'll need a certain amount of power strength to get vex armor to go up to like 900% fury and 1200% scorn and getting anymore power strength won't increase scorn and fury anymore. I'd also make it so scorn and fury build at the same time and maybe have it so power strength also increases the dmg taken to buff percentage ratio

     

    Fourth Ability: This is where I'd integrate the flight into, let me explain. So tapping the ability would activate the current effigy that we have now, with its own vex armor and elemental ward. It would also work akin to wuclone so it would just be this stationary turret, and maybe be able to interact with it to make it stay still, like interacting with syndicate members in missions. Then holding 4 would activate the flight system. It would double the range of vex armor and elemental ward and increase their values by a small percentage. Chroma would then also get triple jump, increased bullet jump speed/distance, full control of aimglide. 

     

     

     

  11. 47 minutes ago, DaLegends said:

    I understand, so I'll have it removed till another idea comes to mind.

    Here's an idea I had in a previous post

    Once activated become surrounded by swords becoming invulnerable for 1-2 seconds absorbing X amount of damage. Swords have a base hp of X and damage absorbed adds onto it. Gain 60% DR (cap). Tap ability to fire blades in an omni-directional dealing a small amount of damage and applying slash or hold to fire them in a straight line with increased damage and applying slash. Whenever Excalibur loses swords, whether it be the hp depleting or from firing them, become invulnerable for 1 sec. 

    Firing swords takes into account stealth multiplier from blind

    If used with Exalted Blade activated swords rotate outwards, spinning around Excalibur with a 1.5 meter radius, hitting enemies apply slash and builds combo

    Furious Javelin (Changed): Enemies killed refunds X amount of hp to swords

     

  12. 42 minutes ago, DaLegends said:

    Passive - Originally, a 10% increase in damage and attack speed to one handed swords. This has very limited uses and honestly is quite useless, as nearly all swords are outclassed in endgame even with the boost.

    The only thing his passive doesn't affect at the moment, is heavy blades and two-handed nikanas. 

     

    43 minutes ago, DaLegends said:

    Ability 3 (Radial Javelin) - Originally summons 12 javelins within 25 meters upon enemies dealing 1000 damage each. Cost: 75 energy

    My suggestion 1- Remove ability entirely 2- Replace with ability to throw Exalted Blade unto wherever the crosshair is aiming. Up to 40 meters. Damage on direct hit is equivalent to light swing of Exalted Blade. Upon landing, Exalted Blade divides and erupts into 8 javelins to hit enemies within 10 meters. Damage of each javelin is the damage of the Exalted Blade divided by 8.

    Reasoning: Since Exalted Blade releases waves up to 40 meters, this would be a decent ability for mid-range combat, and can also be used as originally intended if thrown at the ground. Furthermore, having the damage based off of the Exalted Blade divided by the number of javelins thrown would allow this ability to form synergies with Exalted Blade and the passive. This is because, the radial Javelin is absolutely useless at high level- end game plays. By scaling damage with the Exalted Blade mods, this ability can be scaled from low level to endgame.

    I fail to see the purpose of this. This is essentially just a ranged radial javelin that scales with EB mods. I agree the entire ability should be scrapped completely, and I really mean scrapped completely. After he was given exalted blade, Excal is suppose to be a melee oriented frame with his 1 and 2 supporting it. An ability like radial javelin has no place in his kit and should be replaced with a defensive ability of sorts seeing as excal's survivability is pretty lackluster with the exception of blind spamming , perhaps something akin to splinter storm or warding halo. We don't need radial javelin to be nuking again. 

    46 minutes ago, DaLegends said:

    Ability 4 (Exalted Blade) - Originally summons a sword dealing 250 damage per swing releasing a wave with equivalent damage to the light swing. Can be modded. Cost: 25 energy, Cost per second: 2.5 energy. 

    My suggestion: 1- Keep everything the same except, 2- Have the waves increase in speed with Ability Strength, Increase in distance with Ability Range/ Duration. 3- Have Heavy attacks release a wave equivalent to the heavy attack. 4- Have the waves increase combo counter like previously (optional)

    Reasoning: Exalted Blade is already the main weapon of Excalibur, and it is good and strong as a main weapon. However, the waves feel more as a gimmick at later stages as they lose usability after around 10 meters, as some Warframes can run faster than the waves. Having the waves be affected by mods, allows for more interesting uses and builds for this ability. 

     

    I personally would like to remove the whole wave projectile feature, makes excal feel more like a turret instead of a swordsman. Instead it should be akin to the mortal blade from sekiro or genji's dragon blade, where the wave is more of an extension of the blade. 

     

  13. 6 hours ago, FireSegment said:

    Heck, even if you stretch his theme and make each enemy hit by javelin add healh/armor upon melee attack and make him a tank/support, that concept would also already been used by other frames and some melee mod provide superb mechanic.

    That'd prob be the absolute bare bone minimum one would have to do to make radial javelin good. In my opinion, the ability should be reworked completely into something akin to warding halo or splinter storm, but obviously capping the DR at like 50-60 since umbra/prime excal has decent base stats along with umbra's ability to run all 3 umbral mods easily. And then you could move radial javelin to Exalted blade's heavy slam

  14. 12 hours ago, (XB1)GearsMatrix301 said:

    Just replace CO with heat damage you’ll be fine.

    I've said it before, Exalted blade in terms of damage is still the best among the rest of the exalted melees. But regardless it still got nerfed when CO got changed. Then given the fact that all of the other exalted melee frames are capable of running other the insanely good melee weapons we have now makes it feel as though excal got the short end of the stick, because he isn't capable of running any of the good melee weapons because his kit isn't designed to support anything except exalted blade.
     

      

    30 minutes ago, Aadi880 said:

    you can effectively remove her 2 and 3 abilities and nothing will change, because very few uses them.

     

    Regarding Excal's exalted blade, the fact that it does not have a heavy wave attack makes me think that Devs completely ignored all exalted melees in melee 2.99999999.

    Well given the fact that in the next update she'll be able to choose which buff she gets from her 2, meaning she'll always be able to get the damage reduction buff, I think it'll see a lot more use. 

    And yeah, I think everyone agrees that exalted weapons got completely ignored in the update. They got absolutely nothing, no damage buffs, no stat buffs, no unique heavy attacks. 

     

     

    45 minutes ago, Grave.Knight said:

    Would love it if they made it so the beam blades can contribute to combo counter and that the heavy strike released a column of energy that moves forward. Not really change the system so much as just make the special attributes of Exalted Blade work with the system.

    I'd personally like to just remove the entire wave system entirely, and just make it work like Sekiro's mortal blade or Genji's dragon blade where the wave is more of just an extension of the blade, not a projectile.

     

  15. 2 minutes ago, (XB1)GearsMatrix301 said:

    Except Exalted Blade is still incredibly strong. And it does technically make Slash dash stronger also radial blind is still very strong so IDK what you mean by it’s the only thing he has left.

    the buff to sac steel is insignificant to the amount of damage Hysteria lost when it no longer got a combo multiplier. And Warcrys no longer appealing when Gauss now has the highest Attack speed buff in the game.

    Also, didn’t DE just nerf Cloudwalker?

    I mean slash dash's damage even with EB activated is extremely weak, the only thing the ability is used for is mobility and the i-frames. And yes blind is still very strong, fair point that I forgot to bring up. But Excalibur's entire kit is held up by whether exalted blade is good or not, and with the CO nerfs it didn't help it in anyway. And the only time EB's damage is actually impressive is when you're hitting targets with the actual blade and the waves' dmg by themselves are meh. 


    Yes the sac steel buffs are insignificant to the combo multiplier loss, but valkyr is still able to run the plethora of melee weapons we have at our disposal now with warcry. Excal can't because his kit doesn't allow him to run anything else. And I mean you could also argue that volt speed is comparable to warcry. Is EB still the strongest of the exalted melees? Yes, but as a whole, he is probably the worst exalted frame.

    And the nerfs to cloudwalker were just to stop it from going stupidly fast. It's still faster than bullet jumping and still grants you full omnidirectional movement, along with i frames, healing and invincibility to your clone.

  16. 1 hour ago, (XB1)GearsMatrix301 said:

    I love how everybody is complaining about Exalted Blade after Melee 3.0 when the real victims of the changes were Iron Staff and Hysteria.

    well the reason we're complaining about exalted blade is because thats all excal has going for him. Yes iron staff got hit hard but wukong still has clone, cloudwalker and defy. And Hysteria actually got a minor buff with the buff to sacrificial steel. And even then, valkyr still has warcry to compliment the plethora of insanely good melee weapons we now have

  17. 1 hour ago, CopperBezel said:

    Yeah, that's a very good point I wasn't thinking about. He really does depend completely on his exalted melee being the center of his play, while Wukong and Titania can completely ignore theirs.

    thats just a problem with the older frames, with an exception of few, most of them were designed to orient around 1 of their abilities or orient around 1 playstyle. For excal it was nuking with radial javelin until he was given exalted blade, making him a melee oriented frame. So once the one thing hes good at got nerfed/left behind in the melee changes, the entirety of the frame suffered. You'll notice that new frames are designed to be extremely well rounded. Most of them having mobility, cc, survivability, damage, damage booster, etc. 

  18. On 2020-01-31 at 4:06 PM, (PS4)ThanatosSloth said:

    Another idea is that you add a cooldown on top of the blind damage increase and scaleing, that way it's only 12 enemies and you cant just rapid spam

    then it would be the only ability in the game that has a cooldown (unless I'm misremembering something). And having a cooldown on a basic ability will just make it not see use, seeing as you can just use his no cooldown exalted blade + blind to accomplish a similar thing without having to suffer a cooldown. 

  19. 6 hours ago, Quintinw said:

    Still no word on any fixes to Excalibur?

    unfortunately no, DE seems to be pretty much ignoring exalteds at the moment, and I assume they are under the impression that Excal is still top tier because of chromatic blade, despite base melee weapons like nikana prime, kronen prime, silva prime, orthos prime, etc are performing just as well if not better than it. 

     

    6 hours ago, CopperBezel said:

    Not aware of any dev attention on the exalted melees. = / In a lot of ways, Excalibur is in a better place than Wukong, Titania, and Valkyr - at least you can build around a corrosive Chromatic Blade and strip armor at the rate of 100% status shotguns (since every normal attack comes with a slow wave of status and no procs are wasted on IPS in the process.) Since Melee 3.0 isn't fully complete yet, with the new exalted-stance deal to come for regular weapons, it seems possible that exalted melees are waiting on a later round of melee 3.0. Maybe? I hope?

    In terms of exalted weapons yes, exalted blade is better than iron staff, Valkyr claws, and titanias melees (whatever they're called). But as a whole, remember any of these frames can run the plethora of insanely good melee weapons we have now, excal is probably the worst exalted frame at the moment. Wukong has his clone, good movement and healing with his 2, and is extremely hard to kill with defy, valkyr has insane armor combined with warcry's armor, attack speed buff, and enemy slow, along with her 4's invincibility (more of a panic button), titania will soon be able to choose what buff her 2 gives her, meaning you can always get the damage reduction one, her 4 gives her good mobility, a 50% evasion bonus, and dex pixia are extremely good exalted pistols. 

    While exalted blade, and all other exalted weapons, need a buff. Excal needs a whole kit update to help him keep up, because all he has aside from his exalted is blind. 

  20. 16 hours ago, Cloud said:

    indeed it does complement Excalibur.

    His 1st is perfect to quickly engage 

    His 2nd gives you a bit of cc so you don't get destroyed

    His 4th is the core of his gameplay.

    and his 3rd is when you're totally surrounded with enemies on different levels and you want to quickly clean the place.

     

    The only problem is that rj has bad damage.

    His 2 can be used for when you're totally surrounded too. And not only does it have better and longer CC, it doesn't have a target limit. If this ability had good damage, whats to stop people from doing what was done on draco and just spam 3 and nuke everything. it's clear that DE wanted exalted blade to be Excal's pillar ability. Like you said his 1 gap closes and his 2 provides aoe cc and opens them up to melee stealth dmg. His 3 doesn't do anything to complement his gameplay

  21. On 2020-01-20 at 3:42 PM, Bene-Elohim said:

    Passive

    • Problem: his passive does work thematically it just doesn't do enough when stacked against others
    • Suggestion: Make his passive a foundation for his abilities to stand on while also working thematically: Melee combo counter grants buffs within aura range as it increases
      • 2X: Damage resistance
      • 3X: Increased pickup distance
      • 4X: Increased Loot
      • 5X:Ability range
      • 6X:Ability range+
      • 7X:Ability Duration
      • 8X:Ability Duration+
      • 9X:Ability Strength
      • 10X:Ability Strength +
      • 11X:Ability Efficiency
      • 12X:Ability Efficiency +

    I actually really like this. A super unique take on taking combo and making it a crucial part of a melee oriented frames kit. The only thing I'd take out would be the pick up distance and increased loot. Feels a little too gimmicky similar to Wukong's passive having a loot mode with the other ones being so much better. If anything I'd replace 3x with Damage resistance+ and 4x: increased attack speed or 3x: increased attack speed and 4x: increased attack speed+. 

     

    On 2020-01-20 at 3:42 PM, Bene-Elohim said:

    Ability A Slashing Dash

    • Problem: Melee has changed alot yes you're invincible but you don't do meaningful damage and the ability only gets stronger in tandem with exalted blade or your blind and if you go that the energy cost of the setup isn't worth it
    • Suggestion: incorporate heavy attack damage holding the button gives you a short distance teleport judgement cut style to incentivize this you get all the benefit of a heavy attack with your equipped melee weapon but instead of depleting combo it takes it's casting cost and the casting angle expands to 360 degree and returning to the epicenter afterward, tapping the button gives you the original ability but both variations of the ability should allow excal to do finishers on any enemy affected by Ability B as part of the ability without resetting it.

    Modding:

    • Range: increases the AOE up to a 360 degree cone that extends up to 30 meters at max range
    • Strength: strength above 100% starts to add a damage multiplier to the ability
    • Duration: the charge variant shouldn't kill all enemies in range instead the ability will persist for a modifiable duration killing as many as possible
    • Efficiency: the charged variant ought to have a greater cost to balance out just how powerful an aoe could be so the ability should cost more with the more enemies inside the range at the time of casting efficiency should reduce this

    Love the judgement cut idea. and by 'allow excal to do finishers on any enemy' i assume you mean apply finisher/stealth damage right? Also what damage type would this be proccing? slash? or would it just be damage. Also would excal still be invincible/untargetable during the animation?

    On 2020-01-20 at 3:42 PM, Bene-Elohim said:

    Ability B Radial Blind

    • Problem: his second ability is his best one and given the quality of regular weapons over his own exalted one there's not really a great amount of incentive to use much else, I'd never nerf this ability rather I'd want the other abilities to be up to par BUT if I had to nit-pick anything it'd be the idea that it's meant to be the light from the blade blinding the enemy but this is used most notably in parrying
    • Suggestion: use a hold press to use a parry this parry would attack with a wave utilizing the incoming damage from a single target while also still blinding the enemies hit my the wave, this also has problems as there is already a great way to get damage from blind, you know... by attacking, so players could be incentivized to use this more with a reduced energy cost but an increased cost if the timing is off.

    Modding:

    • Range: the parry variant should do it's damage via a fast EB wave so modding should increase it's size allowing the ability to affect a greater number of enemies in the direction of the enemy.
    • Strength:using the principle of a damage multiplier the parry's multiplier should be modifiable with ability strength
    • Duration: duration should increase the parry window and the blind duration
    • Efficiency: given the fact that these abilities are potentially really powerful I want them to bear consequence but by building more efficiency lessens the impact of timing the parry wrong

    While I personally think that blind is fine right now and doesn't need any changes, adding a parry mechanic would be interesting. Although the parry part sounds interesting, given how much damage is flying at us so often, I feel like parrying is a little bit niche, unless it works similar to wukong's defy where it's a channeled timer.  

     

    On 2020-01-20 at 3:42 PM, Bene-Elohim said:

    Ability C Radial Javelin

    • Problem: this was excaliburs old ultimate an aoe kill attack most of us agree that EB was a better ability for him but hardly any effort was made to have the ability work with his kit afterward the fear seemed to be that if the ability was altered too much or axed completely that there would be an upset but then Draco happened and our damage/range was reduced and the number of javelins cut
    • Suggestion: this ability needs a place in his kit without the need for the augment the initial cast performs the ability as normal but the javelins act as range extenders for abilities A&C. Using Ability A on an enemy Hit by RJ recovers the javelin for use as a summoned sword that auto-blocks and adds multi-hit to your equipped weapon while scaling with the enemy if it was killed during the retrieval, this means that whether its a gun or a melee weapon the ability always has a place, with more javelins the parry angle increases. When used in tandem with Ability B the Javelins let out a blind at reduced range.
    • Add utility to the ability by allowing you to cast on friendlies or objectives to protect and share the benefits at the expense of you using it with a hold press.
    • To promote the use of this ability during Ability D a held version of Ability C is available to single target one enemy with all current javelins that lowers enemy DR.

    Modding:

    • Range: would obviously affect the range of the javelins but as you increase the range and efficiency you get more of them
    • Strength: increases the initial damage of the ability and the scaling of the recovered javelins
    • Duration: increases the amount of time the javelins remain before you need to replace them
    • Efficiency: while also factoring in to the number of javelins you get in tandem with range it should also reduce cost

    While I personally would prefer an entire rework of this ability, this change sounds interesting too. Also in order to reap the benefits, would it have to be you to kill the enemy for the javelin retrieval, or would it count if an ally killed them too. I'm asking this because we don't want the harrow problem. Either a speed up in its casting animation or just complete invulnerability during its casting animation would be also really good. 

    On 2020-01-20 at 3:42 PM, Bene-Elohim said:

    Ability D Exalted Blade

    • Problem: the damage is good but you don't have to use your other abilities once it's out Ability A isn't needed because if you're in range to use it the waves should still be good enough, Ability B if you don't know about this try doing a slide attack with EB blind was so good the made it part of EB, Ability C well why would you use a damage ability that isn't as good as the damage ability you are already using?
    • Suggestion: Remove the waves on regular attacks and instead have EB scale with combo counter NOT combo multiplier a single percent for each combo count with a base of 15% crit and status on the weapon at base it's not a massive increase at max combo count that's 220% for a total of 48% crit and status and an increase in base damage as long as that occurs before mods Exalted blade can compete with our arsenal without the waves but here's where I really want to reach
      • Wall attacks are a regular Ability A (makes wall attacks more usable in absence of waves)
      • Blocking in time with an enemy attack is an Ability B(parry)
      • Slam attacks are a regular ability C
      • And a heavy attack is a wave attack that is modifiable with range etc that costs you energy

    Modding:

    • Range: Should increase the length of the blade and size of waves
    • Strength: increases the base damage of the ability as normal
    • Duration: increase the duration of the above special moves and factor in to channeling efficiency as normal
    • Efficiency: Work as normal

    I think EB needs a complete base stat buff for basically everything. Also instead of removing the waves, I think it'd be better to just have the waves work akin to Sekiro's mortal blade or Genji's dragon blade where the waves are more of an extension of the blade. My only problem with this suggestion is putting all of his other abilities into EB feels a little bit overloaded and gives even less reason to use his other abilities with EB activated. 

    All in all I like a lot of your changes. I play a lot of Excal too and made a post a bit ago regarding Excal changes that I would make. 

    would love to hear your thoughts on it

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