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JericoMason

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Posts posted by JericoMason

  1. I mean they're a bit of content, sure, but they don't really contribute to the game overall other than adding a bit more grind and mastery points.  Realistically, their powers are lackluster and they are just there for looks, so this keeps them doing their thing and removes them as something that must be farmed.  I'm all for it.

  2. Putting the repulsion all over the upper pillars was lazy game design, plain and simple.

     

    Having it there means that people who just want to stand on the intended standing ledge often get thrown off if they overshoot at all.  If you don't want us up there, then redesign the level to not have the perches present in the upper pillar area, make the pillars completely vertical or something similar.  Warframe is all about parkour and as such if I can get to a place I should be able to stand/hang/slide through there.  Give me an in game reason why I can't stand there as opposed to invisible walls/repulsion fields that have no explanation other than "You weren't playing ball the way we wanted you to."  I have a similar complaint on the relays.

  3. People need/take breaks in this game? 

    On topic though I do like the idea of it as a sign of things to come, if having that door crop up meant that you were on the edge of a special tile that would require multiple people to work through a puzzle (jumping puzzle or something else) that was timed or something that couldn't be accomplished solo then I think it would be fine, but it needs to be something more than just the door.  Objective rooms like bosses on the other side of this would be fine too, as you mentioned.

    That aside, death to all doors.  If we go into lockdown, the doors should slam shut, but should be in a otherwise open status so I can energy vampire through them and copter with a laggy host.

  4. FWIW, I did similar testing back when total eclipse was first added and it should be noted that in the 568 scenario the Excalibur did more damage than in the lower scenarios, will test again and write down some numbers to see if I can check the percentages.

    Also the answer to your question is in the way that the % is stored, and more specifically the variable type used in the display.  If we use one unsigned byte, the numbers that it can represent are integers from 0 to 255 so any value above that will not be displayed correctly.

    200% damage bonus is less than the 255 cap, and so is displayed normally.
    260% minus the 255 cap leaves a residual of 4% (we start counting again with 0 not 1) which is what is displayed.

    370% minus the 255 cap leaves a residual of 114% (Not sure where the extra 1% went)
    568% minus twice (since we overflowed two times this time) the cap leaves 56%

    That's my guess from just passing by, anyways.

  5. Just ran a T4D with a few guys in my clan, we went to wave 30 and I was apparently the only one who got the rewards.

    My Screen:
    http://steamcommunity.com/sharedfiles/filedetails/?id=331297242

     

    Ally's screenshots:
    http://steamcommunity.com/id/Karsac/screenshots/#scrollTop=286
    http://steamcommunity.com/sharedfiles/filedetails/?id=331297326
    http://imgur.com/ky6LhAa
     

     

    Getting all the items is pretty sweet, but if I'm the only one that gets it it's pretty lame.

     

  6. @ Crysis_Excell, Then perhaps I need to rewrite that portion.  To be more clear I was thinking that it would be more of a ranged attack because it would send out a wave of damage rather than just slashing at the enemy.  That's also why I was hesitant to lower the incoming damage since it was another part of what Valkyr does.

  7. Thanks for the positive feedback!  

     

    @IzanagiNoOokami

     

    Divekicks.

     

    Make it so that using Super Jump in midair makes you use a Diagonal Melee attack.  This will make Excalibur more along the lines of being "The Mix between Offense and Mobility" as he was originally advertised.

     

    I'm not exactly sure what a Divekick is (unless you're referring to the crouch animation that is used in air) but it sounds like it would end up being implemented much like Divebomb for Zephyr.  I'd rather not move them into the same design space and in order to execute the attack as you've imagined it Excalibur would also then have to use the ability two times in order to do the divekick on an enemy.

     

    @ranks21 

     

    I could definitely see upping his armor since he will be mixing it up in melee more.  Perhaps increase his base armor to 100 or 125 

     

    super jump doesn't need any rework. 99.9 % of excal users don't  use that skill  even if they have it equipped, and when it all boils down and they figure stuff out in late game or  long survivals and defense they settle on two skills either r javelin and r blind or slash dash and r.blind

     

    What I'm trying to do with this rework is eliminate useless skills, so that people don't have "dead" skills.  

  8. With the upcoming rework of Excalibur I've seen a lot of complaints and a few suggestions for what DE should do to rebalance Excalibur.  I've spent a bit of time getting my thoughts together for what I'd do were I in DE's shoes.  Feedback on what might be too strong, weak, or hard to implement would be appreciated.

     

     

    Some notes on my vision for these suggestions:

     

     

     

    Excalibur is named for a legendary sword and that should be reflected in his skills.  Right now, using his abilities summons a ghostly weapon which then is used in his attack, what I would propose is that his melee weapon would become the basis for several of his skills, represented by a channeling-like surge of energy radiating from his weapon.  The overall goal of these reworks would be to allow Excalibur to become one of the better melee combatants and to differentiate him from the other frames by moving him into new design space.

     

     

    Breakdown by ability:

     

     

    I. Slashdash

     

     

    The Problem:

     

    Slashdash is currently a low utility and low damage skill, it's reliance on slashing damage means that it scales poorly with level.  It also is quickly outperformed by sliding attacks of melee weapons, both in distance and damage.

     

    The Fix:

     

    Change the base damage of the skill to finisher damage, and then add a damage bonus based on the equipped melee weapon.  A possible formula would be A + xB where A is 75/150/225/300 finisher damage and B is the spin attack damage of the equipped weapon with some scaling bonus x which might be 1.25/1.5/1.75/2.0.  This damage would increase and be affected by the melee combo multiplier.

     

     

    In addition to the boost to damage, the distance traveled and area affected should be based on the weapon wielded so if Excalibur is using a polearm style weapon with a long reach, he gains the ability to hit a wider slice of targets at the cost of a reduced distance traveled.  The mechanics of this might be 1.25/1.50/1.75/2.0 m + the reach of the weapon for the width.  The speed traveled could have a multiplier (possibly .75 to 1.25) based on the impulse of the equipped weapon’s spin attack.

     

     

     

    II. Radial blind

     

     

    I have little to propose here that hasn't already been talked to death on these forums, so I will just add that a slight amount of piercing would be greatly beneficial to the power, allowing it to flare around corners or through a guardrail at someone who taking cover behind a low railing, but would not allow it to go through walls and tag people in the next room.

     

     

    III. Super Jump

     

     

    The Problem:

     

    This power currently has no use because it only offers a slight mobility boost which will be completely out shown by the basic directional air attack that is coming in the next few updates.  The proposed invisibility will not likely add enough utility to the power to make it usable and also moves Excalibur into the design space of Loki and Ash, making him less unique.

     

     

    The Fix:

     

    Change the power so that it has two methods of use.  The first would behave as it does now.  The second would be that when it is used while targeting an enemy it would leap to that enemy and perform the slam attack of the equipped melee weapon.  The closing distance would be 6/10/12/14 m (twice the jump height) and affected by power range.

     

     

    The damage of the slam attack would be similar to the above model for slash dash with something like 50/100/150/200 explosion/impact damage plus 1.25/1.50/1.75/2.0 times the slam attack of the equipped melee weapon.  This would be affected by the melee combo multiplier and will add one to its count for each enemy hit.

     

     

    This would also influence the selection of melee weapon for Excalibur and give him a closing attack that has the chance to give him an immediate upper hand in melee combat, due to the enemies being knocked down.

     

     

    IV. Radial Javelin

     

     

    The Problem:

     

    This power is a straight damage power which offers no secondary benefit and also suffers from many clipping issues.  The proposed closer spawn and piercing of object doesn't bring it up to par with other ultimate abilities or serve to make it more unique.  The limitation of line of sight is also a hindrance that many frames' ultimates don’t have to deal with.

     

     

     

    The fix:

    (Edited for clarity)

     

    Radial Javelin is replaced by Energy Blade, a stance which may be toggled and allows the user to make multiple attacks which send a wave of energy outwards ignoring geometry to do damage to enemies in a line in the direction that Excalibur is aiming.

     

     

    This ability is activated for 50 energy and equips the melee weapons for a duration of 5/10/15/20 seconds, and can be ended early by activating the ability again.  While in this mode Excalibur gets a slight immunity to incoming damage of 5/10/15/20%, and each attack made while in this mode costs 20 energy and does damage in a wave in the direction that Excalibur is aiming.  Each attack does 50/100/150/200 slashing/finisher damage plus 1.25/1.50/1.75/2.0 times the wall attack damage for the equipped melee weapon.  Each enemy hit would add three hits to the melee counter, and the ability would be affected by the melee counter.

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