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[Suggestion] Some quick stat buffs that would make Valkyr's, Excalibur's and Wukong's exalted weapons much better


Bakaguya-sama

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Some suggestions that would be presumably very easy to implement. No big rework, no animation fix, just some simple number changes/tweaks.

Other than giving them access to Blood Rush and Weeping Wounds, cuz maybe DE do not want that, I don't know.  

Before we start in, how about this:  

Exalted Melee Stances increase Mod Capacity (by 10 at max level).  

Have them behave like normal melee stance mods. A simple Quality of life improvement for all exalted melee(yes... including Baruuk's...). Make them require less forma to reach maximum potential. I think it's just a nice thing to do.  

First, Valkyr Talons:  

  • Convert base Damage to 100% slash damage, from 33% of each physical type.
  • Increase base Status Chance from 10% to 50%.   
  • Increase base Critical Multiplier from 2.0 to 2.5.   
  • Increase base Range from 1.7m to 3.5m

Let's be real: nobody want Puncture and Impact. Simply converting all the base damage to all slash means Valkyr can dish out bleed procs all day long. Speaking of which, quintupling (5x) her base status chance also makes Condition Overload viable on her Talon, further upping her damage potential. Doubling Talon's range should vastly improve the quality of life of using it. And of course, some extra critical multiplier would serve as a nice cherry on top of the cake.  

Now let's talk Excalibur and Wukong. From my experience at least, their exalted weapons aren't really that bad. They pales in comparison to the monster that is Baruuk's Desert Storm, that's for sure. But their power level are roughly equal to some of the better melee options. Now I know that they aren't outputting BIG RED NUMBERS, but the actual values are still very good. They are perfectly capable of quickly destroying Steel Path Mot  (lvl 140+) enemies. I mean the challenge is to keep them alive, but otherwise they can carve through Steel Path mobs like butter. 

That being said I think they too can use some small buffs to justify their energy expenditure and help them truly compete with the best melee options out there:  

Next, Excalibur Exalted Blade:  

  • Increase Base Critical Chance from 15% to 32%.  
  • Increase Base Critical Multiplier from 2.0 to 2.3.   
  • Projectile Speed is increased by 100%.  

Most of the time I find the problem with Excal's exalted blade isn't that its lacking damage, but that its barely traveling faster than simply walking forward.  Exalted Blade's biggest asset is its punch through projectiles, which can apply big status damage with Chromatic Blade and Condition Overload. Doubling the projectile speed should greatly improve the quality of life of using Exalted Blade. Eand a bit extra CC and CD should make its looks better compared to modern melee weapon stats (should be 120%CC with max sacrificial steel + sac pressure point).  

Now finally, Wukong Iron Staff:

  • Primal Rage Augment now Caps at 390% additional Critical Chance, up from 150%.  
  • Increase Base Critical Multiplier from 2.0 to 2.3. 
  • Increase base range from 3.5m to 6.5m.   

Primal Rage has the potential to  be a very good augment for a Wukong Iron Staff. Unfortunately it's prematurely hamstrung by a very low cap value  at 150% (only an extra 37.5% crit chance). Increase that cap to something much higher. Let Wukong dish out lots of crits and even orange crits with his staff as long as he maintain his buffs. Solidify Iron Staff's niche as a melee weapon with massive reach. Yes I am aware that Iron Staff's main problem is still its many clunky animations on its combos, but these are changes that can be done quickly with just numbers.      

Again, assuming that they aren't getting Blood Rush and Weeping Wound, I think these number tweaks would allow these Warframe to perform much better.  

 

Thoughts?  

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