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Exalted Weapons are practically useless


brunoswaag04

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5 minutes ago, DeMonkey said:

Which would frustrate a lot of people who enjoy using the weapon, but can't because of excessive limitations.

We can already cut costs down to 25% of normal. What cost do you think DE should aim for that would satisfy this "requiring a lot of energy" criteria.

E.g. 25 energy drain per second even with max efficiency would hurt (that's about 16 seconds of uptime from full energy for Wukong, and even that I would consider beyond "really short"), there's your limited duration. That means at a base value it's 100 energy per second. You are undeniably forced to use a max efficiency build just to be able to use the ability, which ultimately hurts build variety aswell.

How powerful must the ability be? We already have smart bombs attached to some pretty cheap abilities. If this has to be so excessively expensive and have a power to justify that cost, surely it has to wipe the entire map and all future spawns for at least the next minute or two?

Pretty simple, this is not.

A Lot of people are already frustrated by too much grinding and the childish gameplay. There is no point to have 2 identical weapons if they do the same job BTW to each his own.

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Daily reminder: both serene storm and valkyr's claws can hit 400%+ critical chance even without blood rush. 

Every single exalted aside from desert wind needs a fat set of buffs, but just adding blood rush to the list of mods and calling it a day ain't gonna cut it, they'll still be relatively underwhelming.

 

On 2020-08-25 at 7:28 PM, Solarsyphon said:

That's fair, the waves have perhaps lost their specialness with the arch gun coming in. That's why I advocate for something special on heavy attack, and no its not just because I like fate 0. 

tenor.gif

 

On a more serious note, javelin can be reworked to be closer to this, and swapped with exalted blade to be an ultimate. Hold 4 - circle starts extending from your position, like pillage but a bit slower, up to max range (UPD gara's 4 should be a way better example of what i'm trying to describe). Release - hits every enemy within the area twice, one hit immediately and then one after ~1 second delay. First hit slows targets by ~99.5%, similar to rhino stomp, second is an radial javelin current projectile that hits enemy from directly above, pins them to the ground (knockdown, boltor-like effect on death) and delivers actual damage (scales with enemy level). Limit of javelins obviously needs to go.

 

Meanwhile, exalted blade (now 3) can just be a melee weapon buff that adds energy "coating" to your melee (probably sword-type only). Coating does same damage as exalted blade waves do now, with same supporting stats, unaffected by combo. Base range ~5m, caps at ~9m. Current range should match coating visual effect to make it more clear, just like wukong's stuff gimmick. No waves though, because it will be way too much work for them to balance every single stance in the game (even if it's just sword stances).

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