Cyv001 Posted January 10, 2015 Share Posted January 10, 2015 Pretty happy to see the melee counter boost added in, but it causes a redundancy with the fact that surging dash is pointless now. Perhaps surging dash should be tweaked to give Excalibur a bit of energy and some channeling damage boosts? Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted January 10, 2015 Share Posted January 10, 2015 (edited) Pretty happy to see the melee counter boost added in, but it causes a redundancy with the fact that surging dash is pointless now. Perhaps surging dash should be tweaked to give Excalibur a bit of energy and some channeling damage boosts? NOPE. I'll explain: Basic Slash Dash gives 1 combo point per enemy. With Surging Dash it ramps up to 5 per enemy. With it it's pretty easy Dashing through an enemy mob and having yet up the x2 damage bonus. I found it extremely nice with a Galatine-Whirlwind build. Edited January 10, 2015 by Burnthesteak87 Link to comment Share on other sites More sharing options...
Cyv001 Posted January 10, 2015 Share Posted January 10, 2015 NOPE. I'll explain: Basic Slash Dash gives 1 combo point per enemy. With Surging Dash it ramps up to 5 per enemy. With it it's pretty easy Dashing through an enemy mob and having yet up the x2 damage bonus. I found it extremely nice with a Galatine-Whirlwind build. The mod clarity should be fixed, then. Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted January 10, 2015 Share Posted January 10, 2015 Give it time, it's not a gamebreaker bug, and anyway Forums are made for diffuse informations too. Link to comment Share on other sites More sharing options...
Kuboy Posted January 10, 2015 Share Posted January 10, 2015 NOPE. I'll explain: Basic Slash Dash gives 1 combo point per enemy. With Surging Dash it ramps up to 5 per enemy. With it it's pretty easy Dashing through an enemy mob and having yet up the x2 damage bonus. I found it extremely nice with a Galatine-Whirlwind build. Really? You happened to end your slash near the either slashed enemies, or new enemies, and swing your galatine in time before the melee counter's 1.5 second timer ran out? Link to comment Share on other sites More sharing options...
MDRLOz Posted January 11, 2015 Share Posted January 11, 2015 (edited) Really? You happened to end your slash near the either slashed enemies, or new enemies, and swing your galatine in time before the melee counter's 1.5 second timer ran out? Able to be near the slashed enemies? Yes, I do not run a duration build and can quite easily visually plan where my slash dash will end in a glance. swing your galatine in time before the melee counter's 1.5 second timer ran out? I currently have been testing with Kronen and find it easy now to create melee combos of over 50 with this recent change and the augment mod. However this is a fast attacking weapon. You have a few good point about slow weapons having trouble of maintaining their combo counter. However this is an oversight with heavy weapons and not slash dash. Edited January 11, 2015 by MDRLOz Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted January 11, 2015 Share Posted January 11, 2015 Able to be near the slashed enemies? Yes, I do not run a duration build and can quite easily visually plan where my slash dash will end in a glance. swing your galatine in time before the melee counter's 1.5 second timer ran out? I currently have been testing with Kronen and find it easy now to create melee combos of over 50 with this recent change and the augment mod. However this is a fast attacking weapon. You have a few good point about slow weapons having trouble of maintaining their combo counter. However this is an oversight with heavy weapons and not slash dash. No please, that's not a good point, don't encourage nonsense tellers. I'm using Quickening on every 2handed slow weapon and avoiding Spoiled Strike like crybabiesonforums no tomorrow. Link to comment Share on other sites More sharing options...
MDRLOz Posted January 11, 2015 Share Posted January 11, 2015 No please, that's not a good point, don't encourage nonsense tellers. I'm using Quickening on every 2handed slow weapon and avoiding Spoiled Strike like crybabiesonforums no tomorrow. Well it is true that you could mod to make it worse and you could Mod to make it better. However it is just another indication that the 4 second combo timer and instant max drop off are a little harsh. Personally I am hoping for a channeling mod that extends the timer to something like 8 seconds while channeling is active or something similar. Link to comment Share on other sites More sharing options...
Kuboy Posted January 11, 2015 Share Posted January 11, 2015 No please, that's not a good point, don't encourage nonsense tellers. I'm using Quickening on every 2handed slow weapon and avoiding Spoiled Strike like crybabiesonforums no tomorrow. nonsense tellers: lel You dignify their poor design by using bandaid mods. have fun with that. Link to comment Share on other sites More sharing options...
EvilKam Posted January 19, 2015 Share Posted January 19, 2015 I LOVE my Excalibur! I REALLY LOVE my "2". I am begging you, please do not move my wonderfully useful and nice, INEXPENSIVE "2" over into that huge power-chugging "4". I use my Javelins on occasion, but I use my Blind all the time, often because I have the ENERGY to use Radial Blind. I really don't want to burn 10 energy restores a mission just to blind people when needed. Link to comment Share on other sites More sharing options...
Snisify Posted January 26, 2015 Share Posted January 26, 2015 i have a new suggestion for slash dash, well more like a new mechanic: so, what i have in mind is to change how slash dash work. instead of dashing toward the camera direction, how about make excal lunging and slashing to the enemy on lock on target? I think it's very useful to fill the gap between attack in melee fighting. The animation must be fast to make the combo counter can still live, and no cool down needed, so you can like chaining slash from one enemy to other enemy seamlessly. For starter, since it only lock on to one target it can make critical slash and bleed proc to the target and the range of target could be from 15-25meter. What do you guys think? (sorry for bad english) Link to comment Share on other sites More sharing options...
(PSN)SilverKarasu Posted January 26, 2015 Share Posted January 26, 2015 Gave a similar idea somewhere in this thread....Too lazy to find it. Link to comment Share on other sites More sharing options...
RahuHordika Posted January 27, 2015 Share Posted January 27, 2015 A little bit of a shameless advertisement but here I proposed a somewhat middle-ground change to Super Jump: https://forums.warframe.com/index.php?/topic/391273-two-simple-changes-that-would-help-to-improve-super-jumps-versatility/ Link to comment Share on other sites More sharing options...
r0ckwolf Posted February 26, 2015 Author Share Posted February 26, 2015 I´m utterly disspointed... I played Excalibur in the Tactical Alert and he is as weak as ever!!! :( Enemys at lvl 40 were pretty much imune to Slash Dash and Radial Javelin, Radial Blind while saving my life 1-2 times, still didn´t offer enough utility to make up for the missing damage and as usuall Super Jump didn´t do much at all. I noticed dome Threads recently that were stating Excalibur is too strong, which made me laugh pretty hard.:D I know he made it to the top of the killboard, but considering that he has been abused to abandon in low tier interception to spam his Abilitys with a Trinity providing infinite energy you shouldn´t be suprised! I made enough suggestions already to what i´d like to see..... one day... maybe.... Link to comment Share on other sites More sharing options...
Lagomorf Posted February 26, 2015 Share Posted February 26, 2015 sad snip Don't worry, we will make our idea real. Maybe not now, but we will. But first we need to attract more attention to this thread. I'l do my best to do so. Link to comment Share on other sites More sharing options...
tris1 Posted February 26, 2015 Share Posted February 26, 2015 well I used him with a gram slash dash was mostly useless because of the damage and the mobility doesn't protect your from damage radial blind: rubbish after the nerf im radial blinding every second just to revive a team mate or save my self since it is block by so many things now super jump still not worth the slot if I jump the stun from jumping back down nearly kills me as the enemy sometimes even follow you in the air even though they don't shoot radial javelin the stun is still to short to do anything with by the time the animation is finished the stun has about 2 seconds to run to a target that is it while the damage not even killing level 20 heavy gunners and bombards or even eviscators or special units basically its only radial blind that will keep you alive but just about Link to comment Share on other sites More sharing options...
RahuHordika Posted February 26, 2015 Share Posted February 26, 2015 I will say this again for two abilities that could be much better: Slash Dash: Make the damage scale with the combo counter, if not fully then at least a percentage of it. Perhaps also, as a side, give the unawareness bonus damage. Super Jump: Make it able to be aimed, it's been said countless times already that this power is practically useless in anything but open/high ceiling spaces (try otherwise and you'll just be hitting your head and falling down with no benefit whatsoever), besides that forced animation lock is ridiculously annoying. Link to comment Share on other sites More sharing options...
(XBOX)SkinnyANOINTED1 Posted February 26, 2015 Share Posted February 26, 2015 Rock great ideas man. I started a post a few days ago where my idea for "adrenaline" was similar to ur supercharge. My biggest difference was making adrenaline available when the jump button is held down. So u could access adrenaline without jumping or even after you've jumped. Take a look and tell me what you think. Link to comment Share on other sites More sharing options...
r0ckwolf Posted February 26, 2015 Author Share Posted February 26, 2015 Rock great ideas man. I started a post a few days ago where my idea for "adrenaline" was similar to ur supercharge. My biggest difference was making adrenaline available when the jump button is held down. So u could access adrenaline without jumping or even after you've jumped. Take a look and tell me what you think. can you link the Thread, i´ll gladly check it out and tell you what i think.^^ Link to comment Share on other sites More sharing options...
(XBOX)SkinnyANOINTED1 Posted February 26, 2015 Share Posted February 26, 2015 (edited) I would like to see Excalibur's third ability become two fold to help make him a better Sword frame. I call this idea adrenaline. First, super jump costs 10 energy to use when you tap the button. If you hold the button down for 1 second (on the ground or after you jump) adrenaline kicks in (and costs 65 more energy). Excalibur receives a 5/10/15/20% melee speed increase (fixed) for 5/6/7/8 seconds (affected by duration mods). Excalibur also has unlimited stamina and no channelling cost for the duration Here you go I just copy and pasted. Probably needs some adjustments on numbers but the main idea is having the jump give an option for a duration buff. The duration buff would not require you to jump first but you could jump first and then engage adrenaline/supercharge in the air. Edited February 26, 2015 by (XB1)SkinnyANOINTED1 Link to comment Share on other sites More sharing options...
Pbrandon1 Posted February 27, 2015 Share Posted February 27, 2015 (edited) I would love to see if this replaced Super Jump Although it would need some tweaks so it isn't just a copy of Radial Blind...but this would be so much more better it still kinda keep to what Super Jump was but more of an attack ability than utility. EDIT: This came from here https://www.youtube.com/watch?v=gh_1FveRn_8. Also made a better gif. Also Slash Dash. It would be a more better ability if, enemies you run into with it that aren't killed, will be knocked down. Edited February 27, 2015 by Pbrandon1 Link to comment Share on other sites More sharing options...
r0ckwolf Posted February 27, 2015 Author Share Posted February 27, 2015 I would love to see if this replaced Super Jump Although it would need some tweaks so it isn't just a copy of Radial Blind...but this would be so much more better it still kinda keep to what Super Jump was but more of an attack ability than utility. EDIT: This came from here https://www.youtube.com/watch?v=gh_1FveRn_8. Also made a better gif. Also Slash Dash. It would be a more better ability if, enemies you run into with it that aren't killed, will be knocked down. Man, that would be cool!!! :D Not sure if it would make sense, from an design perspective, but it would definetly be cool as hell! :) Link to comment Share on other sites More sharing options...
Pbrandon1 Posted February 27, 2015 Share Posted February 27, 2015 (edited) Man, that would be cool!!! :D Not sure if it would make sense, from an design perspective, but it would definetly be cool as hell! :) It could if you decide to consider Excalibur to also count fists into his melee theme. Edited February 27, 2015 by Pbrandon1 Link to comment Share on other sites More sharing options...
r0ckwolf Posted March 15, 2015 Author Share Posted March 15, 2015 fingerscrossed that DE will give a little love to xcalibro in U16! :) Link to comment Share on other sites More sharing options...
Djego27 Posted March 15, 2015 Share Posted March 15, 2015 I like the concept. Looks a lot more interesting to play with then the current excalibur that is only used for spamming 4. As for people likeing super jump, just make it a passive(tab jump for the normal jump, hold it for the super jump). Other melee based frames like Valkyr, Loki and Ash have already better mobility skills and I see no reason why a melee focused frame without cloak or godmode should not have a fancy mobility passive. Link to comment Share on other sites More sharing options...
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